Shadow World

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Shadow World is a high-fantasy campaign setting situated on the fictional planet of Kulthea. Originally produced for the Rolemaster role-playing game system, the setting was initially owned by Iron Crown Enterprises (often referred to as I.C.E.). It is currently owned and maintained by the primary author of the setting, Terry K. Amthor of Eidolon Studio though I.C.E. maintains copyrights over some material. The setting blends traditional fantasy elements, such as elves, dwarves, magic, etc., with science fiction, including such elements as space and time travel, and, to a degree, futuristic technology.

Contents

[edit] Themes

Shadow World deals with a number of topics, including the path of the hero, relatively normal people being caught up in events much larger than themselves, and the interplay of religion, racism, sexism, and homophobia as tools of social control.

[edit] The Universe

Kulthea is the seventh planet (of 13) in its solar system. The order of planets is as follows: Kuluth, Rhogan, Thasia, Ithaneus, Nemeris, Kulthea, Liis, Ombari, Shiron, Xio, Atalan, Deisa, and Ianoris. Kulthea's solar orbit takes 350 days.

Five moons orbit Kulthea. Orhan is the largest (it can be seen in full daylight) and circles Kulthea in 70 days. This moon is very important to peoples and cultures of Kulthea, and is home to the Lords of Orhan. Many calendrical systems are based on Orhan's movement through the sky. Varin is the second largest moon, and is orange in color. With its polar orbit and red color, Charon, the third moon and home to the Dark Gods, is greatly feared. The waxing of Charon, as well as the time when it reaches its zenith, are considered by many cultures to be a period of ill omen. Also, conjunctions of Charon and Orhan can disturb Essænce Flows on Kulthea (see below), causing havoc to the planet's weather and general climatic stability. Mikori is the final moon that orbits Kulthea while Tlilok, counted among the five Kulthean moons, is technically a satellite of Orhan.

[edit] Geography

Most of Kulthea's written history concerns that which occurs on the planet's western Hemisphere. This is mainly because the eastern half of the planet has been cloaked behind an impenetrable magical barrier for thousands of years, and remains for the most part a mystery. Dominated by water, the majority of lands in the west consist of fractured islands. A few land masses are large enough to be considered continents. Two of the most heavily documented continents thus far are Emer and Jaiman. Including these two continents, the western hemisphere contains 14 continents or, more appropriately, aggregations of fractured islands. Some of the more important ones with sizable landmasses include Agyra, Falias, Folenn, and Thuul.

[edit] Races

Below is a list of Shadow World races. Shadow World is a role-playing game campaign setting set on the fictional planet of Kulthea. The setting was designed for the Rolemaster game system, produced by Iron Crown Enterprises.

[edit] Mortals

[edit] Common Men

Common men on Kulthea tend to be smaller and shorter-lived than their High Men brethren. They are composed of myriad of different racial and cultural groups. The following list addresses some of the primary groups found on Emer and Jaiman.

[edit] Anzeti

The Anzeti reside in the mountainous regions of central Emer. Hardened by their climate, they are shy and reclusive, isolated, and seldom encountered by other races

[edit] Dúranaki

The Dúranaki are a nocturnal and distinctive group, residing in maze-like caverns carved out of the mountains of Jaiman. Their dress features black leather accented by silver and platinum studs and bracelets. Their hair is bleached white, dyed bright colors, and treated to stand out from their scalp. They are skilled craftsmen and tend to make talented Mages and Mentalists.

This race tends towards isolation, occasionally emerging to trade herbs and their fine metal craftwork with other groups on Jaiman. They commonly lead raids against the Myri, capturing many and retaining them as slaves. Through an unknown process, they condition the Myri minds to total loyalty, and Dúranaki representatives are never seen without at least one Myri bodyguard.

[edit] Jaaderi

The Jaaderi have long made their homes on the plains of Tai-emer, located in eastern Emer between the Spine of Emer and the Sea of Tears. They make up the main population of the Lankanôk empire, whose capital lies at Kenezán. Robust, strong, and aggressive, the Jaaderi are similar to the Maya in appearance. They are sometimes seen trading in Sel-Kai.

[edit] Rhiani

These nomadic peoples make their home on the desert plains of Uj in southern Emer. Masters of horses, the Rhiani are fierce and strong-willed. These desert folk are unusual in that they have two eyelids. The outer one appears and functions as normal, while they inner eyelid consists of a thin membrane which shields their eyes from bright sunlight. With the inner eyelid closed, the Rhiani have a disturbing, “blind” look to them.

While not exceptionally numerous, the Rhiani are a hardy race; their lives in the deserts of Uj necessitates such a character. They are organized into twelve tribes that act independently of one another and, once a year, they send representatives to the ruined city of Shezarak where inter-tribal agreements, alliances, and marriages are established. These events are coupled with celebrations and vast discussions of important issues.

In general, the Rhiani are extraordinarily honest and strongly value that character in others. Conversely, the have little tolerance for liars, cheaters, and their ilk. The Rhiani have an uncanny ability to detect untruths, and are difficult (and dangerous) to bargain with if one is trying to cheat them.

[edit] Shay

The Shay are a common stock of men, the result of the mixture of many racial sub-groups, that reside in Tai-emer and southern and central Hæstra. Their physical characteristics can be quite varied. The Jameri are of Shay stock, but consist of those groups that migrated to Jaiman early in the Second Age during the initial rise of the Masters of Emer.

[edit] Talath/Myri

The Talath and Myri represent two nearly identical groups of hardy men that reside in northern Hæstra (central Emer) and Jaiman, respectively. While simple, they are powerfully built and exceptionally tall. They are often ruled by other people, but they tend not to mind as long as the rule is benevolent. They are not particularly docile (except the Myri when enslaved by the Dúranaki, who apparently use some kind of enchantment), make terrible slaves, and are protective of personal freedoms.

[edit] Y'nari

The Y’nari tend to concentrate in the northeastern region of Emer and the southern portion of Silaar, where they are known as the Nuyani. Their appearance is distinctive because of their almond-shaped eyes that slant slightly up on the outside, and eyelids with epicanthic folds (similar to the Asian races of Earth).

[edit] High Men

[edit] Laan

The Laan carry a measure of immortal grace, perhaps suggesting a derivative ancestry from Elves. Indeed, they are long-lived, averaging 150 years or so, but are taller and more heavily boned than Elves. They are a beautiful race clouded by a grim determination that results from their mortality. They generally consider themselves superior to other beings, and throughout history have often been at odds with the Loari Elves, both of which are driven by an overriding ambition to control their own destinies. The Laan have built many empires on Emer and today mostly reside in Hæstra. The Laan, as high men, appear to be analogous to the Dúnedain of Tolkien's legendarium.

[edit] Zori

Physically and mentally, the Zori are identical to the Laan, but instead reside on the northern continent of Jaiman. The were once the architects of great empire in north central Jaiman, but it was destroyed in unknown catastrophe. Today, the wastes of Zor are rarely visited.

[edit] Other

[edit] Dwarves (Nomari)

[edit] Immortals

[edit] Elves

Shadow World Elves have more in common with Tolkien's elves than with other traditional fantasy settings. As such, they are taller and stronger than those found in the various Dungeons and Dragons settings, for example, and are immortal like Tolkien's elves. These similarities are perhaps due to the history of the Shadow World campaign setting's ownership, specifically its early ties to I.C.E. and their initial ownership of gaming rights to Tolkien's material.

Within Shadow World, elves are divided into a number of sub-types, including the Linæri, Loari, Erlini, and the Dyari. The first two types are considered the “High Born,” referred to as the Iylari. As a whole, they are generally taller than humans, have elongated ears, larger eyes, and slightly delicate features. To mortals, they can be quite beautiful. Common to all of the elves, however, are their egos, as they view themselves superior to all other races. This self-aggrandizement is demonstrated differently by each particular elven sub-group (i.e., the Erlini are somewhat self-effacing while the Linæri maintain a certain degree of charm about it), but it is most prominent among the Loari elves, who make no attempt at hiding their contempt for mortals.

[edit] Linæri

The Linæri closely resemble Tolkien's Vanyar. They are more philosophical and musical of the two groups of Iylari, preferring open spaces to structures and airy homes. They typically have golden blond hair, blue eyes, and fair skin.

[edit] Loari

The Loari resemble Tolkien's Noldor elves, seeking power and the ability to craft; they are the forgers of great kingdoms and items of power. They are technologically advanced (at least, compared to the technological levels demonstrated by other mortal and immortal groups) and unsurpassed in gem-cutting, architecture, and making and working with metallic alloys. Their weapons, armor, and magical devices are among the most potent in the world. The great Loari smith Tethior, who is comparable and shares many similarities with the Noldorin Fëanor, is a renowned figure in Kulthea’s history.

Most Loari typically have raven-black hair, pale skin, and brown or hazel eyes. They are stronger than other elves, and have a slightly heavier bone structure. Except in comparison to the mortal Laan, Loari warriors are without match among the humanoid races. Also, as mentioned, their egos are without match, either among the mannish races or the elven groups. Their conceit of other groups is, however, more passive than aggressive, as they rarely seek to dominate others.

[edit] Erlini

The Erlini closely resemble Tolkien's Silvan Elves and, like them, are commonly called Wood Elves. They tend to be shorter than their high-born brethren and less muscular, but are among the most agile. Like the Linæri, the Erlini tend to live close to nature and prefer her in her unaltered state. Their architecture is never intrusive on nature, but seeks to work with it and around it. The Erlini are the most likely of the elven groups to intermingle with humans.

[edit] Dyari

The Dyari bear some similarities with Tolkien's Avari, but also drawing from the Drow of Dungeons and Dragons. Called the Dark Elves, the Dyari are not, in fact, dark skinned. They are typically fair skinned with pale or white hair, dark eyes, and can be physically intimidating like the Loari. As a whole, they are invariably evil (thus the “dark” moniker) and typically lend their considerable talents to the darker sides of the magical arts. They are cunning, cruel, and ambitious, the product of what happens to the Loari when they are coupled with a distinct lack of morality. Many are worshippers of the Dark Gods, especially Moralis and Inis, and not a few have given over to the Unlife.

[edit] Dark creatures

[edit] Mortal

[edit] Garks

Garks are evil ape-like creatures that inhabit the dense jungles and temperate forests of Emer and Jaiman. They are short, muscular, covered in a mottled gray fur, and only semi-intelligent. They employ crude weapons of stone, bone, or wood when aggressively defending their territory or raiding caravans, travelers, or homesteads.

[edit] Goblins

Goblins, known as the Murlogi in Emer, are small and vicious humanoids that carve cavernous homes out of the various mountain chains throughout Kulthea. They are fast-breeding, and their population numbers are uncountable. They are typically 3 – 4 ½ feet tall with large distorted faces, long ears, sharp teeth, and long arms. The are regarded by humans as stupid, but this is far from the truth – they are indeed skilled tacticians and craftsmen

[edit] Lugrôki

The grotesque Lugrôki are strong and fierce warriors. Their skin is almost black, and large fangs emerge from their snout-like mouth. They are talented craftsman, but only produce weapons of war that lack any beauty. The Lugrôki dwell in maze-like caverns under the Spine of Emer and other mountains on Emer and under the various chains of Jaiman. They can be divided among lesser and greater Lugrôki, a distinction based on size and, perhaps, intelligence. Lesser Lugrôki aer somewhat analogous to Orcs in Tolkien's legendarium, while greater Lugrôki resemble the Uruk-hai.

[edit] Trolls

Trolls are big, stupid, and extremely aggressive. Comprising many different kinds, trolls are found in nearly any kind of ecological context. Almost all trolls are sensitive to sunlight, and many local legends hold that they turn to stone or wood if exposed to direct sunlight.

[edit] Religion & Gods

The deities of Kulthea are generally divided into two spheres: the Lords of Orhan, which are considered good by most human societies, and the Dark Gods of Charon, regarded by most as evil and chaotic. As their names imply, they reside on the moon after which they are named. A number of organized religions worship the Lords of Orhan, either as whole (i.e., the entire pantheon), or according to individual Lords. Uncountable informal cults, sects, and other groups also worship them. Their prevalence and visibility will vary according to geographic, racial, cultural, and/or political context. Religious organizations dedicated to the Dark Gods of Charon certainly exist, and are quite prevalent, but they are much less visible than their good counterparts and generally exist among the underground. As with the Lords of Orhan, an unknowable number of formal and informal cults also worship the dark Gods.

Additionally, some regions give rise to Local Gods, whose power extends only as far as their sphere of worship.

[edit] History

The history of Kulthea is a convoluted and violent one characterized by the cyclical rising and destruction of countless races, kingdoms, and empires. Local wars are common as competing polities vie with one another for resources, people, tribute, or ideological reasons. Vast global conflicts have been fought between the powers of Light and Darkness, and each one has marked the transition from one Era to the next. These wars have nearly destroyed the planet, laying waste to entire continents and leading to millennia of cultural and political stagnation. Kulthea's history is divided into three eras.

The "current date" of the campaign (i.e., the date to which recently published material refers) is 6054 of the Third Era. It should be noted that this date has changed, as early versions of the Master Atlas and supplementary materials dated to T.E. 6050. The more recent versions of the Atlas add material to the overall chronology up through T.E. 6054.

[edit] First Era

The First Era of Ire is vastly long and concerns the history of the Althan race and the rise of the K'ta'viiri. Little is known about this latter group, and it is unknown whether or not they were a specific race, sub-group, faction, or ruling lineage of the Altha. They are known to have led to the Altha and established an interstellar empire that encompassed nearly a quarter of the galaxy. However, they became increasing corrupt and, led by the Empress Kadæna, create an artifact of unsurpassed power: the Shadowstone. A rebellion, led by Kadæna's cousin Lord Ûtha (who leads the Duskwalkers), challenges Kadæna and her empire. Wielding the Soulsword, Ûtha slays Kadæna but dies himself. The rebellion, which occurred approximately 112,000 years before the present, destroys the Althan Empire, nearly all of the K'ta'viiri, and lays waste to Kulthea (nearly all life on the planet was killed). The planet would descend into a 100,000 year long period of regrowth referred to as the Interregnum, also known as the Long Night.

Little is known about the Interregnum other than minor references concerning the rise of two empires, the Jinteni and the Wôrim in southwest Emer and Gaalt, respectively, who war constantly with the elven realms of the distant east. Both succumb to famine, disease, and natural disasters (as well as warfare) and disappear approximately 5,000 years before the beginning of the Second Era.

[edit] Second Era

The Second Age of Ire begins with the founding of the College of Loremasters on the secret isle of Karilôn by three individuals: Kirin T'thaan, Ilmaris Terisonen, and Andraax, all believed to be Iylari Elves. The purpose of the Loremasters is to gather knowledge and to disseminate it among the free peoples for the advancement of civilization. One of their first tasks is to create reliable calendar based on the phases of the moon Orhan. Following this, history is more accurately recorded according to “Loremaster Reckoning.”

One of the first empires to rise out of the ashes of the Interregnum is that formed by the Masters of Emer in central Hæstra. The Masters are a cabal of six Titans who, making their home on the Isle of Votania in southern Hæstra, decide in S.E. 800 that order needs to be restored to the region. By S.E. 1000, their servants begin by driving out garks and lugrôki from Hæstra, but people of the Shay race begin to flee as well (to Jaiman). They are replaced by the Masters’ favored race, the Laan, who settle the now-vacant land and begin to build strong yet beautiful cities. While their empire began in Hæstra, by S.E. 1230 they have conquered all of the Emer.

Through several millennia of stability, the Masters rule Emer, in many areas worship as gods (though they are not). Discord, in the form of internal conflict among the Masters’, takes root around S.E. 3000 and over the next several thousand years the Empire decays as revolts and invasion wrack it from all sides. It recedes until only Hæstra is held and by S.E. 5000, their empire is no more.

On Jaiman, the Zori (related to the Laan) begin to consolidate and centralize a kingdom in Tanara. When the Shay, fleeing the Masters of Emer, arrive, they are subjugated by the Zori and transformed into a serving underclass that become locally known as the Jameri. The Zor kingdom exists for several millennia, but was eventually destroyed in an unknown cataclysm at the end of the 4th millennium. Today, the former central region of the kingdom of Zor is a wasteland.

Around S.E. 3400, Lorgalis the White builds a citadel on Ulor in western Jaiman. This mysterious servant of the Unlife, his origins a secret, establishes a realm that immediately begins to attract lugrôki and trogli. Following the domination of Ulor, Lorgalis expands southwards into and conquering Ly-Aran. His expansion is stopped only by the assistance of Andraax and the smith Tethior, who forged powerful artifacts imbued with the raw Essænnce (the Six Crowns) to help the free kingdoms, including Zor and Rhakhaan.

[edit] Sources

  • Eidolon: City In The Sky (ICE, 1992)
  • Emer Book I: Hæstra (TKA & ICE, 1997)
  • Emer Book II: The Northeast (TKA & ICE, 1999)
  • Haalkataine (TKA & ICE, 1998)
  • Jaiman: Land of Twilight (ICE, 1989)
  • Norek: Intrigue in a City-State of Jaiman
  • Powers of Light and Darkness (Aurigas Aldebaron, 2002)
  • Shadow World Master Atlas, 1st Edition
  • Shadow World Master Atlas, 2nd Edition
  • Shadow World Master Atlas, 3rd Edition (TKA & ICE 1998)
  • Shadow World Master Atlas, 4th Edition
  • Kane, Thomas M. "You Can't Get There From Here... Until Now." Vortext Spring 1991. Emeryville, CA: Vortext Publishing, 1991.

[edit] See also

[edit] External links