Shadow World
Master Atlas Fourth Edition
The Shadow World Master Atlas (SWMA) is the fourth edition
of this long running campaign setting.
As in the past Shadow World is geared towards Rolemaster, but it could
be easily applied for any RPG rules set.
Also as in previous editions it is an ambitious setting it is well
thought out and very much geared towards a detailed and sophisticated
campaign. Where other ambitious campaign
settings struggle to match pedestrian scholarship to ambition, SWMA
succeeds. Perhaps even over achieves, it
is a very meaty setting that could turn off or frustrate a GM also.
(As a note I decided
to take a look at each chapter and document my comments that way. I think it would be very tough to organize a
cohesive review by amalgamating all my comments.)
Format, Art and
Design
SWMA is a standard perfect bound book. The cover art of is a
well done, though not very exciting, landscape.
Certainly some of the secondary art on the cover mimics WOTC design
schemes that make the book look like an old tome. Included in the book is a full color
geographic map of the western hemisphere of Kulthea that is pleasing to the
eye. On the back of that is a black and
white map of the Bay of Izar region.
The book is well laid out, though I did find a couple of
minor mistakes. The interior pages are a
standard two column format with a fair amount of art and tables breaking up the
text. The interior art is a little
sparse, but what is slightly lacking in volume is made up for with good to
great art pieces. The formatting is
nice, there is a good explanation page for each chapter that does a good job of
setting the tone and marking chapters.
Part I:
Introduction
This chapter covers the basics of tying in SWMA to the
Rolemaster RPG. This is handy for those
not familiar with Rolemaster. For most
who would likely play in Shadow World, Rolemaster is likely something they are
familiar with.
Part II: History
Within these pages Kulthea’s
(Shadow World) history is covered and its reckoning of time is discussed. The turbulent world of Kulthea once started
like many other worlds, primitive. Then
they inhabitants of Kulthea got to the stars and eventually has
a star spanning empire. Then the empire
fell. Kulthea was left in ruins, evil
and good still fighting for dominance.
At this time an event happened that introduced Eassence
and deities. The world recovered, but
old evils still lurks after good and chaos challenges order. The history runs the full gambit of genres,
but winds up with a very detailed fantasy setting with room to grow.
The history is laid out in a timeline split into several
eras, it is detailed and gives a good feel for the different sort of world the Julthea is. The bad
news is it covers several hundred thousand years of history. Must of the earliest history will never be
known to players and past that a lot of the history will just not be relevant
in a campaign.
While there is too much information, which is tied nicely together,
there are many plot ideas that could be used as the basis for a campaign.
Part III: Peoples
Because of Kulthea’s interstellar,
technological, magical and chaotic backgrounds there are many peoples who live
in the world. Many are analogous to
other generic types of creatures (humans, goblins, orcs,
trolls, etc.), but have their own Kulthean names and twists. Most may not ever be applicable to a
campaign, but considering the races of an entire hemisphere are detailed the
depth is staggeringly good. A GM will likely need to set guidelines on which
races are available to the PC’s.
Rolemaster statistics are offered for each race covered in this chapter,
along with ample pictures.
Part IV: Character
Creation
A simple guide to making a Rolemaster
character. There is only a few pages in this section, which feels like they
were lifted from Rolemaster. As short
and generic as this chapter is, it should have just been left out of SWMA.
Part V: The Lands
The expansive hemisphere SWMA covers, is given an overview
in this chapter. Given the name Master
Atlas, no single region or continent is given much detail beyond countries,
cities or other sundry places of note.
One nice addition to this chapter is each area described has a map
associated with it. Should role playing
in Shadow World be what you are looking for other regional oriented books will
hopefully be released. Information from
previous editions should also be compatible, especially if Emer
and Jaimain are what interest you.
Part VI: The Bay of Izar
This is an area of Shadow World that has been well covered
with the old Shadow World book, Curse of Kabis. In the scope of this book, it is slightly
more detailed than the rest of the lands, but not quite enough to warrant
running a campaign set in this area.
Fifteen pages is certainly not a chunky portion of the book.
Part VII: Essaence
and Spells
The heart of any fantasy system or setting is the
magic. For the most part this is
clarifications and modifications to Role Master and fairly edition neutral, so
regardless of what edition you use it should work out. There are a number of natural phenomena
ascribed to magic and they will have some affect on your spell casters, which
has always been a great part of the Shadow World setting. Everything you need for spell casting is
covered here and it might make for an interesting add-on to other settings.
Part VIII:
Kulthean Gods and Immortal Spirits
This section could have been much more detailed. Given there is a sourcebook dedicated
entirely to the gods and godlike only the basics of the deities. There are a number of very interesting ideas,
especially in regards to local gods and the larger world spanning pantheons
(Lords of Orhan, for example). As well other divine beings and spirits are
given page counts as well. There is
certainly enough material here for a campaign, though I imagine the sourcebook
for this material would be very helpful to a campaign in Kulthea.
Chapter IX: Good
& Evil, Order & Chaos
A very short chapter covering the said
subjects. One thing I have always
liked about Shadow World is the use of the unlife,
which is a nifty gimmick to explain undead and laden a world with all sorts of
campaign hooks.
Chapter X: Groups
of Note
A general overview of the influential groups on Kulthea: Dragonlords, Loremasters,
Navigators, etc. Some personalities of
these groups are also detailed and character stats are available in a couple
iterations of Rolemaster. I suppose I
would have rather had more information about the groups and less of the people
in them. There are all sorts of great
ideas in this chapter, but much of it is overwhelmed by NPC statistics.
Chapter XI: Creatures
A very basic overview of monsters and more
mundane creatures. Clearly any of
the Rolemaster monster supplements would be needed for a campaign of any
length.
Chapter XII:
Undead
A very basic overview of undead, smacks
very much of being lifted out of other Rolemaster material.
Chapter XIII: Artificial Beings
This covers creatures that go far beyond your mundane
constructs. Included are elementals in
this chapter. There is not a huge
variety fo beings covered,
but their detail is deep and laden with encounter and campaign ideas.
Chapter XIV: Demons of Essence
Another chapter dedicated to the basic overview of demons in
the Kulthean setting. Like the above
chapters it has more of a feel of reprinted material than anything new for
Rolemaster or Shadow World. However they
are a key type of creature for the setting, so some overview in needed.
Chapter XV: Demons of the Void
This has been a long standing demonic type in Rolemaster’s numerous editions. There is nothing new here for the experienced
Rolemaster player, but they are still interesting enough.
Chapter XVI: Appendices
A sort of catch all chapter with
information about weather, herbs and poisons. Again nothing terribly new
here, but very helpful for the setting.
The Good
SWMA is a fine supplement; the thought and organization that
frame the setting are staggering and a high mark in detailed campaign
settings. It is certainly an interesting
alternative to the slightly more generic or stereotypical campaign settings on
the market today. A good over all
picture of the world is given with a startling amount of detail given it covers
a huge expanse of the planet Kulthea.
There is so much to see and do that a GM has endless options and might
very well have to curtail what they want to do something more manageable in
size.
The Bad
There is precious little that is new with this new master
atlas, which has not been covered in the previous three editions. For long time Shadow World fans it might feel
more like an excuse to continue to support the game and have some of the
material in one handy book (rather than two books in the previous
editions). As well there is a lot of
material here that has little relevance to the game as it would be played in a
campaign…like a impressive but ultimately useless
timeline that covers hundreds of thousands of years.
Other Comments
I think for Iron Crown to step into current gaming trends
some efforts to tie in this long running setting into D20 might have attracted
new fans rather than simply cater to the dwindling Rolemaster market. Luckily most of the information and material
is fairly easy to convert, a d100 base to a d20 base
is not difficult arithmetic. But I still
think this could be a grand setting for many gamers than just the same old
crowd Iron Crown is catering too.
Overall
Shadow World Master Atlas is a great book, especially if
this is your first foray into Kulthea.
The setting is very different and more exciting than any other fantasy
setting I can think of. So if you are
looking for something different and don’t mind a lot of detail and a little
work this might be a good pickup at your gaming store.