The zenith ( UK : / ˈ z ɛ n ɪ θ / , US : / ˈ z iː n ɪ θ / ) is the imaginary point on the celestial sphere directly "above" a particular location. "Above" means in the vertical direction ( plumb line ) opposite to the gravity direction at that location ( nadir ). The zenith is the "highest" point on the celestial sphere.
41-618: Shadow World is a high-fantasy campaign setting situated on the fictional planet of Kulthea. Originally produced for the Rolemaster role-playing game system , Shadow World is fairly compatible with other d100 games such as High Adventure Role Playing (HARP), Middle-earth Role Playing (MERP) or Against the Darkmaster . The setting blends traditional fantasy elements, such as elves , dwarves , and magic , with science fiction , including such elements as space and time travel , and, to
82-442: A degree, futuristic technology. As with Rolemaster and HARP, Shadow World is owned by Iron Crown Enterprises (often referred to as I.C.E.). It was maintained by the primary author of the setting, Terry K. Amthor of Eidolon Studio (who also holds the trademark for Shadow World, and copyrights for non-gaming fiction related to the world), until his death. Shadow World is a fantasy and science fiction environment that deals with
123-417: A guild of Navigators who can show paths that circumvent magical, weather and other hazards left over from ancient wars and malfunctioning technology. Shadow World dovetails into Iron Crown's Terran Imperium, a science fiction scenario based on Frank Herbert 's Dune intended for their Spacemaster game. A handful of light years from Earth, Kulthea is the seventh planet (of 13) in its solar system , with
164-504: A more typical fantasy milieu. Zenith The word zenith derives from an inaccurate reading of the Arabic expression سمت الرأس ( samt al-raʾs ), meaning "direction of the head" or "path above the head", by Medieval Latin scribes in the Middle Ages (during the 14th century), possibly through Old Spanish . It was reduced to samt ("direction") and miswritten as senit / cenit ,
205-456: A number of topics, including the path of the hero , in a fantasy role-playing environment. The first book to be set in Shadow World was The Iron Wind adventure setting, published in 1980 as a game setting for Iron Crown Enterprises 's Rolemaster fantasy game system. Iron Crown also published Vog Mur and The Cloudlords of Tanara as standalone settings before the 1989 publication of
246-547: A rating of 3 out of 4, saying, "As with any generic setting, the referee will have to do a fair amount of preparation to incorporate the material into an ongoing campaign, and the lack of scenarios means he'll also have to put together an adventure from scratch." Shadow World novels include: Campaign setting A campaign setting is a setting for a tabletop role-playing game or wargame campaign. Most campaign settings are fictional worlds ; however, some are historical or contemporary real-world locations. A campaign
287-525: A reliable calendar based on the phases of the moon Orhan. using "Loremaster reckoning," history is more accurately recorded than had been the case in the Long Night. The Age is characterized by the rise of many polities, attainment of golden ages, and subsequent corruption and destruction by the Unlife, culminating in a "War of Dominion" in which the forces of the Unlife gather all their strength and are defeated by
328-474: A solar orbit of 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,
369-421: A wealth of material written by professional game designers. When creating a homebrew setting "you're on your own - but without limits and preconceptions", which can lead to more interesting games as the game master may be "more invested in the material and passionate about its development". The first role-playing settings from the early 1970s (such as World of Greyhawk and Blackmoor ) were based on works in
410-566: Is 90° above the horizon, and this only happens between the Tropic of Cancer and the Tropic of Capricorn . In Islamic astronomy , the passing of the Sun over the zenith of Mecca becomes the basis of the qibla observation by shadows twice a year on 27/28 May and 15/16 July. At a given location during the course of a day, the Sun reaches not only its zenith but also its nadir , at the antipode of that location 12 hours from solar noon . In astronomy ,
451-720: Is a series of individual adventures , and a campaign setting is the world in which such adventures and campaigns take place. A campaign setting is typically designed for a specific game (such as the Forgotten Realms setting for Dungeons & Dragons ) or a specific genre of game (such as historical fantasy or science fiction ), though some come from existing media (such as movies, shows, novels, or comic books). There are numerous campaign settings available for purchase both in print and online. In addition, many game masters create their own, which are often called "homebrew" settings. Examples of major campaign settings include
SECTION 10
#1732873518133492-462: The Star Wars universe or Middle-earth , then later adapted to one or more role playing systems. However, some system-agnostic settings are designed explicitly for gaming, such as Hârn . Games scholar Nikolai Butler distinguished two types of campaign settings, homebrewed and official. According to games journalist David M. Ewalt , established campaign settings have the advantage of providing
533-677: The Dungeons & Dragons campaign settings , World of Darkness , the Star Trek science fiction universe, and the Avatar: The Last Airbender fantasy world. Some games and settings only appear together, such as Warhammer . Some games have multiple settings, such as Dungeons & Dragons or generic roleplaying systems such as GURPS or Fudge . There are also stand-alone settings that can be used for multiple game systems. Often these are developed first for works of fiction, such as
574-404: The Shadow World , with various gods taking active roles in the unfolding of the storyline directly and indirectly. The deities of Kulthea are divided into several categories Religious organizations on Kulthea are dedicated to one or more of these gods, as understood through the filter of their priests and lay worshipers, giving rise to the potential for dispute between different groups worshiping
615-470: The Sun does not have its own zenith and is at the zenith only if it is directly overhead. In a scientific context, the zenith is the direction of reference for measuring the zenith angle (or zenith angular distance ), the angle between a direction of interest (e.g. a star) and the local zenith - that is, the complement of the altitude angle (or elevation angle ). The Sun reaches the observer's zenith when it
656-461: The m being misread as ni . Through the Old French cenith , zenith first appeared in the 17th century. The term zenith sometimes means the highest point , way, or level reached by a celestial body on its daily apparent path around a given point of observation. This sense of the word is often used to describe the position of the Sun ("The sun reached its zenith..."), but to an astronomer,
697-409: The mortal (or "mannish," though this category includes species such as dwarves and centaurs), immortal (or "Elven") species, and "Half-elven" species. The "half-elven" are not necessarily the direct offspring of a human and an elven parent, but rather long-lived the intermixed hybrid population resulting from widespread interbreeding of human and elven populations until speciation occurs, for example
738-612: The Dúnedain both in higher racial diversity among the former (e.g. the Kinsai are dark-skinned), and there is no suggestion in the source material that High Men or their antecedents owe their longer lives to a very distant elven ancestor. There are also so-called "evil" or monstrous races such as the Murlogi (goblins) and Lugroki (Orcs), with speculated origins as the results of alien origin or sorcerous manipulation. Religions play an active role in
779-629: 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. The First Era concerns the history of the Althan race, ruled by the rise of the K'ta'viiri . (the "Lords of Essaence" [ sic ]) Details regarding this age have been left deliberately vague, with allusions to a galaxy-spanning empire's rise, corruption, and catastrophic fall. During this time,
820-616: The Rolemaster Classic game system from 2007. The focus of the Shadow World setting is the Western Hemisphere of the planet Kulthea. A massive techno-magickal barrier effectively prevents crossing into the Eastern Hemisphere. The lands of Kulthea are ruled variously by different strains of humans, elves, Lugrok, Murlog, and other fantastic creatures and peoples. Kulthean cultures vary in their technological development from
861-560: The Shadow World World Atlas First Edition placed those settings in the context of a single overarching campaign. Iron Crown went on to publish several more supplements before the rights to the property reverted to author Terry Amthor . Many of the first edition Shadow World supplements, have been republished as second editions, updated and suitable for the Rolemaster Standard System (RMSS) from 1994 and
SECTION 20
#1732873518133902-635: The Sulini or Ky'tari. Compared to mortals, either sort of half-elf has a long life, though for species it is measured in centuries while for individuals such as Elor Once Dark or T'vaar Dekdarion it is measurable in millennia. Human subspecies are categorizable as roughly descended from extinct species such as the Jinteni, a few varieties of "High Men" borrowing heavily from J. R. R. Tolkien 's Dúnedain (e.g. Zori or Laan) and many categories of "common men" (such as Jameri or Haid). Shadow World's "High Men" differ from
943-411: The altitude in the horizontal coordinate system and the zenith angle are complementary angles , with the horizon perpendicular to the zenith. The astronomical meridian is also determined by the zenith, and is defined as a circle on the celestial sphere that passes through the zenith, nadir, and the celestial poles . A zenith telescope is a type of telescope designed to point straight up at or near
984-504: The ancestors of most of the current inhabitants of Shadow World were brought to there by the Lords of Essaence. In between the first and Second, there lies a 100,000-year-long period of recovery and regrowth, also known as the Long Night. Again, the authors have left details of this time period vague, noting only the rise and fall of several empires such as the "Jinteni" and "Wôrim." in southern Emer and Gaalt, respectively, who war constantly with
1025-461: The continents are many archipelagos, the fractured geology intended to suggest the geologically unstable history of the planet. Various products detailing specific areas of Kulthea, ranging from high-levels of entire continents ( Jaiman: Land of Twilight or Emer: The Great Continent ), to collections of specific adventures ( Tales of the Loremasters ). Shadow World broadly categorizes races into
1066-409: The declination of the star equals the latitude of the observer. If the current time at Greenwich is known at the time of the observation, the observers longitude can also be determined from the right ascension of the star. Hence "Zenith stars" lie on or near the circle of declination equal to the latitude of the observer ("zenith circle"). Zenith stars are not to be confused with "steering stars" of
1107-646: The early stone-age to Steampunk fantasy interpretations of the Italian Renaissance or the Edwardian Era . The presence of magic is a boon and a bane, permitting feats not accomplishable by comparable earth-age cultures, but retarding overall technological development that lack the understanding of melding science and technology held in Kulthea's ancient history. Trade is performed by water and air-going ships or on horse-drawn vehicles , all of which must be aided by
1148-574: 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. The Second Age of Ire begins with the founding of the College of Loremasters on the secret isle of Karilôn by Kirin T'thaan, Ilmaris Terisonen, and Andraax, (See Signature Characters). The Loremasters gather knowledge and disseminate it to advance civilization. They create
1189-691: The fantasy literary genre by authors such as J. R. R. Tolkien and C. S. Lewis . As a result, common fantasy elements in campaign settings include magic and supernatural/mythological creatures, such as dragons , elves , dwarves and orcs . The worlds in these games usually have a level of technology similar to that of medieval Europe . Over the decades since, fantasy role-playing has evolved and expanded tremendously, developing sub-genres such as dark fantasy , high fantasy , and science fantasy . Games such as Ars Magica popularized fantasy set within elements of real-world history. Subsequent games updated this concept further, bringing fantasy gaming into
1230-443: The five Kulthean moons, is technically a satellite of Orhan. Most of the published material for Kulthea documents the planet's western Hemisphere. Dominated by water, the hemisphere consists of several large continents, including Jaiman, Emer, Agyra, Falias, Folenn, Thuul, and others. Two of the most heavily documented continents thus far are Emer and Jaiman . There are also several subterranean locations described. In addition to
1271-547: The forces of "civilization," though once again at catastrophic price. The Third Era of Ire, which includes the game's present time, begins with the recovery of civilizations from the depredations of the Unlife during the War of Dominion; followed by the stealthy workings of evil forces seeking to destroy them again through subtle means. The setting is the home of several iconic characters: In his 1990 book The Complete Guide to Role-Playing Games , game critic Rick Swan gave this game
Shadow World (role-playing game) - Misplaced Pages Continue
1312-415: The game genre contains sub-genres such as cyberpunk , space opera , and steampunk . Science fiction settings for role playing were introduced with Metamorphosis Alpha in 1976—dungeon adventuring on a "lost starship" —and in 1977 soon followed with Traveller , a space opera game. Its Third Imperium setting covered multiple worlds and alien races. Gamma World , introduced in 1978, explored
1353-542: The past of Earth. Historical settings explored in 1980s-1990s roleplaying games include Pendragon ( Arthurian ), Sengoku ( Japanese warring states ), Recon ( Vietnam War ), and Tibet (historical Tibet ). Horror settings such as Call of Cthulhu were first introduced in the early 1980s, creating a hybrid of fantasy horror and modern thrillers. These settings tended to focus on organizations and societies in which generally normal people fight against malevolent supernatural entities. Another style of horror game reversed
1394-508: 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. This date has changed, as early versions of
1435-445: The present day with urban fantasy (such as Mage: The Ascension ) or into the future with cyberpunk (e.g. Shadowrun ). Science fiction settings typically take place in the future. Common elements involve futuristic technology, contact with alien life forms, experimental societies, and space travel. Psionic abilities (i.e. ESP and telekinesis ) often take the place of magic. Similar to science fiction literature and film,
1476-424: The replacement of traditional elements of fantasy settings with the pseudo-scientific elements of post-apocalyptic fiction . Due to the success of Star Wars , and the franchise's impact on popular culture, many science fiction settings were introduced or adapted during the 1980s. Such settings often involved detailed accounts of military and/or trading operations and organizations. Historical games are set in
1517-457: The roles, with player characters acting as supernatural creatures, such as vampires and werewolves . This style was popularized in the 1990s by White Wolf 's Vampire: The Masquerade and World of Darkness . Early campaign settings that combine horror and fantasy elements include the Dungeons & Dragons settings Ravenloft and Ghostwalk . The D&D Heroes of Horror sourcebook also provided ways to emphasize horror elements within
1558-531: The same god. Religious groups dedicated to the Dark Gods of Charon are usually, but not always, forced by social pressure to hide their places of worship. 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
1599-442: The station, relative to the earth. Zenith stars (also "star on top", "overhead star", "latitude star") are stars whose declination equals the latitude of the observers location, and hence at some time in the day or night pass culminate (pass) through the zenith. When at the zenith the right ascension of the star equals the local sidereal time at your location. In celestial navigation this allows latitude to be determined, since
1640-428: 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
1681-569: The zenith, and used for precision measurement of star positions, to simplify telescope construction, or both. The NASA Orbital Debris Observatory and the Large Zenith Telescope are both zenith telescopes, since the use of liquid mirrors meant these telescopes could only point straight up. On the International Space Station , zenith and nadir are used instead of up and down , referring to directions within and around