Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. A more recent Old School Renaissance-style roleplaying game which right from the start of its appearance started being supported by fanzines, is ShadowDark, published by The Arcane Library. ShadowFolk is one such fanzine.
ShadowFolk Issue One was published by This Is The Weird in April, 2025. It describes itself as an ‘Obscure Folklore Toolbox’ and the first issue is inspired both Ukrainian and Slavic Myth, but has the feel of cosmic horror. It is broken down into three sections, ‘Player Tools’, ‘GM Tools’, and ‘Hex Tools’, but much of the content in ShadowFolk Issue One is actually connected.
The ‘Player Tools’ offers two new Classes. The ‘Kazhennik’ is a member of a species that originated on a strange world of crystallized wood and strange cosmic winds, now lost to them. They have crystalised skin for slightly higher Armour Class, wield a weapon of crystalised wood that inflicts greater damage, and can summon a strange bluish-purple wind that works as a Feather Fall spell. Their strangeness affects others and themselves, such that they avoid civilisation in favour of nature. They give a Close ally a bonus to any roll, but the Kazhennik suffers a penalty when this happens. The other Class is the ‘Netlenne’, a survivalist who can use some nature magic. They have been blessed by nature deities and by teenagers eyes of white orbs and amber colored hair. They loathe reptiles of any kind and at advantage when attacking them, and also have advantage for all nature-related rolls. Their major ability is that they can cast the Shapechange spell to change into any non-reptile creature. They can learn nature-related spells, but not often.
These are odd Classes, outsiders and suitable for campaigns away from urban areas. Mechanically though, what marks them out as different is that they are not Classes that can be taken in addition to an Ancestry. Instead, what they do, much like Basic Dungeons & Dragons did ‘Race as Class’ rather than ‘Race and Class’, is ‘Ancestry as Class’. ShadowFolk Issue One suggests two ways in which this can be done with the Ancestries presented in ShadowDark. One is a hybrid between the Ancestry and the Class in which the Player Characters gains the benefits of another selected every other Level, whilst the other is more of a hodgepodge method that needs some adjustment to the Talent Charts to work with any ease. Both are detailed in ‘Ancestry As Class (AAC)’ in the appendix at the end of the issue.
The ‘GM Tools’ consist of several connected monsters. ‘The Gentleman’ is a dapper demon who who helps forge alliances and agreements between the unlikeliest of groups and deadliest of enemies that always looks so good on paper—and prove to be in the short term. Invariably they go wrong, one side—or both—is betrayed, and so on, so that the chaos of before, is even worse. The Gentleman is always accompanied by two ‘Vyrovik-apes’, undead-like, pony-sized apes that protect their master by being able to teleport between shadows and uttering soul-wrenching howls. They are also unerringly able to track any mortal who gives up his soul to their master. Such souls are transformed into ‘Vyrovik-ki’, short, pig-faced undead chaos fiends that undertake simple tasks because otherwise they can get distracted. Their entry includes a nice table of what they might do when distracted! The other servants of The Gentleman are the ‘Vyrovik-pel’, semi-corporeal winged demons that understand all languages and lurk on rooftops and in allies, collecting all manner of gossip and rumour. What the Game Master has here is suite of demons that can lurk in a city, collect rumours and information that The Gentleman can use to his advantage. The monsters could have done with a few hooks or ideas on how to implement them in a campaign, but these are reasonable tools to start with.
The ‘Hex Tools’ continue the support for the earlier content in the fanzine. ‘Korrine Village’ provides a settlement for the Kazhennik, grown from the forest floor from dead wood turned into a crystalline substance. It is more an overview, but in a page it manages to pack in a quick description of Kazhennik culture, three personalities, and a couple of hooks. There is not a great deal of detail, but it could serve as a rest stop or the home of a Kazhennik Player Character. More attention is paid to the ‘Isle of Mt. Smersh’, the home of The Gentleman from one world to the next. It is heavily mountainous, The Gentleman’s sanctuary, a castle of white obsidian sits atop the island’s highest peak and is marked with endless mazes and tunnels, the whole complex guarded by clockwork machinations and chaos fiends. It is littered with the remains and sometimes devolved descendants of civilisations that The Gentleman has manipulated into their destruction. The remainder of the island consists of thick jungle broken by standing stones, temple of the rain gods, and a silent statue that appears different to everyone who looks upon it. The Game Master will need to develop the specific sites herself to really make full use of them, although the two included monsters—the Mayan Warrior and Child of Zorro—give the island more of a Pulp action Central American feel rather than an ancient island of Chaos.
Physically, ShadowFolk Issue One is a good looking first issue. The very nice artwork contributes towards that appearance, the issue does need an edit.
ShadowFolk Issue One is an ambitious first issue, providing an interesting pair of Classes that do not fit the pattern of traditional Classes in ShadowDark, as well as a setting and a great villain that the Game Master can add to her campaign. However, it is not apparent until quite a way into the fanzine that the various articles are connected and designed to be used together. Perhaps some time could have been spent explaining this at the start? Similarly, ‘The Gentleman’ feels underwritten in terms of actions and motivations and again, more time could have been devoted to developing that for the benefit of the Game Master. Overall, ShadowFolk Issue One does show promise, but the content needs a little more development.