Hence the "go here, do this" and you can learn about Shadow World from my original post. An introductory adventure can have all kinds of things unique to Shadow World without delving into politics etc. Garks & Kral are SW specific generic bad guys. Loremasters, Navigators, Air Ships can all be around the characters without them being a part of the adventure. Even just using peripheral elements like colors of magic can be used to weave a tale specific to Shadow World. We also have to consider the "brand" of gaming that new players may be coming from and bridge the gap accordingly. Everyone knows what a dungeon crawl is. Everyone has been a caravan guard. I think the key is to retain these elements and surround them with enough SW specific flavor that you will appeal to both a new players comfort and curiosity.