Shaintar BetaPG v1
Shaintar BetaPG v1
Shaintar BetaPG v1
LegendS Arise
B E T A ED I T I O N
W riti n g
Sean patrick fannon,
Norm Hensley, and Sean preston
Shaintar is copyright 2011-2012, Reality Blurs, LLC. All rights reserved. Shaintar, Savage Cinematic Fantasy, and all associated
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of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written
consent of Reality Blurs, LLC.
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds
and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no
representation or warranty as to the quality, viability, or suitability for purpose of this product.
A moment
please
Before you dive in, please keep in mind this is the BETA EDITION.
The mechanics are solid and sound. Everything is working just fine.
Enjoy it. If you notice something which seems a bit off, however,
please let us know.
We've all put a lot of work into this, and there are miles to go before
we sleep. We just value your loyalty and commitment to us, and to
Savage Worlds, so we opted to get this out into your hands. We know
you've been waiting for this for a long time, and I want you to know
that there is a lot more to Shaintar than you'll find in this work.
No. You won't find everything in here, but what you will find should
keep you adventuring for some time. There are the races, the magic,
and setting rules and all sorts of new things to keep you gaming for
a long time. GM advice, all the secrets of the world, and the Bestiary
are not to be found. We trust you'll be able to prepare fiends and foes
for your friends to deal with while you await the completed work. I
just want to give you a heads up. While we discussed those finer points
of what to include and what not to include, the decision ultimately
falls, for better or ill, upon my shoulders. We did this once before with
Agents of Oblivion, and, depending upon the reception of this work,
we may well do it again in the future. We hope you enjoy it!
Best,
Sean Preston
Note: This BETA EDITION is for the first in a set of two books for
Shaintar. What you're reading covers NOVICE through VETERAN
level characters. The final work of Shaintar: Legends Arise covers the
same spectrum of characters while the second work, Shaintar: Legends
Unleashed, gets into the realm of HEROIC and LEGENDARY.
3
P R EF A T O R Y
SOME MUSINGS FOR YOUR AMUSEMENT
Regards,
Sean Preston
4
FOREWARD
A LAND OF LEGENDS, INSPIRED BY MASTERS
A M A S T E R O F L I G H T , D A R K , & A D V EN T U R E
I didn’t know of Lawrence Kasdan back then; he was far too
overshadowed by his bosses, Lucas and Spielberg. While they made
something good, Kasdan made it great. He worked in the shadows on
such amazing pieces of cinema as The Empire Strikes Back, Return of
the Jedi, and Raiders of the Lost Ark. While Lucas and Spielberg had
vision, Kasdan was a master architect and manipulator. He taught me
how to make heroes and villains with depth, and to create adventures
where heroes can truly shine.
Kasdan knows how to take archetypical heroes and villains and make
them sing the way we want and expect them to, while giving them
a depth that stays with us long after the end of a dramatic scene or
humorous aside. He knows how to create fully realized characters
who know the role in which they are cast, but also understand that
no matter how good their intentions or how well they may sling a
light saber or crack a whip, may not escape without some bumps and
bruises along the way.
He never lets the villains play the fool. They are, at the start, larger
by far than the heroes, and as the story progresses, we come to see
more about them. We get to know that, bad and powerful as they are,
they can know fear (or at least concern), and this makes them even
more interesting.
This is what Kasdan gave to Empire, then to Return of the Jedi, and
once more to Raiders of the Lost Ark. He inspired me throughout my
childhood, and continues to do so even today. The high adventure,
sweeping stories, and amazingly heroic characters at the heart of
them all became a part of my creative soul as I crafted the world and
story that is Shaintar.
5
A M A S T E R O F T I ME & P L A CE
Ed Greenwood took a golden acorn and nurtured it into a mighty oak
with a thousand branches, each with a life of its own.
At the tender age of eleven, as far as I knew, there was no actual world
for Dungeons & Dragons beyond a keep. It was on the border with
other lands. There was a cave complex nearby with many monsters
and villains organized to do terrible things to anyone who came near.
Ed showed me how to transform this lone keep (now Lone Keep),
and create a world around it. No longer was it an anonymous place.
It now stood on the border, juxtaposed between the Freelands, the
Wildlands, and Galea. This grew to what has become Shaintar.
I had been wrestling with Shaintar for a decade when I discovered
the Forgotten Realms. Ed changed my perspective on world-building.
Sure, by that point, I’d seen Greyhawk, and other fashioned worlds
of fantasy, but it was the Realms that ignited a fire that burns until
now with a passion to craft a deep, evolved, believable world full
of life, where heroes really can change things. Not by delving into
finely-crafted underground hallways or hacking through kobolds and
puddings to get to chests of gold, but by listening to those with wisdom
and knowledge and seeking the solutions to grave problems, facing all
dangers and challenges to see right done and evil defeated.
Cities live and breathe in the Realms. Kingdoms thrive and fall.
Cultures sing with vibrancy, or seethe with corrupt shadows. Factions
ally or break, all with their own agendas. A disaster in the south may
mean nothing in the west, or the beginning of terrible times for all.
There is room for many stories, and yet there is an internal consistency
and interlinked concepts that tie everything together.
Ed showed me how to take all of the cool ideas, neat races, special
ways of dealing with magic, intricate cosmologies, and everything else
I was developing and craft it into a cohesive, believable, enticing whole
that players want to explore and live in. He created a rich, dynamic
tableau where anything is possible and time marches on, whether we
want it to or not...
6
A MASTER OF STORY & STRUCTURE
Joe Straczynski intentionally and successfully executed a “televised
novel,” as he called it. He had a five-year story planned from
beginning to end; he knew where he was going, and carefully wove
all the elements towards a satisfyingly logical and cohesive end. The
name of this masterwork? Babylon 5. Even gives the title a bit more
resonance, doesn’t it?
This beginning-middle-ending framework allowed Straczynski
to create complex, interesting, and yet flawed characters that could
experience real development. They could rise and fall, be redeemed
or killed (or both), all towards a greater storytelling need.
He gave us epic battles featuring cosmic powers, primal forces and
great galactic nations, all serving as more than a backdrop or excuse
for action. The roles of the characters were defined by goals and vital
decisions rather just showing them in peril or looking good as they
shot at things. He gave us terrible monsters and downright rotten
villains, as well as complex conspiracies, full of mystery, with multiple
factions all vying for power and information. We struggled along with
the heroes each episode, trying to decipher what was going on and
what would happen next. Alliances and betrayals created crescendos
and climaxes like a roller coaster. Best of all, Straczynski delivered
on the mysteries often and satisfyingly. If questions remained, they
made sense. And in the meantime we could think, “Oh, yeah! I get it
now,” rather than how most such shows treat us today, leaving us with
“What... the...?”
P A Y I NG I T F O R W A R D
I’ve spent over twenty years writing and applying these lessons to
what you now hold in your hands or the pixels you watch floating
on your screen of choice. Please know this has been nothing, if not a
labor of love.
What I give you — what we give you — is a rich, deep and detailed
fantasy world, with all the complex history, culture, politics, and
cosmology wrapped up in a fully believable, internally consistent whole
— a place in which to believe, to live, and to seek high adventure,
populated by things from my mind, and now yours.
Welcome. I look forward to learning of your legends!
Best,
Sean Patrick Fannon
7
Acknowledgements
F R O M SE A N P A T R I CK F A NN O N
8
C H A P T E R O NE
SHAINTAR OMNIBUS
Every great tale has a beginning, and yours begins here, in the realm
of Shaintar (Pronounced “Shine-tar”). At once familiar and alien,
you will come to know it as a place you understand completely, while
still being perplexed and dazzled by its mysteries. As you seek out the
answers to those mysteries, all the while doing battle with villains and
monsters both archetypal and alien, you will come to understand a
primal truth: Shaintar, this world with thousands of years of history
behind it, stands on the brink of dramatic, possibly catastrophic
change. How this change ultimately manifests, what damage it will
wreak, or what growth it will engender, will depend entirely upon you.
9
OF THE LAND
Shaintar. The very name speaks of the unique and powerful
mythology that defines this world. It is a world of ancient mystery
and contemporary intrigue, of endless possibilities, both wondrous
and sinister. Magic abounds and is a powerful force; yet even magic
knows limitations, and a lone Hero with a strong blade and a stronger
heart may prevail. Shaintar is a world of adventure, a world meant
for heroes.
Shaintar is comprised of one primary continent, with over a dozen
islands located mainly to the south. Anything more than a few dozen
miles off the coast in any direction is virtually unexplored, as is the
land beyond the Everwall Mountains to the north; these areas are
covered in a white, crystalline mist called the Veil, and nothing that
goes in ever returns. While scholars estimate the total population at
around twenty-two million as of the year 3121, the War of Flame has
exacted a horrid toll that they have not yet discovered.
It is generally accepted in scholarly circles that Shaintar is a spherical
world, but no expeditions have successfully proven this fact. The
climate is generally temperate with four seasons. The northern regions
are cooler and prone to harsh winters. The south is warmer, tending
towards high humidity. The western regions tend to be more arid than
the east.
There is one sun, and the days are twenty-five hours long. The
“Thirteenth Hour” of the night often has mystical or superstitious
importance. Each year consists of sixteen months of thirty-three days
each, except the first month of the calendar year, which has been given
thirty-four days to maintain proper balance with seasons and cycles.
That day is often treated as a “free day” in many cultures, meant for
festivals or rest. The most common calendars recognize six-day weeks,
with the sixth day normally reserved for worship, contemplation, or
rest.
The months are as follows: Falling Ice, First Hunt, Golden Eagle,
Planting Moons (the spring months), Red Wolf, Eternal Sun, Thunder
Hawk, Festival Moons (the summer months), Dancing Clouds, Forest
Dance, Raining Leaves, Harvest Moons (the autumn months), White
Stag, Gray Winds, White River, and Dark Moons (the winter months).
These names are in common usage in the Southern Kingdoms, the
Prelacy of Camon, and the Fae Nation. The days of the week have
various names depending on where one lives. For example, the sixth
10
day of the week is called Rest Day in Galea, Holy Day in Camon, and
Jin’tola Hanais (Day of Reflection) in the Fae Nation. The extra day
of the first month is not considered a day of the week. As such, any
given date will always fall on the same day of the week each year.
Three moons rule the night sky of Shaintar: Unidar, Diadar, and
Lianar. Unidar reaches fullness every month, Diadar every two
months, and Lianar every four. The three moons share the same
fullness cycle; thus all three are full every four months. This is often
a time of mystical import. Unidar is brightly silver in the sky, Diadar
is bluish in coloring, and Lianar is a very pale gray. As might be
expected, the three moons can often cause the seas to be quite violent,
which is part of the reason that exploration much farther beyond the
main continent is almost impossible — although the mists of the Veil
have much more to do with it.
The main continent is over 1800 miles long north to south and an
equal distance wide at its widest point, a tremendous distance for the
average traveler.
11
LINER NOTES: DIFFERENT, BUT SIMILAR
It’s fun to make a land that is different than the real world,
but it’s important when you are creating a world that people
are meant to inhabit and play in that it remain a place they can
relate to in some way.
The basic climates of Shaintar are meant to be pretty
recognizable, as are the land areas and the cultures. The
cultures mostly evoke European types, while the climates
are meant to combine North American and mainly Western
European norms.
The actual land mass is approximately the size of Western
Europe, with a little of the Eastern areas added to fill it out. This
gives a lot of area to travel without becoming unmanageable.
As for the calendar, hours in a day, and the moons, this is
probably the greatest departure. Frankly, I did it mainly out
of pure inspiration at first, but have since built some fun
mythology and other ideas out of it. The three moons do have
some mystical importance, and their conjunctions are constant
sources of “times of portent.” Playing with their impact on
sea travel has helped explain why distant shores are so much
harder to reach, as well. The calendar was mostly just a fun
conceit, but it has come to mean that everyone just lives a great
deal longer.
As for the twenty-five-hour days… I just love the idea of a
“Thirteenth Hour.” Another mystical time, set apart from
everything else. For me, it was like the idea of midnight lasting
for an entire hour, and it is a fun thing to mess around with
when you have the gothic forces of Darkness in the mix.
12
OF THE GODS
According to elvish legends, which are the basis for many other
cultural belief systems, the world was created by the entities Shanais
and Targon. Targon is often referred to as the Lord of the Land, and
Shanais is called the Spirit Mother. It is held that they created the world
and then brought forth the Ascended to watch over their creation as
they moved on throughout the cosmos to create other worlds.
The Ascended are not actually gods, but spirit guides and guardians
over Corelisia, the World Between Worlds that is the realm of spirits.
In the cultures that acknowledge the Ascended, it is an intrinsic belief
that there are no “all-powerful” gods ruling over them, but spirit
beings that can provide guidance and aid. These spirits protect them
from the ravages of the Abyss and the Nether, the regions of Corelisia
that are home to demons and Necrolords, respectively.
There were originally five Ascended: Vainar, Ceynara, Dranak,
Illiana, and Zavonis. Vainar was raised from the fae people to be the
leader of the Ascended, and his realm was that of Nature and Spirit. As
the Soulfinder, he and those who served him were to oversee Corelisia
and guide the spirits of those who died to their places. But Vainar
was tempted by the Necrolords, the mysterious and dark denizens of
the Nether who draw their power from corrupting Darkness. He was
offered their dark might if he would but open the way for their access
to Shaintar and the region of Corelisia that surrounds it.
Vainar sought to rule the Necrolords, believing that if he could
accept their power and somehow control it, he could gain control of
them and restrict their depredations. He soon discovered the folly of
his actions as the power they gave him corrupted his very soul. He
now rules over the Necrolords as he sought, but he continues the very
destruction and evil he sought to defeat. He is now known as Vainar
the Fallen, the Shadowlord.
Ceynara was raised from the humans and set to guard over the gate
to the Abyss; many religious scholars believe now that she was actually
meant to take on the role of the Lady of Light, but instead failed
her test and did not gain that honor. Spirits of fallen warriors were
often sent to her to aid as she fought off the demons so they could
not ravage Corelisia and gain access to Shaintar. Sadly, Ceynara was
seduced by Uldor, one of the great Demon Lords. He offered her the
throne as Queen over all the Abyss and she accepted. Ceynara is now
known as the Demon Queen, and Uldor is her Prince Consort.
13
Dranak was raised from the dwarves to become the Stonewalker,
and the earth and all its treasures became his realm. Illiana, raised
from the dregordians, became the Waverider, Mistress of the Seas and
life-giving water. From the aevakar, Zavonis was raised to become the
Windmaster, Lord of the Skies. With the fall of Vainar and Ceynara,
and upon the urging of Saiderin the Wanderer, the three of them
eventually worked to raise up Vainar’s sister, Landra, to take on the
mantle of Soulfinder. Unfortunately, doing this greatly drained their
power and combined with the corruption already present in Corelisia.
Since then, they have struggled long and hard against the combined
might of the demons and the Necrolords.
In more recent times — during what is now known as the “Betrayal
War” — another higher being made his presence known. An entity
calling himself Archanon, the same name as the false god of the
Church of Archanon in Camon, began to grant powers to priests
and paladins. This same entity overtly denounced the Church of
the Prelacy of Camon, and caused a new church to be formed: the
Church of Light. So far, Archanon has proven a strong and noble ally
to the remaining Ascended.
There are many lesser spirit beings in Corelisia, most of which serve
one of the Ascended. However, there are many who do not, and many
mysteries of the realm of the spirits are yet to be discovered.
14
OF MAGIC
Magic in Shaintar is created by the channeling and usage of Essence,
the force of spirit energy that permeates all of Shaintar and Corelisia,
binding all things together. Four primary Powers influence matters
cosmological. Essence in its pure form is the Power referred to as
Life. There is also corrupted Essence, often called Darkness; this is
the Power associated with undeath and impurity. Essence also has an
antithesis, known as Flame; this is the power of the Abyss, the raw
destructive force of entropy that threatens the foundation of All That
Is.
With the appearance of Archanon, a fourth Power made itself
known: Life. Light is a representation of the “higher law” to which
those of benevolent and judicious intent aspire, and it seems to be a
manifestation of the desire for order, law, justice, and guardianship
by most sentient beings. Light is Essence channeled through this idea
and focused to such purposes. Many believe that the power of Light
has always been, but lay dormant for the lack of a proper champion.
Sorcerers manipulate Essence by means of what they call the Aether,
which is best described as an astral layer between Shaintar and
Corelisia. Through the Aether, they draw Essence through calculated
filters — called Patterns — and then structure certain weavings of
that Essence into specific Principles. Their craft is very precise and
difficult. Ultimately they may go on to hone their craft more efficiently,
becoming full-fledged mages.
Druids are living conduits for the power of the Ascended. They are
the vessels of Life. Druids serve the Ascended, but not as worshippers;
they are better viewed as loyal representatives, or even partners in a
fashion. The Ascended provide access to Corelisia so that druids can
wield magic and summon spirits, and in return the druids promote
the tenets of the Ascended. Druids are chosen by the Ascended, and
they often must go on special journeys to seek their final destiny. Once
someone takes on the mantle of druid, they are said to “walk the
Paths.”
Adepts are practitioners of The Way, and they specialize in
manipulating the flows of Essence from their own spirits. Adepts wield
the powers of the mind and the body; telepathy, illusion, and physical
enhancement are all within their grasp. Adepts most often seek the
ways of peace, for peace brings a unity of mind, body, and spirit,
which is the desired state for an adept. However, there are those who
are drawn to selfish and evil purpose while following The Way, and
they wield terrible power.
15
Necromancers are those who have opened themselves to the magic
of the Necrolords, forever damning their souls in return for terrible
power. Through the conduits provided by the Necrolords and opened
into Shaintar by Vainar, they can tap into the raw, corrupted Essence
of the Nether, wielding the powers of Darkness. Many necromancers
will attempt to extend their unnaturally shortened lives by converting
themselves into liches or mummies, or even seek out vampires.
Acolytes are those vile and evil practitioners who serve the demons
of the Abyss. They have given themselves over to the Flame and
thus represent destruction and chaos. Acolyte magic comes off as a
strange and terrible mixing of sorcery and divine channeling, called
Thaumaturgy. Fiery and destructive magics, as well as the summoning
of demons, are the stock-in-trade of acolytes.
Priests and paladins of the Church of Light channel the Light, a
force given unto them by the Lord of Light, Archanon. They must
adhere to the codes and expectations of their faith, or they will find
that their invocations will not work. The Light is a pure form of power,
drawing on both the external forces that Archanon bestows and the
inner faith of the invoker.
Finally, there are the alchemists, those who study the magics inherent
in many things found in the world, and who know how to unlock
these mystical properties through procedure and ritual. Their efforts
manifest in potions, salves, and “bottles of explosive consequences,”
and what they lack in pure eldritch power they more than make up for
in the ability to share what they create with others.
16
OF THE PEOPLE
The northwest and north-central portion of the main continent is
dominated by the human-founded Kal-A-Nar Empire, a very violent
and tyrannical land ruled by warlords who worship Ceynara as their
“Goddess of War.” In the Northeast, the pale and mysterious shayakor
(“shadow fae”), along with vampire lords and other undead powers,
rule over Shaya’Nor. Goblinesh Gathers, a fractured collection of
goblin, orc, and ogre clans; their only common ground is mutual
defense against the Empire and other threats, are scattered throughout
the world. They are prevalent mostly in the north. On the central
west coast of Shaintar’s main continent lies Dregordia, an area ruled
by the reptilian species known as dregordians. East of Dregordia lies
what was once the southwestern portion of the Kal-A-Nar Empire,
the Eternal Desert It is now under contention as the original rulers of
the desert, the humans known as the Youlin Aradi, fight each other for
control. Continuing eastward across the central portion of Shaintar,
there is the Prelacy of Camon, another human-based nation. The
Prelacy practices genocide against the fae and anyone who uses any
form of actual magic, and they seek to make humans (mainly, their
“faithful”) the only race in Shaintar. In the mountain ranges just west
and south of the Prelacy lies the proud warrior-kingdom of Olara,
whose human and dwarven people have stood against the invasion
forces of the Kal-A-Nar Empire and Shaya’Nor time and time again.
Spanning across most of the southern portion of Shaintar are the
Southern Kingdoms, primary among them being the Kingdom of
Galea, which dominates the eastern and southeastern portion of these
lands. In the great forest of Landra’Feya, in the center-west part of
these lands, the heart of the Fae Nation is dominant, although the fae
people span across the world. To the west of the Fae Nation lies the
Malakar Dominion, a federation of petty tyrants, bandit kings, and
criminal overlords that constantly war with their neighbors for control
of the Southern Kingdoms.
17
Just south of Galea are the city-states of Mindoth’s Tower (a druidic
enclave) and Archanaya, the home of the Church of Light, a group
that has broken with the Prelacy. The southernmost peninsula of
Shaintar is the home of the Freelands, an area dedicated to ruling itself
without feudalism or despotism. Scattered throughout the Southern
Kingdoms are dozens of Dwarvish Clanhomes, mostly nestled in or
around the various mountain and hill regions. Within the middle of
all these nations and cultures lies the area known collectively as the
Wildlands, a conglomeration of small kingdoms, duchies, city-states,
gathers, freeholds, and unpopulated areas that fall under the collective
protection of Grayson’s Grey Rangers.
Off the southwest coast of the continent is the island nation of
Korindia, populated by a mysterious people said to be descended
from the mixed-breed children of humans and fae, a bloodline that
originates from a time when a terrible plague almost destroyed the fae
race. Far to the southeast lie the Pirate Archipelagos, a collection of
islands ruled by bandit kings and pirate princes. Even farther away,
south and far west of Shaintar, lies the island nation of Nazatir, home
to a sea-borne and sea-bred branch of humanity known for sailing
skills and piracy.
Scattered across the continent are rare tribes of winged fae known as
aevakar and scattered tribes of brinchie, a nomadic felinoid species.
18
LINER NOTES: THE ARCMANCY INVASION
Out of the mists of forgotten history, there is another form
of magic that has begun finding its way back into Shaintar.
The ancient, lost, power of Arcmancy.
It is by no means prevalent enough to be treated as a normal
path of magic available to Heroes, but that may change
after a time. For now, it is wielded primarily by beings called
Builders, who have apparently come through various portals
from their citadel fortresses located in the demon-influenced
realm of Norcan Darr. What their purposes are in Shaintar
remains to be fully seen.
What is known about Arcmancy so far is that it depends
heavily upon the use of energized crystals made of
Crysarium, a substance known to be of use in crafting the
focus crystals that adepts rely on. These crysallites, as they
are called, give off an energy that seems to be a strange mix
of sorcery, thaumaturgy, and The Way, in addition to other
energy elements that Shaintar magical experts are unable to
fathom.
Rather than enact powers directly, Arcmancers must rely
on specially crafted devices that use various arrays of these
crysallites, copper wiring, metal alloys, and mystic symbols.
It takes a great deal of training to use even the simplest of
these devices, and the more complex ones can be used by no
one who is not a fully-vested Arcmancer.
What role Arcmancy will play in the future of Shaintar
remains to be revealed, but it’s safe to assume it won’t be
going away anytime soon.
19
OF HISTORY
In the lands of Shaintar, myth and history are intertwined beyond
separation. The great conflicts that have defined the eras of the world
have always been rooted in the primal disparities of the Powers that
influence Shaintar — Life, Darkness, Flame and Light. Politics and
religion are melded into one force, as the Ascended and other greater
beings either subtly suggest or overtly exert their will and wishes on
their followers.
In ancient times, the influence of the Ascended and the other
Greater Beings was so potent and destructive that their conflicts
resulted in cataclysmic wars that set back entire civilizations. Only
upon the raising of Landra as Soulfinder to replace her fallen brother
did this cycle of devastation end. She used her power and position to
enact the Covenants. These mystic seals greatly reduced the direct
power and influence otherworldly beings could have on Shaintar,
exacting a countering price for each transgression. As such, each
Power’s advocates had to engage in far more subtle efforts to enact
their agendas and they now rely more on those servants to accomplish
their goals.
The Kal-A-Nar Empire has striven, time and again, to expand its
control farther south, all in the name of Ceynara. The powers that
rule Shaya’Nor have always preferred more subtle machinations,
orchestrating events and agendas from the shadows. The Prelacy of
Camon, ruled solely by the tyrannical Church of Archanon since
2835, seeks nothing less than the total domination of their faith over
all the lands of the realm. The Malakar Dominion continues to press
eastward, trying to reclaim territories lost when Vol Al’Daya founded
the Kingdom of Galea in 2405, though most of their successes lie in
their shadowy criminal efforts in coastal cities.
On the front line of each Imperial incursion, goblinesh uprising, and
foray from Shaya’Nor and the Prelacy, the stalwart Kingdom of Olara
has stood as the beaten, battered, but never broken wall. Landra’Feya,
Galea, and the Freelands have always responded to the greater
incursions by sending their own armies to stand with the Olarans.
In the times between wars, each nation — along with the countless
smaller kingdoms, duchies, and city-states of the Wildlands — has
provided troops and resources to Grayson’s Grey Rangers. The
Rangers have always stood in the Southern Kingdoms to protect
the common folk against monsters, bandits, and despots. In the last
20
century, their mission has grown to include acting as a supporting
force against incursions from the northern aggressor states, shifting
their focus away from acting as sheriffs and more towards military
action.
In the year 3021, the unparalleled victory the forces of Light and
Life experienced at the end of what is now known as the Betrayal
War brought an era of peace to the world. During the Betrayal War,
powerful forces waged a terrible war in Shaintar, threatening to tear
asunder the very Covenants that Landra had imposed. Vainar and
Ceynara combined efforts to exploit a spiritual “loophole” in the
Covenants. This historic unification of powers and intentions on the
parts of Flame and Darkness nearly spelled the end for the forces of
Life until a being calling itself Archanon came forth, empowering with
Light both new followers and those who rejected the hatred of the
Church of the Prelacy. This also led to the split between the “Church
of Archanon” within the Prelacy and the “Church of Light” that is
found in Archanaya.
Even with this turn of events, Flame and Darkness might have won
the day had their treacherous natures not ultimately gotten the better
of them. Key to their plan was a portal, located on the island called
Og m’Drakar (the Eye of the Dragon) at the center of the great lake in
the north center of Shaintar. Making a play for ultimate power, Vainar
betrayed Ceynara and attempted to gain the might of this Dragon
Gate for himself. Ceynara’s rage was such that, in the final battle at the
mouth of the Gate itself, she tore asunder the Veil and cast the very
essence of her rage into Vainar’s avatar form.
Casting Vainar through the Gate and into the Void he sought to
unleash upon Shaintar, Ceynara afterward fell into a deep torpor as
the very Gates of Hell resoundingly closed. Such was her price for
breaking the Covenants.
A century of peace followed, as the forces of Darkness and Flame
were forced to retreat and rebuild, cut off from the powers they relied
on so strongly. Still, many would-be rulers, criminal overlords, and
other opportunists attempted to seize what they could over the century,
sparking many conflicts, small wars, and covert struggles. For the most
part, however, the average person living anywhere in Shaintar enjoyed
a period of prosperity and joy unlike any time before.
21
Unfortunately, this peace was not meant to last; Ceynara was to arise
again a century to the day that she fell into torpor. At the same time,
Lord Reaver, the Prince of Lies, and possibly the most ambitious of
the Necrolords, discovered a way to rescue his master, Vainar, from
the Void.
Though there was a Centennium Council formed by the Southern
Kingdoms in order to prepare for another war, the general populace
simply could not bring itself to accept that such horrors would return.
Resources were slow to be allocated, and the troops were woefully
unprepared when the day finally came.
On the thirty-third of Harvest Moons, during the Thirteenth Hour,
with three moons full in the sky, the Gates of the Abyss cracked open.
Throughout the lands acolytes whispered darkly and the portals to
Norcan Darr opened like a ravenous maw; thousands of childer and
minor demons joined the raiding forces. Behind these forces the largest
army ever formed by the Empire gathered its strength. Supplemented
by major demons and warrior-slave companies, this force marched
south and crashed into the hastily erected defenses of the Olaran
forces and the Fae Nation.
Things were already going badly for the Southern Kingdoms when
the Maelstrom, a mercenary army stationed in the Malakar Dominion,
opened a second front on the western edge of Landra’Feya. If not
for the intense efforts of Grayson’s Grey Rangers and various local
militias, all would have been lost.
As it is, the war grinds on and the lines are barely holding. Supplies
are in constant short supply, even the best units are operating at
less than half capacity, and reinforcements are slow in coming.
Thankfully, the Freelands have managed to mobilize enough forces to
make a significant contribution. Armies from the Desert Princes and
Dregordia are also making serious headway in offsetting the losses,
especially on the western front.
22
OF NOW
It is the middle of 3122. Entire swaths of land between the main Kal
army and Olara have been burned and blasted into wastelands. There
are stirrings of military action within the borders of the Prelacy of
Camon. There are criminal organizations and mysterious groups
engaged in all kinds of actions within the borders of the Southern
Kingdoms.
The enigmatic Builders, wielders of Arcmancy and servants of the
mysterious Merchant, are appearing in greater numbers throughout
the lands, opening underground facilities hidden for millennia. Caches
of weapons and items of power are being acquired, though to what
purpose or for whose service remains unknown. What is certain is that
they are hostile with anyone who interferes with them. As well, at least
some of them seem to have connections with the Kal Empire, while
others have made contact with the Dominion.
Fortunately for the Southern Kingdoms, there are mounting troubles
within the Kal-A-Nar Empire. Insurgency forces — like those of Jerrik
Tul and company — have gained in strength and reach. There are
even rumors of impending civil war.
Within the lands of Shaya’Nor, there is unrest as well. Those who
side with the Merchant and his machinations are opposed by those
who wish to share neither power nor wealth.
And just who is the Merchant?
No one knows who he is or what he looks like. His influence is
terrifying in its scope and depth. His financial assets are seemingly
unlimited, and he has servants in every government and every major
faction. His aims are clearly power and control of resources on a
massive scale.
Most spies from the Southern Kingdoms believe the Builders and
a multi-national criminal organization known as the Red Store are
directly controlled by the Merchant. There is increasing evidence that
he isn’t even from Shaintar; many believe he hails from some distant
land from beyond the Veil. This same evidence indicates there may
be others, peers of the Merchant, who are also present and active in
Shaintar.
What’s going on? Who are these people, and what do they want? Is
it simple power and control, or is there something else at work? Are
they the beings who broke the world and brought forth the mists of
the Veil?
These are questions that will have to be answered before it’s too
late, and it may take new legends, evolved from today’s struggles, to
counter these legends from an era gone by.
23
Cha p t e r two
H E R O ES O F S H A I N T A R
Entities of myth and legend are shaping the fate of Shaintar. Do you
have what it takes to fight the growing darkness? Will you walk into
myth? Will you become…Legend?
24
LINER NOTES: AN EXCELLENT PLACE TO START
Grayson’s Grey Rangers is a perfect tool for getting together
diverse characters and giving them a reason to be together.
The Rangers mix all types together, and they exist in an
area that is fraught with danger and in need of heroes. The
headquarters of the Rangers, Kythros, is in a location central
to the Southern Kingdoms, and the Rangers have a good
reason to go just about anywhere.
Of course, most players don’t mind having characters that
have some respect and authority right at the start, either.
The charter of the Rangers is such that, in most towns and
civilized areas of the Wildlands, they are recognized as legal
authorities as well as armed protectors. In the wild, they are
the only law that exists. Even outside of the Wildlands, the
Rangers are treated with the respect and acknowledgment
generally reserved for visiting soldiers of rank and distinction.
High-ranking or experienced Rangers are often treated as
knights.
Rangers don’t have to be woodsy-outdoorsy types; in fact,
many aren’t. The bulk of the rank-and-file are warriors skilled
in survival, stealth, observation, and tracking. They tend to
favor lighter armor, light weapons, and bows. This doesn’t
mean a heavily armored knight or city-bred sorcerer has no
place in the Rangers, but such individuals are the exception,
rather than the rule, and tend to be used differently in some
missions.
Most player characters end up in eclectic groups that are
used for special Ranger missions. Starting out with such a
group is absolutely perfect for a good Shaintar campaign!
25
Knights. In the Southern Kingdoms, there are two nations that
support orders of knights, Galea and Olara. In Galea, noble blood
is a requirement to ascend to knighthood, though truly heroic service
to the kingdom can result in being knighted. In Olara, it is far more
common to earn knighthood through service, though one must serve
in many military encounters with great distinction to do so.
If one is a knight in Galea, he is a member of one of three orders —
the Order of the Silver Unicorn, the Knights of the Golden Torch,
or the Gleaming Shields — or he is a knight of one of the Seven
Houses. The Silver Unicorn knights are the rarest and most respected,
having earned the role through great service, and sacrifice, to all of
the Southern Kingdoms. Naturally, no character will begin the game
as one of these, though many may start with aspirations to become
one. The Gleaming Shields are the king’s personal guard; as such, it is
incredibly rare for one to be found outside of the capital of Galadrea
unless he is escorting the king. The Knights of the Golden Torch,
however, are charged with going out into the world and serving it to
the best of their ability, while at the same time learning as much about
it as they can. They are the classic warrior-scholars, and can be found
wherever there is trouble and mystery.
Knights of the Seven Houses might well be sent out on missions,
both short and extended, and very well could be player Heroes. They
are highly respected, though they don’t have quite the status a knight
from one of the three greater Orders holds.
In Olara, things are both more complex and simpler. Knights owe
their allegiance to the noble house that knighted them, though, of
course, they owe fealty to the King first. There are military orders to
which an Olaran knight may belong, but his first duty will always be
to his house. Furthermore, there are no “born” knights in Olara; a
warrior cannot be knighted until they have more than a few battles
under their belt. As such, almost no starting character will be able to
be a knight of Olara, though it is a reasonable goal to strive for.
It is possible to be a knight of some tiny nation within the bounds of
the Wildlands. How far such a title will get you is by no means clear or
guaranteed. Such “hedge knights” tend to be largely ignored outside
of their home territories.
The only remaining path to knighthood is through the Church of
Light (check under Priests, page 28). Paladins of Light are considered
knights in any country that recognizes the Church.
Regardless of background, knights are defined by how they live in the
26
world. As such, a knight will almost certainly have a Code of Honor or
Obligations of some sort. Most are Heroic, or at least Loyal, and many
have sworn some form of Vow. Knights know about Riding, or they
are no real knight. Of course, the Fighting skill is highly important,
though many knights are also quite adept at Persuasion. Though most
knights are of Noble blood, a good enough backstory may negate the
need for this Edge.
Druids. Followers of the Four Paths of Nature, Earth, Sky, and Sea
can be found across the breadth of Shaintar, doing the work of the
Ascended and promoting Life as best they can. Many druids prefer
the peaceful approach of teachers, guides, and nurturers, serving
communities and taking care of the natural world in their immediate
surroundings. Some, however, have taken up the causes of opposing
Darkness and Flame, and consider themselves guardians of Shaintar
and soldiers in service to the Ascended.
Not surprisingly, the vast majority of druids come from the Southern
Kingdoms, where reverence for the Ascended is primary. More than
half receive their training at Mindoth’s Tower, but many achieve a
basic understanding of their connections to Life on their own. These
folks usually find a druid somewhere along the way to receive further
training.
In more primal cultures, where canonized teachings and rituals
are unknown, such practitioners are considered shamans. Many of
27
the northern goblinesh gathers that still honor the Ascended have
shamans, as do the barbarian tribes of the very far north.
Anyone channeling the gifts of Life has an Obligation regarding
their commitment to the Ascended, and most tend to be Heroic and
Loyal as well. Some druids are Pacifists. Druids have a strong focus on
their Spirit and their Channeling skill, and many have the Knowledge
(Cosmology) skill as well.
28
often have a Code of Honor. Knowledge skills in Cosmology, History,
and Politics are good choices for priests, while paladins are obviously
trained in Fighting and related skills, and most will know a lot about
Riding. Persuasion is also highly valued for both priest and paladin
alike.
29
The ability to see the Aether and make it respond to thought and will
is inherent, and many begin their path on their own. True mastery,
however, comes only when one receives the formal training of a mage,
which almost all sorcerers eventually seek out.
Like adepts, formally trained sorcerers are often encouraged to find
a form of service that best aids the common good, though the eldritch
academies are less doctrinal about such matters than the citadels. Most
sorcerers, especially those who achieve the status of mage, find gainful
employment within large merchant houses or under the banner of a
nation, often enjoying a life of relative luxury for moderate effort. Quite
a few, however, seek out even greater knowledge and understanding by
exploring the world around them, and reach the realization that their
gifts should be put in service against the forces of darkness.
Sorcerers have a high Smarts rating, and usually a very high Spirit as
well. With a primary emphasis on their Sorcery skill and their powers,
most sorcerers have little left to put towards other pursuits beyond
knowledge, but very often it is an emphasis on many Knowledge
skills that proves the greatest worth of a sorcerer to companions.
The Curious Hindrance, not surprisingly, is quite common among
sorcerers.
30
use their talents and experience for a cause greater than that of filling
their pockets or achieving personal power.
Nations are constantly at odds with other nations, even when there is
no war declared. As such, someone with skills in stealth and subterfuge
may find himself in service to one king or another, or possibly a
powerful merchant. Others coming from a rogue’s background may
simply have had a bad run of luck, or born in the worst part of a town.
What they do is done to survive, and becoming good at it was the only
way to survive for any time at all.
A character with such skills can hail from anywhere, though most are
from urban areas. One might even have been a pirate at some time,
calling the sea his home and every port along the Southern Coast his
stomping grounds.
Rogues have high Agility ratings, and are skilled in Stealth,
Lockpicking, Climbing, Notice, and Streetwise. Many are also good at
Investigation and Persuasion, the latter primarily to deal with getting
past guards or out of trouble. Most rogues have a bit of a Greedy
nature, while the less fortunate are Wanted by someone. A rogue in
regular service to someone may well have Obligations.
31
Former slaves often have notable Strength and Vigor, and those who
were forced to fight for a living will be skilled in those ways. Having
very limited experiences with life, ex-slaves will often be Clueless,
and may have psychological Hindrances such as Mean, Vengeful,
or Stubborn. Those who were worked too hard or fought too many
difficult battles may have physical Hindrances as well.
32
Emissaries generally have good Spirit ratings, and are very likely
skilled in Persuasion. Knowledge (Politics) and other Knowledge skills
are a very good idea as well. They are unlikely to have Hindrances
that impede their efforts, such as Mean or Arrogant, though many will
not be able to avoid Outsider complications.
Of course, anyone being sent into dangerous territory should either
have skills or talents that enable them to defend themselves, or an
entourage made up of guards and protectors. Then again, some
folks undertaking such missions may be trying for a greater degree of
subtlety and stealth.
Common Folk. Often, the most compelling heroes are those that
come from normal, everyday backgrounds and somehow overcome
impossible odds to save the day. The farmer, the laborer, the
bookkeeper, the apprentice carpenter — each one of these might
have some hidden spark that only needs one moment of destiny to
transform them into a Hero.
Such a character can come from literally anywhere, with only the
imagination to limit your choices.
33
THE MAKING OF A HERO
Let’s delve into the process of creating a character. You will need this
book and the core Savage Worlds book to accomplish this. The flow is
much the same as with any Savage setting — choose a race, purchase
your base Traits (attributes and skills), choose some Hindrances and
Edges, flesh out your Derived statistics, and work out your Gear.
There are a few additional elements to pay close attention to. For
example, there are Racial Edges that you will want to look at, many
of which are Background Edges and should generally be taken during
character creation.
You should take the Background Details portion of the process very
seriously. Shaintar GMs should rely on the Common Knowledge
rules that were created for Savage Worlds — where your character is
from, what kind of culture he grew up in, and what kind of work he
did before the call of being a Hero came along will go a long way
towards determining what you get a +2 on, and what you get a -2 on.
The optional Before They Were Legends section (see page 36)
expands on this idea considerably.
34
LINER NOTES: STARTING AHEAD OF THE GAME
I always start the Heroes of my games with a few experience
points. “Right off the farm” is hard to pull off well, and most
characters in other media — films, television, comics, and
novels — actually have either some skill or raw talent over and
above the average person to get by early on in their careers.
Granted, in Savage Worlds, even brand new Novice characters
have a distinct edge by being Wild Cards. There’s nothing
wrong with starting a Shaintar-based campaign with zero XP
characters. I guess I just like giving new players a few more
“toys” to play with. Starting character with ten Experience
Points, which is my standard, means they are still Novices, but
they get a couple of added Edges, or a few more points in their
skills, or an attribute raise to play with.
Since you may be showing the Savage Worlds rules to at least
some of your players for the first time, I think it’s valuable to
get them a little more excited by saying “and now you have ten
Experience Points added to your character, which means you
get two Advances to play with before we start.” I promise you,
this really adds to their excitement level and jazzes them up
even more for the campaign.
High energy at the start of a campaign is a really, really good
thing.
35
STEP ONE: CHOOSE A RACE
Shaintar has a quite a few races to choose from. They have fairly clear
strengths and weaknesses, and it naturally follows that some races are
better at some things than others. Any member of any race can pursue
any kind of career or path you desire.
Make sure to review the various Racial Edges that are available for
each. These greatly enhance a given race both at creation and over
time, and may help you decide the type of character you wish to play.
36
Defining Interests
Heroes can also have a number of Defining Interests, which are
additional areas of focus to round out your character. They get a
number of Defining Interests equal to half of their Smarts, with a
permanent increase in Smarts resulting in a new area of interest.
Depending upon the type of campaign you are running, you may be
best served to let Defining Interests be introduced during the course
of play. Once a Defining Interest is selected, however, it is permanent
and counts towards the character’s total number.
When a character’s Defining Interest comes into question, however,
it is appropriate he receives a situational modifier of +1 for broad
based (or more useful) interests or +2 for more specific (or less
frequently called upon) interests.
37
Examples of Defining Interests
Players are free to come up with additional items that fit their
character concept, subject to their GM’s approval. General guidelines
are that the more esoteric knowledge grants a +2 to a character’s roll,
while practical interests, such as disguise, grant a +1. Note that such
Defining Interests can never be used to replace existing skills, and they
should never be as inherently valuable, except in very narrow and
limited ways. Really, anything that would not be worth spending skill
points on would qualify as a Defining Interest.
As an option, GMs may allow one or more Defining Interests to be
used to gain additional Languages.
38
STEP THREE: TRAITS
Each Hero starts with 5 points to use on their attributes, and 15
points for the initial purchase of skills. Many races provide attribute
alterations, and some even affect skills, so be sure to review your race
choice when going through this process.
Some skills from the core rules don’t really apply in Shaintar, and
some are changed, so be sure to take a look at that section later in this
chapter.
SECONDARY STATISTICS
The base Pace for a Hero is 6.
39
STEP FIVE: GEAR
Now players should think about what Gear they want for their Hero.
Unlike most Savage Settings, Shaintar is intended to be a place where
Heroes are carrying and wearing what makes sense for them at the
time the story begins. This shouldn’t be something that is accounted
for in terms of copper pieces, but should be derived from the player’s
story and the GM’s instincts.
For folks who wish to play by the more traditional rules, however, a
standard Hero will start with 500 copper pieces. A Rich one will have
1500 copper in available coinage, while a Filthy Rich one will start
with 2500 copper pieces.
More can be found on this in the Gear section, later in this chapter.
41
AEVAKAR
Aevakar are a very rare winged offshoot of the fae. Their total
population in Shaintar may number in the very few thousands (though
no one actually knows for certain) and they tend to keep to themselves.
Centuries ago they were nearly wiped out by the Kal-A-Nar Empire.
As fae, aevakar possess a vulnerability to Black Iron and Blood Steel.
In addition, being built for flight comes with a price; their hollow bones
and light frame make aevakar particularly susceptible to damage and
comparatively fragile next to most other races.
The rare individual that ventures away from their aerie will create
a stir wherever they go, which is not always a good thing, since the
species has a number of historical enemies. Any group traveling with
an aevakar will be remembered for certain.
Aevakar have pretty much the same physical traits, size-wise, as
alakar. Their hair and eye colors can also extend through the spectrum;
though their feathers almost always match their hair color. Aevakar
have the same life expectancy as alakar, and also mature at the same
rate as humans (early adulthood at sixteen to twenty years).
42
AEVAKAR RACIAL EDGES
AERIAL ARCHER
Requirements: Novice, Aevakar, Agility d6+, Shooting d6+
Those aevakar going out into the world for any reason, or who train
to defend their aeries, spend a great deal of time focusing on archery.
This takes advantage of their greatest strength: being in the air, away
from most enemies. The Aerial Archer Edge allows the aevakar to
shoot without any “Unstable Platform” penalty while they are flying.
AEROBATICS
Requirements: Seasoned, Aevakar, Agility d8+
While all aevakar are natural flyers, some perfect their gift to a true art.
Such aevakar are able to perform rather impressive airborne stunts,
and are difficult targets for anyone who would try to bring them out
of the sky. The aevakar with this Edge gains +2 to any Agility checks
related to flying (including flight-based Tricks). This bonus does not
stack with the Acrobatics Edge. Also, an unencumbered aevakar with
this Edge imposes a -1 on ranged attacks made against him.
DRAFT RIDER
Requirements: Veteran, Aevakar, Vigor d8+
There are some aevakar that work hard to perfect their understanding
of thermal drafts and other intricacies of air and wind, using this
expertise to become masters of long distance flight. Aevakar with this
Edge can fly tremendous distances for long periods of time, literally
able to “ride the currents” for long stretches and stay aloft. By making
a Vigor check, the aevakar can cover one hundred miles in a day.
Each additional day that an aevakar tries to continue covering such
distances, a cumulative -1 is applied to the Vigor check. Failing the
Vigor check imposes a Fatigue level that will require a full day’s rest
to get rid of. In combat flight, an aevakar may ride the currents with a
successful Agility roll to gain his “Run” die without suffering a multi-
action penalty.
43
FAST FLIER
Requirements: Novice, Agility d6+
This aevakar is capable of reaching astounding speeds in flight. His
Flying Pace increases to 15”, he rolls a d12 instead of a d10 for his
“Run” die, and his Climb increases to 2.
FLYING LANCER
Requirements: Seasoned, Aevakar, Charge
While most aevakar prefer to maintain the advantage of their flight in
combat by staying away from their enemies and using ranged attacks,
the Flying Lancer is dedicated to applying the power of his flight to
a devastating melee strike. If a Flying Lancer moves at least 6” in a
straight flight path before striking an opponent, he gains +4 to his
damage roll. He must use a weapon of Reach 1 or more. Much as with
those charging on horseback, opponents can set a weapon of Reach
1 or more against such an attack (see the Savage Worlds core rules for
more on this).
SPRINT FLIER
Requirements: Seasoned, Aevakar, Vigor d6+, Strength d8+
Many aevakar pride themselves on their flight speed, and flying races
are a common entertainment in the aeries. Naturally, the fastest fliers
are prized for many reasons. The aevakar that develops this Edge
gains +4 on any “Run” die rolled while flying.
WIND WHISPERER
Requirements: Seasoned, Aevakar, Spirit d8+
Some aevakar grow very close to their patron, Zavonis, and the very
currents of air around them respond to their will. A Wind Whisperer
can, within a Range of their Spirit x2, create and manipulate air
currents to blow out a candle, fan a flame, blow aside a curtain, or cool
folks in oppressive heat (+1 to Fatigue rolls caused by heat). They can
also whisper spoken messages into the wind, to be carried to another
person within range.
44
WINDMASTER
Requirements: Veteran, Aevakar, Spirit d10+, Wind Whisperer
Aevakar who reach out to connect with Zavonis can achieve the great
honor of adopting his title and are called Windmasters. Such an
achievement takes a great force of spiritual strength. Windmasters can
summon great gusts of wind within their Spirit x5 inches; these can be
used to fan flames or blow out small fires; blow open light doors and
knock over tables and unstable structures; they can even give a sailing
ship a boost of speed over a short period of time. Manipulating the
wind like this is a standard action; extended use, such as for moving
a ship, will require a Vigor check every hour to avoid sustaining a
Fatigue level. If the Windmaster wishes to attempt to knock a person
over with air, this is an opposed check; the Windmaster’s Spirit vs.
the target’s Strength. If successful, the Windmaster executes a Push
maneuver, substituting their Spirit for Strength, and may either Bash
or Knock Prone their opponent.
45
ALAKAR
Alakar (“New Blooded” if translated to Galean) are members of the
fae (elvish) race that are closely bound to the mortal realm of Shaintar.
They are the result of massive breeding with humans many thousands
of years ago, after the fae were almost wiped out by a necromantic
plague meant to destroy them. In fact, alakar are sometimes referred
to as “half-bloods” by the more pure of the fae, although this is rarely
said to their face and only by the haughtiest of their higher cousins. As
all fae, alakar are highly sensitive to the negative properties of Black
Iron and Blood Steel.
Alakar can be found throughout Shaintar in all walks of life,
although they tend to prefer more natural settings over urban realms.
They make up the majority of the fae found in Shaintar. Alakar
tend to be slightly shorter and of lighter builds than humans. Their
eye and hair colors, though most often of human ranges, can be
almost any color imaginable. Alakar tend to live about twice as long
as humans, though they mature at the same rate (early adulthood at
sixteen to twenty).
46
ALAKAR RACIAL EDGES
FAERIE FRIEND
Requirements: Novice, Alakar, Forest-Born, Spirit d8+
Some alakar develop an understanding of the hidden world of the
Faeries — the tiniest members of the fae that traditionally live just out
of sight and hearing of other folk. They learn how to communicate
with such beings to gain information and help. This is both a more
limited and, within the right setting, more useful form of Connections.
Within a forest setting where the GM feels faeries might exist, the
Faerie Friend need only make a Survival or Tracking check to spot
signs of one or more. The roll can be made once per hour and, if
successful, the alakar has made contact with one or more sprites,
pixies, brownies, et cetera.
Faeries are inherently friendly and helpful to a Faerie Friend, but
what they can do is limited to a degree. So long as none of them
harm or insult the faeries, survival needs will be met for the Faerie
Friend and his allies and any information the faeries know or can find
out will be shared. Naturally, their talents for remaining undetected
will make faeries particularly effective spies and informants. Healing
is also possible among faeries, and even some minor, temporary
enchantments for items might occur, though this will take time. It
is highly appropriate for those benefiting from faerie assistance to
provide gifts in exchange; things of magic and great monetary value
are prized, as would anything that is truly shiny or unique in nature.
The GM should feel free to be sparing in how much and often Faerie
Friend really comes into play, and definitely should not permit the
Heroes to become too reliant on such connections. At the same time,
the penchant for play and jokes that many faeries have should provide
for some interesting roleplaying opportunities for the group.
FOREST-BORN
Requirements: Background, Alakar
Many alakar are raised as children of their forest homes, knowing
the ins and outs of the woodland realms. Forest-Born bestows the
character with the Woodsman Edge without needing to meet the
requirements.
47
MANIFEST BLOODLINE
Requirements: Seasoned, Alakar, Spirit d8+
Some alakar reach a point where they are able to tap more fully into
their heritage, either connecting more strongly with their eldakar or
human predecessors. Upon choosing this Racial Edge, the player
must decide which heritage will be the manifest bloodline, eldakar or
human. Once chosen, they may choose a single Racial Edge from that
race, although though they must meet all the other requirements for
that Edge. This Edge can be taken more than once, but only once per
Rank. Subsequent Edges must come from the bloodline the character
chose originally.
SPIRIT SIGHT
Requirements: Novice, Alakar, Spirit d8+
Alakar of certain bloodlines are connected enough to their spiritual
heritage to sense magic and other mystical presences in the same way
their eldakar cousins can. Taking this Edge lets an alakar detect arcana
at will (with a Spirit roll). Note that, without Knowledge (Magic), their
understanding of what they sense will be limited.
WOODWALKER
Requirements: Veteran, Alakar, Forest-Born
The alakar with this Edge has become so connected to his environment
he can move through it as though he were truly one with the Green.
The alakar has the effects of the wilderness walk power as a permanent
ability, granting him +2 to Stealth in the woods as well as being
impossible to track.
48
BRINCHIE
The brinchie are a bipedal race of sentient felinoids who are reputed
to come from Norcan Darr, a dangerous realm of “demon children.”
Highly adaptable, they fit in almost anywhere they find themselves.
They are highly prized as warriors and bodyguards, although their
tempers and chaotic nature sometimes hinders their performance in
such roles.
Though gifted in the realms of combat, brinchie are capable of
following any path. Not as numerous in Shaintar as some other
races, they are still easily found throughout the land in all manner of
vocations. At one time, there was a significant population of brinchie
living as nomadic tribes throughout the southern portion of Shaintar.
Those times have faded into history however, and there are very few
brinchie who follow the “old ways,” or even speak their own language.
Most brinchie are fully adapted to whatever culture and environment
they are found in.
Brinchie are very much analogous to cats in terms of builds and
fur color. Those bearing more domestic cat traits tend to be small
and of light builds, while those showing colorations like those of big
cats (lions, panthers, and tigers) tend towards more powerful builds.
Brinchie tend to have life spans of about eighty years, but they
physically mature by the age of eleven or so. Emotionally, they don’t
reach maturation much faster than humans unless they are of the rare
nomadic upbringing, in which case the harsh life of a nomad forces
them to mature faster than their urban counterparts.
49
starting racial package
Agile: Brinchie are incredibly nimble and quick on their feet,
beginning with a d8 Agility. Furthermore, their natural maximum
Agility is d12+2, and they can reach this with normal Advances
without applying the Professional or Expert Legendary Edges (which
can bump their Agility to d12+3 and +4, respectively).
Fast: Brinchie begin with a Pace of 8” and “Run” of d10. If they take
the Fleet-Footed Edge, this is increased to a Pace of 10” and a “Run”
of d12.
Flighty: Brinchie are not deep thinkers; it requires double points to
raise Smarts during character creation. As well, a brinchie can never
raise his Smarts above d8.
Hot Blooded: Brinchie are from warm areas, and hate the cold.
They receive a -4 penalty to resist frigid climes.
Low Light Vision: Brinchie have natural “night eyes.” Ignore attack
penalties for Dim and Dark lighting.
Natural Acrobats: Brinchie have the Acrobat Edge (no prerequisites
required).
Natural Claws: Brinchie can do lethal damage with their bare hands
(Str+d4). This means they are always considered “armed.”
Needs Action: When things are slow, the GM may require a Spirit
check; failure means the brinchie character will become irritable and
unfocused. He temporarily gains the Mean Hindrance, and suffers
a -1 distraction penalty on all Trait rolls until they get some kind of
action.
Outsider: Brinchie are still seen by many as being tainted by their
Norcan Darr origins and the average person is quite put off by their
appearance.
50
BRINCHIE RACIAL EDGES
ADROIT
Requirements: Novice, Brinchie or Eldakar, Wild Card
Some races have an extraordinary capacity to quickly reach (and
exceed) the pinnacle of coordination and grace. This Edge increases
Agility one die type and the maximum Agility cap by +1. This does
not count towards the normal attribute increases per Rank. This Edge
may be taken once per Rank.
CATLIKE GRACE
Requirements: Seasoned, Brinchie, Agility d10+
This brinchie always lands on his feet. He may drop up to his Agility
die type in inches without suffering ill effect. He also deducts this
distance when determining falling damage from greater heights. He
may also ignore normal terrain effects on movement.
CONTENT
Requirements: Seasoned, Brinchie, Spirit d8+
Some brinchie strive very hard to gain control of their “energetic”
tendencies, effectively reaching a state of inner balance that gives
them greater discipline. A Content brinchie no longer suffers from the
Needs Action Hindrance. As well, they gain a +1 to all rolls to resist
Tests of Will.
A brinchie with Content may not take Fireblood.
FIREBLOOD
Requirements: Seasoned, Brinchie, Spirit d6+
Most brinchie avoid any connection to their Norcan Darr past; some,
however, find a way to embrace the latent fire in their blood, and they
are able to tap into the power of this fire to become true monsters in
combat. A Fireblood brinchie gains Berserk and may enter the state at
any time by spending a benny.
A brinchie with Fireblood may not take Content.
51
GREATER ACROBAT
Requirements: Veteran, Brinchie, Catlike Grace
Some brinchie seem to nearly transcend the laws of physics with
their preternatural gifts. A brinchie with this Edge gains a +4 to all
acrobatically oriented Agility checks (instead of the +2 from Acrobat).
He also gains a +2 to Parry if unencumbered (instead of just +1 from
Acrobat).
KALINATA
Requirements: Novice, Brinchie, Agility d8+, Strength d6+,
Fighting d8+
Though much of brinchie culture has been lost as they have scattered
across the lands, one practice remains strong and is passed on through
families or from masters to willing students; the highly specialized
martial arts form of the feline race, called kalinata. Those brinchie
who are initially trained in kalinata learn to maximize the effectiveness
of their natural weapons; their claws do Str+d6 damage. As well, they
move so fast and fluidly Gang Up bonuses against them are reduced
by one.
KALINATA EXPERTISE
Requirements: Veteran, Brinchie, Kalinata, Fighting d10+
There are no formal ranks within the art, but it is well known that true
practitioners learn to integrate their skills with the traditional weapons
of their people, the Rrka and the Lo-sska. Any time the Hero would
gain a bonus related to Kalinata, such as with the Student of Forms
Edge, this applies to both their claws and the special brinchie swords,
if they use them. As well, the bonus damage from any raise roll goes
from d6 to d10.
NATURAL CLIMBER
Requirements: Novice, Brinchie, Strength d6+, Climbing d6+
Many brinchie master the use of their claws in climbing, giving them a
+2 to all Climbing checks. Furthermore, they can ascend at twice the
normal rate (their Strength die per round) with any kind of handholds
or surface that can be clawed into.
52
PLAINS RUNNER
Requirements: Background, Brinchie, Vigor d8+, Stealth d6+,
Survival d6+, Tracking d6+
Few brinchie hold to the ways of their ancestors anymore, preferring
to absorb themselves into the more advanced cultures of Shaintar.
Some, however, remain true to their nomadic, tribal, heritage. Such
brinchie enjoy a +2 to their Stealth, Survival, and Tracking rolls while
in open plains and grasslands. As well, they get a +2 to Notice rolls
in such environments. All Plains Runners automatically know the
original brinchie language, known as Brin.
53
DREGORDIAN
The enigmatic and somewhat unnerving dregordians have long
mystified the other races of Shaintar. Physical powerhouses that
rival ogres in sheer strength and presence, these massive reptilian
humanoids are nonetheless given to quiet introspection and cautious
action.
This has much to do with the “Inner Beast” each of them must
battle constantly: an inner blood rage that bespeaks of their violent,
survival-of-the-fittest history. When they first began to move towards
civilization, they strove to contain the beast within. To this end, they
have developed a highly structured society and intense personal
discipline in order to maintain what they have created. In fact, many
dregordians have developed mental powers through their discipline
and history supports the general belief that dregordians were the first
to develop The Way.
Dregordians have snout-like faces that look like a cross between a
dinosaur and a crocodile, with rows of sharp teeth and small nostrils.
They tend towards very large, very powerful builds, on average
standing a foot-and-a-half taller than humans. Their scale colors
range from every shade of green to rich browns and earthen tones.
Dregordians usually live to about one hundred twenty years of age,
and are considered physically and emotionally mature by the age of
fifteen.
54
starting racial package
Aquatic: Dregordians are naturally amphibious and can breathe
underwater. Their swimming Pace equals their Swimming skill die
type in inches, and they begin with a d6 in Swimming.
Battle Rage: A dregordian engaged in battle must pass a Spirit roll
at the beginning of each round or fall prey to his bestial nature. While
in this agitated state, he may only make wild attacks and suffers the
effects of Bloodthirsty. If not directly threatened, he may take one
round to regain self-control with a Spirit roll at -2.
Jungle Dweller: Dregordians suffer a -4 penalty to resist cold
environmental effects.
Mighty: Powerful and tough, dregordians begin with a d8 starting
Strength and Vigor. Furthermore, their natural maximum Strength
and Vigor is d12+2, and they can reach these levels with normal
Advances without applying the Professional or Legendary Edges
(which can bump their Strength to d12+3 and +4, respectively).
Outsider: Dregordians are pretty much alien to every other race,
both in appearance and mentality.
Ponderous: Dregordians must spend double points to raise their
Agility during character creation but may increase it normally after
that.
Tail and Claws: Dregordians have natural claws that can do lethal
damage (Str+d4) and are always considered “armed”. Their tail is
flexible enough to be used as a weapon, as well, doing Str+d4 in either
non-lethal or lethal damage.
55
DREGORDIAN RACIAL EDGES
56
KAYAKOR INITIATE
Requirements: Novice, Dregordian, Agility d6+, Fighting d8+
The traditional weapon of any dregordian warrior is the kayakor. True
practitioners of the martial forms associated with this weapon learn to
master its offensive and defensive capacity to great effect. A Kayakor
Initiate wielding a kayakor gains a +1 Fighting against anyone armed
with a Reach 0 weapon. As well, opponents lose one point of Gang
Up bonus against the Kayakor Initiate as they learn to move and spin
their weapon in a constant circle of blocking positions.
KAYAKOR SPECIALIST
Requirements: Seasoned, Dregordian, Kayakor Initiate, Trademark
Weapon (Kayakor)
Maintaining a focus on training and experience with their particular
kayakor, the dregordian becomes a truly dangerous opponent as they
combine tripping and disarming attacks in a constant flurry of offense.
While armed with a kayakor, the Kayakor Specialist may perform one
Disarm or Leg Sweep maneuver each round with no multi-action
penalty. The Leg Sweep maneuver is a Fighting roll opposed by the
target’s Agility. The target is prone on a success and Shaken and prone
on a raise.
KAYAKOR DEVOTEE
Requirements: Veteran, Kayakor Specialist, Trademark Weapon
(Kayakor)
Learning the nuances of the kayakor takes time and patience; Kayakor
Devotees have taken important steps down the path. This Edge may
be taken multiple times. Each time, the character selects one of the
benefits from the list below:
57
LONG DISTANCE SWIMMER
Requirements: Veteran, Dregordian, Vigor d8+, Swim d8+
This dregordian can swim tremendous distances for long periods of
time. He can easily cover sixty miles in a day without suffering any ill
effect. Each additional day prompts a Vigor check with a cumulative
-1 penalty or he suffers a level of Fatigue requiring a full day to recover.
The rigors of such travel grant the character a +1 to all Vigor checks
(including Soak rolls.)
POWERFUL
Requirements: Novice, Dregordian or Ogre or Orc, Wild Card
Some races have extraordinary capacity to quickly reach, and exceed,
the pinnacle of might and potency. This Edge increases the character’s
Strength by one die type and the maximum Strength cap by +1. This
does not count towards the normal attribute increases per Rank. This
Edge may be taken once per Rank.
58
ROBUST
Requirements: Novice, Dregordian or Dwarf or Ogre, Wild Card
Some races have extraordinary capacity to quickly reach, and
exceed, the pinnacle of health and resilience. This Edge increases the
character’s Vigor by one die type and the maximum Vigor cap by +1.
This does not count towards the normal attribute increases per Rank.
This Edge may be taken once per Rank.
SPRINT SWIMMER
Requirements: Seasoned, Dregordian, Swimming d8+
The dregordian that develops this Edge gains the ability to “Run” an
extra d6 (as an action) while swimming.
TAIL LASHER
Requirements: Veteran, Dregordian, Agility d6+, Fighting d10+
Dregordians can become so comfortable integrating their tails into
their combat style that the use of them becomes almost unconscious
— and quite deadly. A dregordian with the Tail Lasher Edge can use
their tail for a Fighting attack without suffering a multi-action penalty.
WAY GIFTED
Requirements: Novice, Dregordian, Adept
Many believe that the mystical disciplines of The Way were first
mastered by the dregordians as a method to wrest control from their
bestial natures. Those of the race who choose to take up the calling
of an adept often have great facility with the powers that come from
such studies. Upon taking this Edge, the dregordian adept gains one
additional Discipline (as though they had taken the New Power Edge)
or 5 Essence (as though they had taken the Power Points Edge, though
this does not count towards their “once per rank” restriction). When
gaining an additional Discipline through this Edge, the dregordian
may select a Discipline up to two Ranks higher than his current Rank.
This Edge may be taken twice to gain its full benefits.
59
Dwarf
At once open and secretive, the dwarves of Shaintar have played an
enigmatic role in the development of the world, a role few outside of
their Clanhomes can discern. Outwardly friendly and hospitable, they
nonetheless keep everyone at arm’s length when it comes to what they
are up to deep in their caves.
Physically imposing despite their short stature, dwarves give the
impression of being immovable and unkillable. They have a fondness
for all things mechanical, though they are first and foremost warriors
and defenders of their homes; at one point or another they have
battled everyone for their place in the world. Though given to grim
dispositions, a dwarf can be a wonderful companion to drink and sing
with if one doesn’t mind horrid singing and the occasional friendly
brawl.
Dwarves tend to stand about two-thirds the height of humans, but
have dense and powerful builds. Despite rumors to the contrary,
dwarven women do not have beards, and can be quite attractive. Due
to their penchant for underground dwelling, dwarves tend to be pale,
unless they spend an inordinate amount of time outside. Dwarves
live to an average age of two hundred years, reaching emotional and
physical maturity about the same time as humans (early adulthood at
sixteen to twenty).
60
DWARF RACIAL EDGES
APPRENTICE WRIGHT
Requirements: Novice, Dwarf, Keeper of the Old Ways
Dwarves are rightfully famous for their mastery of craftsmanship,
building, and repair of many things. There are those among them
that are granted great status, so impressive are their craft skills. This is
the first step on that path, but even an apprentice wright is far superior
in most cases to a master wright in other races. When this is taken, the
character gains the benefits of McGyver. Additionally, with a raise, he
halves the time it takes to repair something.
JOURNEYMAN WRIGHT
Requirements: Seasoned, Dwarf, Apprentice Wright
The character is able to create a device as per Gadgeteer once per
game session. It has an amount of Essence equal to his Repair die
type. He must have access to parts, and it takes a d20 minutes to create.
Note that such devices, while seeming magical in their capabilities, are
not mystical in any direct sense. Their effects should be described in
terms of mechanical results.
MASTER WRIGHT
Requirements: Veteran, Dwarf, Journeyman Wright, Repair d10+
Dwarves who become Master Wrights can pull off feats of engineering,
construction, mechanical gadgetry and (if they have access to such
things) alchemical wizardry that amaze their allies and confound their
enemies. This character gains an amount of Essence equal to twice
his Repair die type for each item and may select any two powers listed
in the New Device Edge at the start of each session. Get the GM’s
permission and use common sense — without access to a city or other
source of supplies; he’s not going to be able to replenish some things.
This Essence does not regenerate normally, but the character may
“scrounge” Essence from one of his items to use in another item with
d20 minutes and a successful Repair roll. As these are physical devices,
the character will have to deal with the logistics of such things — as
carrying reinforced walls, transporting a catapult, and so on — can be
logistically impossible at times. Once the Essence is exhausted in any
device, it is useless.
61
HEART OF STONE
Requirements: Novice, Dwarf
The stoicism of dwarves can reach truly impressive levels, granting
them specific resistance to mystical and magical powers and effects.
Taking this Edge grants Improved Arcane Resistance with all of its
benefits and drawbacks.
Dwarves with this Edge cannot pursue any magical paths or
professions.
62
LORE WARDEN
Requirements: Novice, Dwarf, Keeper of the Old Ways, Smarts
d8+, Fighting d6+, Investigation d6+, Knowledge: History d8+, one
other Knowledge Skill at d4+, Notice d6+
While many believe the fae to be the masters of knowledge in Shaintar,
the wisest know that it is the dwarves who have kept vast stores of
history and lore safe through the great cataclysms and tragedies that
have befallen the land over the many centuries. The Lore Wardens
are among the most respected and cherished individuals of the
dwarven race, for not only do they keep and protect the lore, they
are also tasked with going out into the world to discover new and lost
knowledge, as well. A Lore Warden is trained to find — and fight
for, if necessary — both new and lost knowledge, ultimately to return
it to the vaults of their people for recording and safe keeping. This
is considered Obligations (Major): Lore Wardens. Thanks to their
decades of training and education, they gain +1 on all Knowledge
checks, including Common Knowledge. They gain +3 on all “Old
Ways” rolls (instead of just +2). They gain +2 to their Investigation
checks, and +2 to Notice if the roll is related to finding something
lore-related. Finally, Lore Wardens can expect great hospitality and
accommodation from any dwarf who knows their station and most
Olarans as well.
MIGHTY CONSTITUTION
Requirements: Veteran, Dwarf, Stout
A dwarf with this Edge gets +2 to resist disease or poison, and makes a
Vigor check every three days to recover from wounds instead of every
five days. By the way, sleeping in even the heaviest of armors won’t
ever bother a dwarf with Mighty Constitution.
NEW DEVICE
Requirements: Veteran, Dwarf, Master Wright
Each time this Edge is chosen, the Master Wright may carry one
additional device with him. Suggested devices are listed below:
barrier (reinforced walls), blast (catapult with fiery loads), blind (dust
cannon, mirror device), bolt (arbalest), burrow (gearwork digger), burst
(fiery oil cannon), entangle (tanglewire launcher), farsight (telescope), jet
(flaming ram), light (tinkered lantern), obscure (smoke bombs), pummel
(compressed air blaster), telekinesis (wood-and-gear crane).
63
ROBUST
See Dregordian Racial Edges (page 59).
STAND FIRM
Requirements: Seasoned, Dwarf, Strength d8+
Dwarves can be particularly difficult to move, knock about, or grapple.
A dwarf with this Edge gains a +2 to any rolls to resist being moved or
knocked down. They also gain +2 whenever they are on the defending
side of any Grappling situation.
STOUT
Requirements: Seasoned, Dwarf, Nerves of Steel, Vigor d10+,
Some dwarves impress even their fellows with how much they can
drink, how they never seem to really tire, and how hard they are to
hurt. This dwarf can drink all night, and never gets sick. He gains +2
to resist Fatigue and +4 on opposed rolls during drinking contests.
Furthermore, he gains +1 to Soak rolls.
64
ELDAKAR
The oldest and most influential of all the races of Shaintar, the
magically gifted eldakar (“Old Blooded” as translated in Galean) are
responsible for many of the social and political structures seen across
the continent. They created language, laws, and customs, and almost
every other race in Shaintar adopted these traditions in some way.
They are the greatest of the fae, with the exception of the extremely
rare faelakar, who are beings of mostly spirit rarely seen in Shaintar.
For all their influence, the power of the eldakar has faded in recent
years as the humans ascend to dominance over the world. They have
had to content themselves with advising and guiding the better of the
human leaders where they can. To this end, many eldakar venture into
the world, looking for causes and quests they can undertake to better
help it — although more than a few have dispensed with such noble
causes, instead using their gifts for personal gain or worse.
Eldakar actually stand slightly taller than humans, but tend to have
much slighter builds. Their hair and eye colors range the gamut of
hues, and their skin tones range from the palest white to deep and rich
browns. Eldakar are truly immortal; though they can die from trauma,
disease, and the like, old age will never take a toll on them. Those
eldakar whose ages reach into the thousands of years begin to show
some strain in their features and some dulling of eye and hair colors,
but only a trained eye can see it. They reach physical and emotional
maturity around the age of thirty.
65
starting racial package
Enemies: All creatures of Darkness and Flame will seek to kill an
eldakar given the opportunity.
Gossamer: Eldakar must spend double points to raise their Vigor at
character creation. Strength costs are doubled at character creation
and it costs two Advances during game play.
Immortal Grace, Acumen, and Will: Eldakar begin with d6
starting Agility and Smarts, and Spirit of d8. Furthermore, their Spirit
can go as high as d12+2 (Professional and Expert can raise it to d12+3
and d12+4 respectively).
Keen Fae Senses: Eldakar begin with a d6 Notice skill, and they also
gain +2 with sight-based Notice checks.
Low Light Vision: The blood of the fae gives the eldakar the gift of
night vision. Ignore attack penalties for Dim and Dark lighting.
Magically Sensitive: Eldakar can use the detect arcana power at
will (using their Spirit for their rolls). Those that take up an Arcane
Background that provides the ability gain a +2 to detect arcana attempts.
Unearthly Fae Beauty: Infused with the beauty of the fae, eldakar
enjoy an inherent +2 Charisma.
Weakness: All eldakar are deathly vulnerable to Black Iron and
Blood Steel, suffering +4 damage from those sources.
ADROIT
See Brinchie Racial Edges (page 51).
BRILLIANT
Requirements: Novice, Eldakar, Wild Card
Some races have extraordinary capacity to quickly reach (and exceed)
the pinnacle of intellect and perception. This Edge increases Smarts
one die type and the maximum Smarts cap by +1. This does not count
towards the normal attribute increases per Rank. This Edge may be
taken once per Rank.
66
ENLIGHTENED
Requirements: Novice, Eldakar, Wild Card
Some races have extraordinary capacity to quickly reach (and exceed)
the pinnacle of wisdom and spiritual strength. This Edge increases
Spirit one die type and the maximum Spirit cap by +1. This does not
count towards the normal attribute increases per Rank. This Edge
may be taken once per Rank.
PATTERN LINKED
Requirements: Seasoned, Eldakar, Adept, Druid, or Sorcerer,
Smarts d8, Spirit d10+
Eldakar have a remarkable ability to perceive and connect to the
Patterns that lie between Corelisia and Shaintar, and this ability serves
them well when they pursue a magical path of some kind. This Edge
grants the Hero 5 Essence. It may be taken multiple times.
67
PATTERN SIGHT
Requirements: Seasoned, Eldakar, Smarts d8+, Spirit d10+
Some eldakar are particularly attuned to the Patterns, such that
they have true mystical vision. An eldakar with Pattern Sight has the
normal (non-raise) effect of the mind’s eye power at will; they can see
through obfuscation, illusion, and in total darkness.
SOULFINDER
Requirements: Seasoned, Eldakar, Healer, Spirit Singer
Those eldakar who truly reach out to Landra to connect with her
and her plan for their people can attain the honor of bearing her
title, that of Soulfinder. Soulfinders have the capacity to call upon the
raw spiritual energies of Life for a number of effects. This Edge may
be taken multiple times. The character chooses a new ability each
time he selects it. This Edge may be taken only once per Rank. At
Legendary, it may be taken every other Advance.
• Gifted Healer: This is identical to, and stacks with Healer, granting
+2 to healing efforts.
• Life Bringer: The character and up to five companions gain the
benefits of Hard to Kill. This may be taken a second time, giving
himself and five companions the benefits of Harder to Kill. The
chosen companions must be within the Life Bringer’s Spirit die x5
to receive the benefit.
• Sender: The character may attempt to banish evil entities as per
Holy Warrior without using Essence. He must pass a Vigor roll after
each attempt or suffer a level of Fatigue.
• Ease Bringer: The character gains the succor power. If he does not
have an Arcane Background, he gains 5 Essence for use with this
power, and uses his Spirit die. If he does have the power already, he
gains +4 to casting rolls when using succor.
SORCEROUS CLARITY
Requirements: Seasoned, Eldakar, Sorcerer, Smarts d8+
The eldakar’s natural gifts with the Patterns reveal how best to unlock
their potential. The sorcerer with this Edge gains +1 to Sorcery skill
rolls.
68
SPIRIT SINGER
Requirements: Novice, Eldakar, Spirit d10+
Some eldakar reach a point where they begin to connect to their patron,
Landra, and thus they find themselves with a greater connection to the
spirit world. Spirit Singers can sense and speak with spirits of Life,
including ethereal faeries (found usually in the deep wood), elemental
entities (found in ancient stone, lively brooks, elder trees, and fresh
winds), and animal spirits (in the wisest and liveliest examples of any
given species). The spirits will be very well disposed to the Spirit Singer
and will, within their capacity, provide what assistance they can. It is
entirely up to the GM to determine what spirits are in any given area,
and what they are capable of doing for the eldakar.
VENERABLE
Requirements: Background, Eldakar, Smarts d8+
Some eldakar have been around a very long time, and they’ve managed
to learn at least a little about everything. Venerable eldakar ignore the
-2 when making unskilled checks; they must still expend an Advance
to acquire a skill before they can raise it past d4.
69
GOBLIN
The most numerous of the goblinesh, which also includes orcs and
ogres, goblins are the smallest and quickest of the species. Their
natural gifts and incredible olfactory senses make them ideal scouts,
trackers, and thieves. However, goblins are quite capable of being
anything they wish, and it is only the oppression of their own society
that restricts many of them.
On average, goblins are cleverer than their larger cousins. However,
their relatively frail nature compared with orcs and ogres is such that
only in the most enlightened Gathers will a goblin be found to be in
a position of authority. This discriminatory behavior means that the
most competent goblins are likely to leave their Gathers and seek their
fortunes in the outside world.
Although grotesque by human standards, goblins are not “hideous
monsters.” They have greenish to grayish skin tones, wide-set features,
and large ears. Like most of the goblinesh, they have very little to no
body hair. Their eyes do tend to glow slightly in the dark, enhancing
their generally frightening appearance. Goblins tend to physically and
mentally mature about age fourteen, and they tend to live to around
sixty-five or seventy.
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starting racial package
Dextrous: Goblins begin with a d6 starting Agility.
Keen Sense of Smell: Goblins are naturally blessed with d4 Notice
and d4 Tracking skills. They also get +2 on any scent-based Notice
checks.
Outsider: All goblinesh face some social stigmas, no matter how
progressive the society they are in.
Size -1: Goblins must subtract one from their Toughness for their
small stature.
Small and Evasive: Goblins are smaller than everyone else, and as
a survival mechanism grow up learning how to avoid being struck by
those larger than themselves. Attackers subtract one from all attacks
against goblins so long as they are active and aware of the attack.
Socially Inept: Goblins exhibit behavior that is strange and unusual
to others not of their kin, and must select one Quirk (Minor) at
character creation.
Tenacious: Goblins who venture into the world are made of tougher
stuff than their kin. They begin play with the Hardy Monstrous Ability.
Thermal Vision: Goblins have the Infravision Monstrous Ability.
Thin-limbed: Goblins must spend double points to raise their
Strength at character creation. Furthermore, they can never raise
their Strength above a d8, even during play.
CHARMING NIT
Requirements: Background, Goblin, Spirit d8+
There are some goblin bloodlines that produce charismatic and even
generally attractive progeny, giving them a real advantage in both
influencing their own kind and dealing with other races. The Charming
Nit does not suffer from the Outsider Hindrance. Additionally, they
gain +1 to their Charisma.
CLEVER NIT
Requirements: Novice, Goblin, Smarts d8+
The smallest of the goblinesh are often the most innovative, bringing
the best ideas for their larger cousins to implement. They often unravel
problems which elude the mightier goblinesh. Whenever a Clever Nit
spends a benny (using the Extra Effort rule, p.187) to add to a Smarts
roll or a Smarts-linked skill, they get to add a d10 instead of a d6 to
the result. As well, they can take the Jack-of-All-Trades Edge with only
a d8 in Smarts.
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LUCKY NIT
Requirements: Novice, Goblin, Spirit d6+, Luck
Something about the greater universe smiles upon Shaintar’s tiniest
residents, giving them an edge in truly difficult situations. When a
Lucky Nit spends a benny for a re-roll, they may add and reroll any
ones that turn up on the dice.
MIGHTY NIT
Requirements: Background, Goblin, Vigor d6+
Though most goblins are born with an inherent Strength limitation,
some few bloodlines are able to achieve might comparable to their
orc cousins. A Mighty Nit does not suffer the d8 limit to his Strength
development, and he can buy up his Strength without paying double
cost at the beginning. Furthermore, he can achieve Strength of d12+1
before needing to employ the Professional Legendary Edge.
Note: if a goblin takes this Background Edge, he must buy his
Strength to a minimum of d6 during character creation.
NIMBLE NIT
Requirements: Novice, Goblin, Agility d8+
Fast and dexterous, goblins can achieve some rather impressive feats
when needed. Whenever a Nimble Nit spends a benny (using Extra
Effort, see p. 187) to add to an Agility roll (or an Agility-linked skill),
they get to add a d10 instead of a d6 to the result. As well, they gain
access to the brinchie Racial Edge, Greater Acrobat, if the goblin has
the Acrobat Edge.
SPEEDY NIT
Requirements: Seasoned, Goblin, Agility d8+, Vigor d6+
Getting away is a finely honed art for many goblins; oddly, getting
to danger quickly enough appeals to some of the less traditionally
minded goblins. A Speedy Nit rolls two “Run” dice and takes the
better of the two. As well, whenever he is in combat, attackers subtract
an additional -1 from all attacks against him.
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SQUIRMY NIT
Requirements: Seasoned, Goblin, Agility d8+, Strength d6+
It can be deucedly difficult to grab and hold onto a goblin who doesn’t
wish to be grappled. Squirmy Nits gain a +2 whenever they are on the
defending side of a Grappling situation. They also gain a +2 in any
situation where they are entangled or held, or when they are trying to
get loose from something (like rope bonds). Finally, Squirmy Nits can
always add +1 to a Gang Up bonus, even if the normal maximum of
+4 is reached.
VERSATILE NIT
Requirements: Seasoned, Goblin, Jack-of-all-Trades
As the goblinesh have been exposed more and more to human
cultures, they’ve adapted many ideas, qualities, and talents. None
are more adept at this than the goblins, many of whom consider the
humans “really interesting.” A Versatile Nit, upon taking this Edge,
may choose a human Edge they can otherwise meet the requirements
for. This includes Background Edges. The GM must approve this
choice, however, and there should be a good story-driven rationale for
it. Taking Desert-Born, for example, should only be allowed after the
goblin has spent some time in the desert.
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HUMAN
Arguably the rising race of Shaintar, the balanced physical and
mental traits of humans, combined with their inherent diversity and
adaptability, has helped them weather the worst apocalyptic storms
and come out stronger in the long run. They have an average lifespan
of one hundred years.
Although ubiquitous and well-known by any standards, it is worth
pointing out that there are many “variants” of humans:
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HUMAN RACIAL EDGES
DESERT-BORN
Requirements: Background, Human, Agility d6+, Vigor d8+,
Strength d6+, Special
The character must be born in the Eternal Desert, one of the Youlin
Aradi. One who is Desert-Born gains a +2 to resist heat effects of the
environment and a +1 to Survival checks in desert regions. They may
also use future Advances to take any of the following Edges (without
needing to fulfill any other Requirements): Alertness, Danger Sense,
Fleet-Footed, and Quick.
EPIC DESTINY
Requirements: Novice, Human, Special
Upon taking this Edge, the human Hero can take one Edge regardless
of Rank requirements, although they must meet all other requirements
for that Edge. This Edge can be taken once per Rank. The GM
reserves the right to deny some Edges (like Sidekick or Followers) on
other grounds.
FAST LEARNER
Requirements: Novice, Human, Smarts d8+
Many humans make up for a lack of natural physical powers and gifts
by simply being very good at picking up new skills or being very good
at what they do. The human with this Edge, when taking an Advance
that involves skills, has one of the following three options:
• Intense Focus: They may take a brand new skill at d4 while raising
a single skill they have that is below its linked attribute.
• Balancing Act: They may raise one skill that is at or above its
linked attribute, and also raise a single skill that is currently below
its linked attribute.
• Up to Speed: They may raise three skills that are all currently less
than their linked attributes.
Note: this Edge has no effect on Character Creation; see the new
Education and Training Background Edges.
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NORTH-BORN
Requirements: Background, Human, Strength d6+, Vigor d8+,
Special
The character must be born in the North, either as a citizen of the
Kal-A-Nar Empire or as part of the barbaric northern tribes. One
who is North-Born gains a +2 to resist cold effects of the environment
and a +1 to Survival checks in cold and mountainous regions. Being
North-Born grants access to both the Berserk and War Cry Edges.
Finally, North-Born can take the Mighty Constitution Edge of the
dwarves at Veteran Rank.
RESILIENT
Requirements: Novice, Human, Luck
A human with this Edge gains +2 on all Soak rolls; further evidence
that something in the universe smiles on humans in the face of great
adversity.
SEA-BORN
Requirements: Background, Human, Agility d6+, Vigor d6+
The character must be born of Nazatir, the Pirate Archipelagos, the
southern coasts, or one of the other island realms. He gains +2 to all
Boating, Climbing, and Swimming rolls. The bonus to Climbing only
applies in situations where there is rigging available. As well, any Sea-
Born Hero gains a +1 to all Fighting and Throwing rolls whenever
he’s on the deck of a waterborne vessel.
SEA DOG
Requirements: Novice, Sea-Born
Due to experience on the rocking ships of the sea, the character gains
the benefit of Steady Hands. As well, he gains +2 on Survival rolls in
coastal and island conditions, and +2 on Streetwise rolls in port towns.
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SOUTH-BORN
Requirements: Background, Human, Special
The character must be born in the Southern Kingdoms — Olara,
Galea, the Wildlands, the Freelands, or somewhere nearby.
Southlanders are extremely versatile and diverse, gaining insights and
innovative ideas from all kinds of sources. When the South-Born Edge
is taken, the Hero gains one of the following:
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KORINDIAN
One of the more unique races of Shaintar, the korindians are the
descendants of a veritable horde of “half-elves” that left the main
continent of Shaintar and exiled themselves to a large island off of
the southwest coast. Led by Kor, they left the tyranny and intolerance
of the mainland and founded a new society that rejected the ways of
their ancestors.
The korindians, as a society, have developed codes of behavior
and ways of life that seem almost alien to their mainland “cousins”
— they reject the use of metal for anything, rely heavily upon what
nature provides, seeking harmony with their environment and each
other. Among the many things they have developed is the martial art
known as Kor-In, which combines powerful strikes with redirecting
the opponent’s force against him.
Korindians are a race unto themselves now, expressing many similar
traits to alakar, but with their fae traits much less pronounced. They
tend to have rich, light-brown complexions, pale-hued eyes, and
darker hair, though the more diverse hair and eye colors of their fae
lineage are not wholly uncommon. Korindians usually live half again
as long as a typical human, though they come to mental and physical
maturity at about the same time as humans (early adulthood at sixteen
to twenty years).
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LINER NOTES: Other Half-Elves Abound
Half-elves exist beyond Korinidia. They are known as
M’adukar and are created like their martial brethren with the
following exceptions: remove Trained from Birth, The Law of
Kor, and Island-born and give them one free Edge and one
free skill at d6.
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KORINDIAN RACIAL EDGES
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KOR-IN
Requirements: Novice, Korindian, Spirit d6+, Fighting d8+
Though it is possible to learn how to fight very well anywhere in
Shaintar, the study of the formal art of Kor-In conveys a proficiency
in hand-to-hand combat that is unparalleled. The Kor-In student
discovers a series of stances and forms they can rely upon in almost
any combat situation. The Hero with this Edge must select one style
of combat from the list below. When he uses that style, he drops into
a stance at the beginning of his action, gaining the benefits and effects
until he takes his next action:
This Edge may be taken multiple times, with the character selecting
a new style each time.
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ONE WITH LIFE
Requirements: Novice, Korindian, Druid
The Paths of Life come particularly easy to korindians, who were
taught by Kor to maintain a strong connection to the land, sea, sky,
and all living things. A korindian with this Edge gains an immediate
+5 Essence, and a +1 on all Channeling rolls.
TSUNAMI STRIKE
Requirements: Seasoned, Kor-In, Strength d6+, Spirit d8+,
Fighting d8+
Korindians who learn how incorporate the flow of the waves into
their training can reach a devastating level of mastery, striking foes
with great force and redirection. The Tsunami Strike increases the
Hero’s unarmed damage to Str+d6. With a raise on the attack roll,
the attacker executes a Push maneuver and may either Bash (pushing
the target 1” for every raise on the attack roll) or Knock Prone their
opponent.
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OGRE
The least numerous of the goblinesh, ogres are the largest and slowest
of the species. Their great strength and size, natural toughness, and
natural ferocity make them the greatest of the goblinesh warriors, but
they normally need a great deal of guidance. Like goblins and orcs,
ogres are capable of being anything they want.
Ogres are not inherently very bright or willful, and are thus generally
easy to manipulate and control if handled correctly. However, there
are plenty of examples of ogres who defy such expectations and
stand quite well for themselves. More than a few, in fact, have used
the preconceived notions others have of ogres to turn the tables on
opponents in any endeavor.
By human standards, ogres seem quite monstrous; they are, in fact,
the strongest and mightiest of all the races native to Shaintar. They
are not monsters, however, but an intelligent species quite capable
of being a part of society. They have greenish to grayish skin tones,
although they tend to be more brown than anything, with wide-set
features and large ears. Like most of the goblinesh, they have very
little to no body hair. Their eyes do tend to glow slightly in the dark,
enhancing their generally frightening appearance. Ogres are also the
shortest-lived of the goblinesh, typically reaching maturity in their
early teens but only living to about fifty or so.
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starting racial package
Bad Eyes: Ogres are mighty, except where their eyes are concerned;
they suffer a -2 on all Trait rolls dealing with anything more than 5”
(thirty feet) away.
Big Target: Attackers gain +1 to attack rolls made against ogres.
Great Strides: Ogres have a natural Pace of 7” instead of 6”.
Keen Sense of Smell: Ogres begin with d4 Notice skill at the start
and +2 to Notice rolls based on smell.
Mighty and Resilient: Ogres begin with an impressive starting
Strength and Vigor of d8. Furthermore, their natural maximum
Strength is d12+4, while their natural maximum Vigor is d12+2.
They can reach these ratings with normal Advances without applying
the Professional or Legendary Edges.
Monstrous Size and Appearance: Ogres suffer a -2 Charisma
due to their appearance and bearing with non-members of their race.
Outsider: All goblinesh face some social stigmas, no matter how
progressive the society they are in.
Reach: Ogres have Reach 1.
Size +2: Ogres add 2 to their natural Toughness due to their great
bulk.
Slow and Pliable: Ogres must spend double points to raise Smarts
and Spirit at character creation. Furthermore, their Smarts can never
be higher than d8.
Thermal Vision: Ogres have the Infravision Monstrous Ability.
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OGRE RACIAL EDGES
BEHEMOTH
Requirements: Background, Ogre, Strength d10+, Vigor d10+
While all ogres are giants among the other races, there are some ogres
that reach truly frightening sizes, making them walking towers of
might. A Behemoth ogre increases their Size to +3. This gives them an
additional +1 to their base Toughness. This also puts them reaching
heights of between ten and fourteen feet tall, with massive weight as
well. As such, Behemoths gain a +2 in any Grappling situations when
engaging any of the smaller races.
PORTER
Requirements: Seasoned, Ogre, Brawny
Many ogres go with their strengths when serving their communities,
choosing to maximize their carrying capacity to aid in the transport
of goods and supplies over long distances. An ogre Porter can carry
twelve times their Strength die (instead of eight) without penalty. As
well, even when Encumbered, he gains +2 on any Vigor checks to
resist Fatigue related to long travels.
POWERFUL
See Dregordian Racial Edges (p. 58)
ROBUST
See Dregordian Racial Edges (p. 59)
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SIEGE STRENGTH
Requirements: Veteran, Ogre, Brawny, Strength d12+, Vigor d10+
There are ogres who develop the capacity to apply their impressive
strength to dismantling just about anything. An ogre with Siege
Strength treats their Strength damage as Heavy Weapon damage,
capable of harming anything with the Heavy Armor quality. This
includes large trees, castle walls, and so forth. Note that this does
not apply to damage done with normal weapons; a sword or an ax
will simply not hold up to such stresses and will shatter. Give a Siege
Strength ogre a battering ram, however...
STONE HURLER
Requirements: Seasoned, Ogre, Strength d10+, Throwing d8+
One of the roles ogres fulfill in the Gathers is to provide ranged weapon
support against any attacks, in the form of hurling large rocks at foes.
A Stone Hurler has mastered the technique of flinging large stones.
His Range increments are reduced by one Range category (Long to
Medium, Medium to Short, and Short is unchanged). His damage is
Str +d8. Throwing rocks this large requires two hands.
Of course, ogres have Bad Eyes, so this can sometimes be a dangerous
thing...
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ORC
Commonly referred to as the “middle goblinesh,” orcs are quite large
and tough by human standards. They tend to be just smart enough
to outwit the ogres and get them to do what they want, and they are
certainly strong enough to generally command respect and service
from the goblins. As such, orcs tend to be the leaders of goblinesh
society.
Due to their role among the Gathers, orcs actually have some
rather stringent social customs that they observe when dealing with
one another. Much as one might expect in a pack of wolves, orcs
have to determine dominance within their own ranks. When an orc
encounters others of his kind, there is a period of time during which
the social hierarchy must be sorted out, even if the newcomer is only
visiting for a short while.
Like all goblinesh, orcs are quite capable of almost any pursuit, and
can be found with some regularity in most societies. In general, they
tend towards more combative roles where they can excel. Orcs have
the same green-brown-gray colorations as all goblinesh, with the same
wide-set features and large ears, as well as the lack of significant body
hair. Likewise, their eyes also tend to glow somewhat in the dark. Orcs
tend to live around sixty to seventy years, maturing a little more quickly
than a human of the same age (around ages fourteen to seventeen).
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ORC RACIAL EDGES
BULKY
Requirements: Background, Orc, Brawny, Vigor d8+
Orcs are big, but some are really big. A Bulky orc gains Size +1, which
also raises their base Toughness by 1. The effects of Brawny and Bulky
stack.
CANNY
Requirements: Background, Orc, Smarts d6+
Every once in a while, an orc comes along that surprises those who
expect a witless set of walking armor and axe. An orc with this Edge
does not have to pay double to raise his Smarts, either at character
creation or any time after that.
NOBLE MIEN
Requirements: Background, Orc, Spirit d8+
Some orcs are born with an appearance and demeanor that defies the
usual preconceptions and makes them very well received among other
races and elevating them among their own kind. An orc with Noble
Mien does not suffer the Bestial Appearance Hindrance of their race.
As well, they enjoy a +1 to their Charisma.
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POWERFUL
See Dregordian Racial Edges (p. 58)
RAGE MASTER
Requirements: Seasoned, Orc, Spirit d6+, Vigor d8+
Some orc bloodlines contain within them the capacity to draw upon
the ancient fires within. An orc Rage Master gains the effects of the
Berserk Edge. They can enter this state at will by spending a benny.
WARRIOR BORN
Requirements: Novice, Orc, Fighting d8+
There are legends within goblinesh society that speak of the orc as
born to war. An orc with this Edge is the epitome of that idea. When
taking this Edge, an orc may immediately select a Combat Edge of
any Rank (so long as they otherwise qualify for it). This Edge may be
taken multiple times, but only once per Rank.
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SKILLS IN SHAINTAR
The skill system of Savage Worlds works just fine for Shaintar, but there
are a few clarifications and suggestions that make the system sing a
little more in tune with this setting.
BOATING
This skill covers pretty much all physical tasks with the operation of a
ship, to include manning the rudder or wheel. Finding’s one way on
the ocean, however, will require Knowledge (Navigation).
DRIVING
There is no reason for players to spend points on this skill. If they
have reason to be able to manage a cart, wagon, or coach, let it be a
Common Knowledge default or a Defining Interest.
GAMBLING
If the GM is using the optional Resource Rolls system (described later
in the Gear section), Gambling can have a fairly useful role to play.
A gambler must have at least a d6 Resource die to have enough to
gamble with; this may mean getting a “stake” from another character
if the Hero is particularly down on his luck.
If the GM wants a “quick and dirty” approach and there’s only one
Hero gambler and a bunch of non-player gamblers, he can have the
Hero gambler simply roll a Gambling check every hour (modified
according to the relative skills of the other players, anywhere between
-4 if the table is full of sharks to +4 if there’s nothing but rubes playing).
A failure means the Hero’s Resource die goes down one die. A success
means he breaks even, while every raise increases his Resource die by
one level.
The GM can also use the approach in the core Savage Worlds rules:
Every gambler rolls; the highest roll is compared to the lowest. The
loser gives one die level of Resources to the winner, plus an additional
level for every raise the winner got over the loser, down to a d4, at
which point the loser is out of the game completely.
The next highest roll is compared to the next lowest in the same
fashion, and so forth. If there’s an “odd man out,” they break even.
This also happens in the case of any ties. Everyone with at least a d6
in Resources can continue in the next round.
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HEALING
In Shaintar, this deals with the binding of wounds in a low-tech setting.
However, there are magical concoctions, salves, and special plants that
those with the right knowledge can make use of. As such, the base
rules should work as written. Furthermore, others can make either
Healing or Survival as cooperative rolls, possibly helping to find that
special plant that will make the difference. Healing can also be used to
treat Fatigue, Poison, and Disease in most cases.
KNOWLEDGE
The following are some knowledge focuses of regular use in Shaintar.
Battle: In addition to the usual use in Mass Combat situations,
Knowledge (Battle) can be extremely useful to a group of Heroes if a
Hero ends up with the Tactician Edge.
Cosmology: This skill means the character has an understanding
of the Four Powers, the greater beings that serve those Powers, the
Aether, Corelisia, and other major metaphysical concepts. This covers
the lore of the metaphysical lands beyond.
Dark Creatures: The specific study of undead creatures and beings
otherwise corrupted by Darkness.
Flame Creatures: The specific study of the monstrous creatures
from Norcan Darr, as well as knowledge of other demons and demonic
creatures that may invade the lands of Shaintar.
History: This is an incredibly useful skill that would effectively
permit the player to recall just about anything on the Timeline. This
also covers legends and stories of the past.
Magic: This skill deals with the specific processes, theories, and results
of all forms of magic. It is used to identify specific properties of what
might be sensed with detect arcana, and to be able to come up with what
magical effect might have caused an observed result.
Navigation: This very specialized and highly prized skill allows for
navigating the seas.
Politics: Another often-underestimated skill that indicates the
character’s knowledge of who is in charge, where and what relations
are like between nations and local authorities.
“X” Craft: Applies to the creation of special items that can be
invested with magic. The most appropriate versions are Gem Craft;
Armor Craft (metal); Weapon Craft (metal); Wood Craft (staves, bows
included; involves Everwood, too); Silver Craft (as applies to both
silver and White Silver).
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LOCKPICKING
It bears noting that Lockpicking would also be the appropriate skill
for disabling or bypassing a trap. Notice, however, would be the
appropriate skill for finding a trap.
PILOTING
No character in the Shaintar setting would have reason to have this
skill.
REPAIR
At first glance, this seems to have little bearing in a low-tech setting.
However, it would apply to pretty much any application of tools to a
task. Any smith is going to have this skill, as would any character with
an “engineering” bent.
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LANGUAGES
The richness of the cultures in Shaintar is enhanced by the numerous
languages in the realm, and the ability to speak different languages
can be a defining part of a particular character.
Every Hero is able to speak their native racial language, with the
exception that anyone playing a brinchie character will only speak
Brin inherently if they have the Plains Runner Edge. There may be
other circumstances, such as being an adopted son or daughter of
someone of another race, where the Hero speaks the racial language
of their adoptive culture rather than their own.
For the sake of convenience, every Hero begins the game able to
speak whatever the “common tongue” is of the region where the
campaign begins. In most cases, this will be Galean, as this has become
the trade language of the Southern Kingdoms. In the north, it will
likely be Kalinesh. The GM will indicate if it is a different tongue for
some reason.
Any Hero with a beginning Smarts higher than d6 will know one
additional language for every die level above d6. If the GM permits it,
the Hero can choose to use one or more Defining Interests for added
languages.
Additional languages cost one skill point at character creation. To
learn a new language during game play requires an entire Advance,
and access to someone to teach the language. For “fast learners,” this
is the equivalent of learning a brand new skill. Don't forget, Defining
Interests can also be used for languages as well.
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LANGUAGES OF SHAINTAR
Galean
Human, “Common” language of the Southern Kingdoms, including
Galea, the Freelands, and the Wildlands.
Olaran
Human, the language of the Kingdom of Olara and the surrounding
areas. Strong linguistic links to Kalinesh.
Camonere
Human, the language of the Prelacy of Camon. Also spoken in many
parts of Shaya’Nor by the humans there.
Kalinesh
Human, language of the Kal-A-Nar Empire, also spoken by the
barbarian tribes east of the Empire.
Aradish
Human, the language of the Youlin Aradi (the desert people). Rarely
spoken outside of that area.
Nazatir
Human, language of the seafaring Nazatirans. Also very common in
most of the southern waters.
Malakaran
Human, language of the Dominion. Linguistically a combination of
Galean, Kalinesh, and Aradish, but anyone speaking just one of those
will have a hard time following a native speaker.
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Fae
The ancient language of the elves and all faerie of Shaintar. The
aevakar speak a dialect so closely similar that there is little distinction,
save in some pronunciations.
Shayae
Very close to Fae, but distinctly different thanks to influences of so
many beings of Darkness. This is the main tongue of the lands of
Shaya’Nor.
Korindian
Similar to the Fae language, but with many Galean, Kal, and unique
words mixed in.
Dwarvish
There are as many dialects as there are Clanhomes, but the distinctions
are small enough to make common communication not a problem.
Dregordian
The odd language of the dregordian people is difficult for an outsider
master and costs two Advances or counts as two languages during
character creation.
Goblinesh
The language of goblins, orcs, and ogres.
Brin
The ancient language of the brinchie, not even commonly spoken by
most of them anymore. There is no written component to the tongue.
Childer
The “common” tongue spoken by most childer (demonic humanoids,
including ratzin, minotaurs, thratchen, and gargoyles) who come into
Shaintar. This language is difficult to learn, as each species of childer
has its own distinct dialect.
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Existing HINDRANCES in Shaintar
Hindrances are an exceptional way to add depth to a character,
especially for players who have a little less experience with “immersive
roleplaying.” In Shaintar, some Hindrances do an excellent job of
representing certain specific elements and ideas.
ALL THUMBS
There aren’t many “devices” in Shaintar as compared to a modern
or science-fiction setting. However, this Hindrance can still have an
impact. Their foibles apply to the use of any crossbow (and they suffer
a -2 to their Shooting roll with any crossbow-like device). Doors with
intricate locks should be beyond such a character.
Most importantly, any Arcfire devices will definitely fall under the
All Thumbs limitations; Arcfire is something just now entering the
environment and will take some adventuring to learn more about.
BLOODTHIRSTY
See Liner Notes: Villainous Hindrances.
CODE OF HONOR
See Liner Notes: Honorable Hindrances.
DOUBTING THOMAS
This Hindrance simply doesn’t fit into a land like Shaintar, where
magic and the supernatural are very much a part of everyday life, or
at least part of the common collective knowledge.
ENEMY
There are some “stock enemies” that a character can take that make
sense in the Shaintar setting. All of the following would classify as a
Major Enemy. Minor Enemies are almost always going to be a small
gang or lone figure.
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LINER NOTES: VILLAINOUS HINDRANCES
Shaintar is very much designed to be a heroic fantasy setting, one
where there are Good Guys and Bad Guys, and the players are meant
to be the Good Guys. I make no bones about this; this is what I love, it’s
what the best stories in the world are based on, and it’s what Shaintar
is meant to be.
Does this mean it’s impossible to set up and run a campaign based on
Bad Guys in Shaintar? Not at all. If that’s what you as a GM want to
do, there are certainly any number of approaches you can take to do it.
Having said that, there are certain Hindrances that fall into the
Villainous category. I generally do not permit them, or else I restrict
them in such a way that the player knows he’s on a short leash with it. In
many cases, players will take certain Hindrances and then use them as a
license to create overwrought tension and discord in the gaming group.
A certain level of internal conflict can lead to excellent roleplaying
experiences. However, all too often, these conflicts are gratuitous and
utterly destructive to the fun and sense of fellowship one wants to create
at their gaming table.
Bloodthirsty is one of those borderline Hindrances. There are some
character backgrounds for which this makes a certain amount of sense.
If the player can be trusted to use the Hindrance as a touchstone for
good roleplaying and non-destructive character-to-character conflict,
you can probably let him take this Hindrance. If the player is likely
to use it as an excuse to just be a blood-drenched killing machine, I
recommend against allowing it.
The Major level of Greedy is another Hindrance I generally just
don’t allow; it is prone to create deadly character-to-character conflict
over something that is not likely to be interesting or a lot of fun for most
of the players.
The Mean Hindrance has the potential to be an interesting and defining
aspect of a character. All too often, however, it can be abused as a “free
pass” for the player to be a jerk and make the game not enjoyable for
other players. I tend to not allow it unless the player impresses me with
a good backstory and I think I can trust them.
Vengeful is another borderline Hindrance. On one hand, it can be
an excellent defining element for a character’s backstory. On the other,
it can be a license to be a vicious killing machine that runs counter to
the goals of the rest of the group. Having a Major level of Vengeance
against all undead is probably a pretty solid and allowable Hindrance.
Having a Major sense of Vengeance against dwarves, even if there
aren’t any in the party, is bound to create an untenable conflict.
97
GREEDY
See Liner Notes: Villainous Hindrances. Note that this actually
has a minor positive effect where the optional Resource Rolls system
is concerned.
HEROIC
See Liner Notes: Honorable Hindrances.
98
ILLITERATE
This Hindrance works just as written in the Savage Worlds core rules.
Most societies in Shaintar are very socially progressive, and as such,
reading and writing is fairly common.
LOYAL
See Liner Notes: Honorable Hindrances.
MEAN
See Liner Notes: Villainous Hindrances.
OUTSIDER
This Hindrance is already built into certain races. Anyone playing a
human of Nazatiran stock, or from one of the other islands, or from
the far north that lies between the Kal-A-Nar Empire and Shaya’Nor
could easily take this Hindrance as well in any campaign set in the
Southern Kingdoms. A human raised in one of the “Villainous”
cultures (see the Enemy Hindrance) who is trying to be a Hero could
conceivably be an Outsider. Other uses of the Outsider Hindrance
will be entirely contextual, based on the story and where the campaign
is set.
VENGEFUL
See Liner Notes: Villainous Hindrances.
99
NEW HINDRANCES
ANIMOSITY
The Hero, for one reason or another, has a great deal of anger, angst,
or need for justice against a group or organization. It may be that he
is a former slave of the Kal-A-Nar Empire, or the last survivor of a
massacre at the hands of a group of Prelacy paladins. He may have
served in numerous battles against childer, or he’s seen the devastation
of the undead and will not suffer them to exist anymore.
As a Minor Hindrance, Animosity is an integral part of the Hero’s
thinking, and he will certainly act in accordance with it should an
opportunity to strike against his chosen foes. As a Major Hindrance,
the Hero’s abject hatred of the target of his Animosity drives his every
action and decision; this level must be allowed by a GM, because it
will likely be a key driver for a campaign.
OBLIGATIONS
The Hero has ties to a group or organization, perhaps even an entire
kingdom, which has occasional or regular impact on his life. Grayson’s
Grey Rangers, the Church of Light, the Kingdom of Galea, and the
Black Lantern are all excellent examples of entities to which a Hero
might have Obligations.
As a Minor Hindrance, the Hero has a great deal of autonomy, but
he is still subject to be called on at any given time to do service for the
organization. The Hero is also expected to consider the agenda and
goals of his organization, in both choice and action.
As a Major Hindrance, the Hero is in active service to the organization,
living his daily life as a member, taking missions and tasks from those
higher up in the structure, and under constant scrutiny of superiors.
This level of the Hindrance requires the GM’s approval, as it is likely
the defining characteristic of a campaign.
A Hero with Obligations and Connections to the same individual
or organization has a special relationship with the person or group in
question, and gains a +2 or +4 bonus to Persuasion rolls (depending
upon whether their Obligations are minor or major) when dealing
with them. In essence, the Connection has a vested interest in the
Hero, and is more likely to want to see him succeed.
100
EDGES IN SHAINTAR
The first part of this section deals with Edges from the Savage Worlds
core rules, providing some notes and interpretations of how they are
best used (or not used) in Shaintar. The second part lists new Edges
that truly define Shaintar.
ACE
Not used. Seafarer (page 129 handles the ship borne portion of this
nicely.
ACROBAT
In addition to the other benefits, an Acrobat can use their Agility in
place of their Strength when making a roll to get an extra inch out of
Jumping (including the Acrobat bonus of +2).
ADEPT
The Savage Worlds core rules Edge of the same name does not exist in
Shaintar. The term adept has a different meaning, and for a variant on
the core rules concept, look at Warrior-Adepts of the Jade Flame (see
page 131).
ARCANE BACKGROUND
“Raw” Arcane Backgrounds are not available in Shaintar. Instead,
you need to access them through a Professional Edge (see page 120).
It’s worth noting that it is entirely possible to learn a mystical or
magical path after character creation; Professional Edges that have
Arcane Backgrounds are not limited to being Background Edges.
ARCANE RESISTANCE
This Edge is not available as a regular Background Edge; some races
give access to it as a Racial Edge, and there is a power that also confers
its benefits.
101
BERSERK
This Edge is not available as a regular Background Edge; various races
gain access to it as a Racial Edge.
CHAMPION
You don’t take this Edge directly. See Paladin of Light (see page
127) and Soulguard (see page 130).
CONNECTIONS
There are all kinds of groups (and even nations) this could apply to, so
the GM and the player need to work out the details of this Edge before
it comes into play. Some of the possible groups a Hero could have the
Connections Edge with include:
GADGETEER
Dwarves gain access to this effect via the Journeyman Wright Edge.
GIANT KILLER
In Shaintar, this Edge takes effect when anyone of human size or
smaller is fighting either ogres or minotaurs (regardless of actual Size
difference).
MCGYVER
Dwarves gain access to this effect via the Apprentice Wright Edge.
MENTALIST
Not taken directly; see Dreamdancer on page 123.
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MR. FIX IT
Dwarves gain access to this effect via the Apprentice Wright Edge.
NOBLE
The GM and player should be on the same page where this Edge is
concerned: A character cannot have this Edge without GM approval,
as it has a significant effect if the optional Resource Rolls system is in
use.
NO MERCY
This Edge doesn’t apply; as a Setting Rule, anyone can spend a benny
to re-roll damage in Shaintar.
SOUL DRAIN
There is no need to take this Edge; its effects are available to all arcane
casters as a Setting Rule.
103
STEADY HANDS
This will be useful for anyone shooting from the deck of a ship or
astride a horse. For those folks playing aevakar, the Aerial Archer
Racial Edge is a better choice.
THIEF
The +2 bonus should also apply to any Agility/Common Knowledge/
Defining Interest checks that are of an appropriate nature
(pickpocketing, forgery, etc.).
TRADEMARK WEAPON
I am generally kind enough to those who use identical weapons (or
naturally paired weapons, such as the brinchie Rrka and Lo-sska or the
Cavalier Saber and Parrying Dirk) in either hand to count Trademark
Weapon once for both weapons. On the flip-side, however, they do not
get the benefit if they somehow drop or lose one of those weapons.
WIZARD
Not available; see Mage on page 126.
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NEW EDGES
These are the new Edges particular to the Shaintar setting.
BACKGROUND EDGES
BRAVE
Requirements: Novice, Spirit d6+
Some are born with ice water in their veins. Others know fear, yet
refuse to let it stay them from their goals or their duty. A Brave Hero
gains a +2 on any Spirit checks dealing with either Fear or to resist
Intimidation.
EDUCATION
Requirements: Novice, Noble and/or Smarts d8+
Some Heroes begin life with extraordinary access to educational
opportunities. Perhaps they attended a grand university or they grew
up under the tutelage of one or more great minds. Education confers
5 additional skill points on the Hero, but these points must be spent on
the following: Healing, Investigation, or Knowledge skills. As well, a
Hero starting with Education gets one additional language.
HEIRLOOM
Requirements: Novice
Some Heroes begin life with an item possessing some special quality,
either passed on to them by their family or bestowed upon them by a
mentor or patron. Then again, perhaps they just managed to pick it
up somewhere along their early travels. The player needs to come up
with the back story of how he gained this item and clear it with the
GM. If approved, this Edge can be taken and the character begins
play with an item that has some kind of special quality. As a general
rule, either it is made of an inherently magical substance (White Silver,
Everwood, or Crysarium) or it has one of the minor qualities that an
Arcane Artificer is able to bestow upon an item.
All such items are subject to the GM’s approval.
Note that an Heirloom item is not automatically Soul-Bonded to the
Hero; that benefit requires taking that Edge separately.
105
HORSEMAN
Requirements: Novice, Agility d6+
“Born in the saddle” is more than a turn of phrase for this Hero. Their
people learn to ride at least as soon as they learn to walk. Heroes with
the Horseman Edge gain +2 to all Riding checks (but not when using
Riding in place of Fighting). Additionally, a Horseman can mount or
dismount as a free action, but not both in the same round.
TRAINING
Requirements: Novice, Agility d6+, Smarts d6+
Some Heroes begin life with a great deal more training under their
belt, due either to an early membership in some kind of organization
that values such training, or growing up with one or more outstanding
mentors. Training confers 4 additional skill points that can be spent
on any skill not covered by the Education Edge. The Hero gains one
additional Defining Interest as well.
COMBAT EDGES
BATTLE HARDENED
Requirements: Seasoned, Spirit d6+, Vigor d8+
The Hero’s conditioning reflects the rigors of a martial career. He gets
+2 to Soak rolls.
CHARGE
Requirements: Seasoned, Fighting d10+
The warrior is experienced at moving across a large distance and
getting the most effect out of rushing their foe. He may ignore the
standard multi-action penalty for Running when making a Fighting
attack. He may also initiate an attack at the end of an All Out Move
(see Setting Rules on page 184).
IMPROVED CHARGE
Requirements: Veteran, Charge
The warrior now gains +2 to his damage at the end of a Charge,
assuming he moved at least one inch past his normal Pace.
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CLOSE FIGHTING
Requirements: Novice, Agility d8+, Fighting d8+
This Edge is for skilled knife fighters and martial artists, such as might
be found in the streets of Lanthor or Snake’s Den, or on the beaches of
Korindia. Those who master such blades or fighting forms are adept
at turning the reach of their opponent’s weapon against them. Close
fighters (who must be fighting with a knife or no weapon at all) move
inside most weapons’ reach, adding a bonus to their Parry equal to the
enemy weapon’s Reach +1 for that adversary (against a long sword
with Reach 0, the bonus would be +1 to Parry; against a kayakor, with
Reach 1, the bonus becomes a +2 to Parry). No bonus is granted if the
foe is unarmed or is using a knife or similarly sized weapon.
DARK FIGHTING
Requirements: Novice, Fighting d8+, Notice d6+
By using hearing and other senses, some people learn how to fight in
even pitch-black conditions. Conditions which would hinder the use
of hearing or smell will reduce, or even negate this Edge’s benefits.
Dark Fighting halves all Fighting, Shooting, and Throwing penalties
for lighting conditions (round down). This is not cumulative with such
abilities as Low Light or Thermal Vision, but it will work in even utter
darkness.
DIRTY FIGHTER
Requirements: Seasoned
Some fight with honor. Some fight to win. This Edge is most likely
known by thugs, pirates, and assassins. A Dirty Fighter is particularly
good at Trick maneuvers, gaining a +2 bonus with them.
107
DOUBLE SHOT
Requirements: Veteran, Archer, Shooting d8+
The archer is trained to nock and fire two arrows at once, increasing
their chance to take down particularly tough targets. The archer can
fire two arrows at once with a single Shooting roll at -2. They must be
fired at the same target, and the shot must be within Short Range. If
successful, both arrows hit for their normal damage.
This Edge only works with bows, not other ranged weapons.
GROUND FIGHTER
Requirements: Novice, Agility d6+, Fighting d8+
Your Hero suffers no penalty to Parry or Fighting rolls while prone
and may get up from a prone position with no movement penalty.
HOLD OFF
Requirements: Seasoned, Strength d8+, Fighting d10+
The character is skilled at using the reach and size of a larger weapon
to enhance their defensive posture. The Hero adds +1 to his Parry if
using a weapon with Reach 1 or more. This is in addition to any bonus
already granted by such a weapon.
LUNGE
Requirements: Seasoned, Fencer
A lunge allows a swordsman to extend the reach of their weapon. The
character gains +1 Reach to their weapon. They may not use this
Edge with First Strike, Frenzy, or Sweep.
NIMBLE STRIKE
Requirements: Veteran, Agility d8+, Fighting d8+
The Hero has learned to fight with great dexterity—moving in and
striking quickly—then moving away before their opponent may
strike. If they can move at least 2” before making an attack against an
adjacent foe, they may attack and withdraw from combat without the
foe, or other adjacent opponents, receiving a free attack.
The attacker is still subject to First Strike attacks from foes they move
adjacent to with a Nimble Strike.
108
ONE AGAINST MANY
Requirements: Veteran, Fighting d10+
The Hero is a master of defending against multiple attackers,
anticipating each foe’s every move. Opponents gain no Gang Up
bonus against him.
SHIELD EXPERTISE
Requirements: Seasoned, Agility d6+, Fighting d8+
Many soldiers train in the use of weapon-and-shield combat, but the
dedicated warrior learns how to make a shield a very powerful tool for
surviving combat.
A character with Shield Expertise increases the Parry value of any
shield by +1 while worn.
SHIELD MASTERY
Requirements: Veteran, Shield Expertise, Two-Fisted, Fighting
d10+
A true master with weapon-and-shield combat learns how to use his
shield offensively while maintaining the defensive value of it. Shield
Mastery allows the warrior to make an attack with his shield without
losing the Parry bonus it confers. Medium shields (or less) do Str+d4
damage, while a large (or greater) shield does Str+d6.
STUDENT OF FORMS
Requirements: Seasoned, At least two Combat Edges, Smarts d6+,
Fighting d10+
The Hero has studied and practiced with a particular form of fighting
to the point of developing an impressive and effective aptitude with
it. The Hero chooses a particular weapon type — long swords, spears,
chuktars, etc. — and gains a +1 to all Fighting rolls made with weapons
of that type. Alternately, the Hero may choose one of the following to
apply Student of Forms to: Martial Artist, Fencer, or Kalinata.
SUNDER
Requirements: Seasoned, Dwarf and/or Strength d10+
Dwarves, due to their extensive knowledge of metals and structures,
or particularly strong warriors can learn how to strike weak points in
Armor to great effectiveness. Any melee attack made by someone with
this Edge ignores 1 point of Armor, whether crafted or natural. This
stacks with other AP bonuses.
109
IMPROVED SUNDER
Requirements: Veteran, Sunder
As with Sunder, but the amount of Armor ignored is raised to 2 points.
SUPERIOR DEFENSE
Requirements: Heroic and/or Kor-In, Block, Agility d8+
The character masters his defensive techniques. A character with this
Edge who performs the Defend action gains a +4 to his Parry (instead
of just +2). He also subtracts 2 from any ranged attacks against him
this round, as well as adding +2 to any attempts to evade area effect
attacks.
TAKEDOWN
Requirements: Seasoned, Martial Artist, Fighting d8+
The Hero has learned how to throw or trip an opponent. Make an
opposed Fighting roll versus the target. For each size category difference,
the Hero incurs a -2 penalty. On a success, the Hero may place their
opponent in any spot within 1” of themselves. The opponent is now
prone. With a raise, the opponent is prone and Shaken. If already
Shaken, the opponent takes a wound.
TRICKY FIGHTER
Requirements: Seasoned, Agility d8+ or Smarts d8+, Fighting d8+
The Hero suffers no multi-action penalty when using a Trick in the
same round as a Fighting attack. The player must choose which type
of Trick this Edge applies to (Agility or Smarts) and must have a d8+
in that attribute. The Hero may take this Edge twice to apply it to both
kinds of Tricks.
110
WAR CRY
Requirements: Seasoned, Orc, Ogre, or North-Born
The larger goblinesh are able to learn how to let out great, bloodcurdling
screams that can cow lesser opponents. The Northlander barbarians
are also able to master this, though their technique is a little different
and leans more on their spiritual beliefs in the presence of their
ancestors on the battlefield.
When a War Cry is made, place a Large Burst Template adjacent to
the character making the shout. The character makes an Intimidation
check against all the targets within, and each target must make a
Spirit check against the Intimidation total or suffer the appropriate
consequences (see Test of Wills in the Savage Worlds core rules).
WEAPON FINESSE
Requirements: Novice, Agility d8+
The Hero has learned how to use grace and dexterity in place of raw
power to get more out of their weapons. As such, they may use their
Agility to determine their damage with melee weapons, rather than
their Strength.
For example, a Hero with an Agility of d10 and a Strength of d6
would normally be limited to 2d6 total damage with a chuktar (the
goblinesh blocking blade), and they would not get the benefit of the
+1 Parry it confers, due to the fact that they don’t have the minimum
Strength necessary to properly wield the weapon. If they have Weapon
Finesse, however, the damage goes to d6+d10, and they would gain
the +1 Parry.
WRESTLING
Requirements: Novice, Martial Artist
The Hero has learned how to grapple more effectively. The Wrestling
Edge confers a +1 on all opposed Agility or Strength rolls involved
with the Grapple maneuver. As well, the Hero may use their Martial
Artist damage instead of just their Strength when Grappling.
111
LEADERSHIP EDGES
FIRST AMONG EQUALS
Requirements: Novice, Command, Spirit d8+
The Hero has the strength of character that other heroes both admire
and respect. This gives him the ability to influence them positively in
combat situations. Heroes in the company of a First Among Equals
may benefit from any other Leadership Edges the Hero has. These
benefits may be enjoyed without the restriction of the normal 5”
command radius; anyone who can see or hear the Hero with this
Edge — and considers him a strong ally and inspiring figure — enjoys
the other Leadership benefits. This only applies to Wild Cards; Allied
Extras must still fall within the normal radius.
POWER EDGES
APPLICATIONS
Requirements: Novice, Knowledge (Magic) d8+, Sorcery d8+,
Special
Sorcerers who reach a certain level of mastery can learn and develop
Applications that modify or combine sorcery Principles.
Each time this Edge is taken, the mage can develop two Principles
with a single Application each, or one Principle with two Application
effects. Application effects are described below; each specific use of an
effect on an individual Principle (or discrete set of Principles, in the case
of Linking) counts as one Application. Note the Rank requirements
for Applications, as well. Further uses of this Edge can be used to
create new Applications, or to enhance existing Applications with
more effects.
Each effect added to a Principle via Applications adds +2 to the
overall Essence cost to cast it. For multiple instances (as with bolts),
each instance gets the extra Essence cost added. Thus, three 2d6 bolts
cast with Increased Range will cost 3 Essence each
Typically when a mage creates a new Application, he gives it a name;
essentially immortalizing him with a specific Principle which others
might cast in the future.
112
AREA
Requirements: Veteran
This effect increases the influence of a power. When chosen, the caster
must select the shape of the area: Small Burst Template, Medium
Burst Template, Large Burst Template, or Cone.
Note: This does not increase the Range of the power, nor provides
selectivity of targets. The caster must take the Selective or Increased
Range Power Applications separately.
ARMOR PIERCING
Requirements: Seasoned
This effect is applied to any power that causes actual damage. One use
of the effect grants an Armor Piercing value of 2; a second use makes
the Armor Piercing value 4.
HEAVY WEAPON
Requirements: Veteran
This effect, applied to a damaging power, causes the damage to affect
structures and anything protected by Heavy Armor. This makes the
power effective against castle walls, ships, and large monsters.
INCREASED RANGE
Requirements: Novice
This effect doubles the Range of certain powers or grants Range to a
power that is touch only. The base Range for a power that had none
before is half the caster’s Spirit, with no Range increments.
For example, applying this effect to bolt will change the Ranges to
24/48/96, while applying it to healing, if the caster has a Spirit of d10,
gives the power a maximum Range of 5.
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LINKED
Requirements: Veteran
This effect allows the caster to create an Application that combines
two powers into a single casting. This is the one case where an effect is
applied to two powers the caster knows, instead of just one. Applying
the effect a second time allows a third power to be added to the linked
set.
With powers that have grossly variable effects (boost trait, for example),
it is important that the Application formed from using this effect has a
specific result (see the Sample Applications section below).
NO RANGE PENALTY
Requirements: Seasoned
This effect, applied to any power that can be used at Range, makes
it work at no penalty regardless of the distance. This does not affect
the Range of the power; that requires the Increased Range effect.
This only affects the casting/targeting penalty that would normally be
applied at greater distances.
SELECTIVE
Requirements: Heroic
This effect is generally used in conjunction with area effect powers
such as burst or blast, or applied to powers to which the Area Power
Application has been added. When the power is used, the caster
determines who within Range is and is not affected.
TRIGGERED
Requirements: Seasoned
This effect enables a specific power to be cast in advance and then
activated as the result of a specific condition or within a pre-arranged
time frame. A triggered power requires a great deal of focus. Each
instance of a maintained triggered power incurs a -2 to further casting
rolls. The GM is advised to approve which powers he deems modifiable
by the Triggered effect and exactly how they may manifest.
For example, a sorcerer might create an Application using blast and
Triggered, establishing a temporarily trapped door while he attempts
to escape from pursuing childer beasts. The next time anyone opens
the door, the blast goes off.
As another example, a sorcerer may do a Triggered dispel Application;
going into a situation where it is known that an enemy caster is present,
he’ll likely cast it to go off against the first power cast against him.
114
SAMPLE APPLICATIONS
Alain’s Unerring Dart
Requirements: bolt; Increased Range, No Range penalty
For +4 Essence, the Range of the bolt power is extended to 96, and
there is no Range penalty applied.
115
Gabriel’s Doddering Fool
Requirements: lower trait; Linked x2
For +4 Essence, lower trait can be cast to deplete Smarts and also
reduce the target’s Notice and any Smarts-based Arcane Skill by the
same amount (one die type, or two with a raise).
116
LINER NOTES: VILLAINOUS HINDRANCES
Shaintar is very much designed to be a heroic fantasy setting, one
where there are Good Guys and Bad Guys, and the players are meant
to be the Good Guys. I make no bones about this; this is what I love, it’s
what the best stories in the world are based on, and it’s what Shaintar
is meant to be.
Does this mean it’s impossible to set up and run a campaign based on
Bad Guys in Shaintar? Not at all. If that’s what you as a GM want to
do, there are certainly any number of approaches you can take to do it.
Having said that, there are certain Hindrances that fall into the
Villainous category. I generally do not permit them, or else I restrict
them in such a way that the player knows he’s on a short leash with it. In
many cases, players will take certain Hindrances and then use them as a
license to create overwrought tension and discord in the gaming group.
A certain level of internal conflict can lead to excellent roleplaying
experiences. However, all too often, these conflicts are gratuitous and
utterly destructive to the fun and sense of fellowship one wants to create
at their gaming table.
Bloodthirsty is one of those borderline Hindrances. There are some
character backgrounds for which this makes a certain amount of sense.
If the player can be trusted to use the Hindrance as a touchstone for
good roleplaying and non-destructive character-to-character conflict,
you can probably let him take this Hindrance. If the player is likely
to use it as an excuse to just be a blood-drenched killing machine, I
recommend against allowing it.
The Major level of Greedy is another Hindrance I generally just
don’t allow; it is prone to create deadly character-to-character conflict
over something that is not likely to be interesting or a lot of fun for most
of the players.
The Mean Hindrance has the potential to be an interesting and defining
aspect of a character. All too often, however, it can be abused as a “free
pass” for the player to be a jerk and make the game not enjoyable for
other players. I tend to not allow it unless the player impresses me with
a good backstory and I think I can trust them.
Vengeful is another borderline Hindrance. On one hand, it can be
an excellent defining element for a character’s backstory. On the other,
it can be a license to be a vicious killing machine that runs counter to
the goals of the rest of the group. Having a Major level of Vengeance
against all undead is probably a pretty solid and allowable Hindrance.
Having a Major sense of Vengeance against dwarves, even if there
aren’t any in the party, is bound to create an untenable conflict.
117
EASY MAGIC
Requirements: Veteran, Arcane Background, Arcane Skill d8+,
Knowledge (Magic) d8+
Some powers become second nature to a caster, either through intense
practice or constant use. When this Edge is taken, the player chooses
one of the Hero’s powers. Whenever this power is cast, a simple
success will result in a raise effect automatically. The power must have
a raise effect to begin with for this to be applied.
This Edge can be taken multiple times; each time, apply it to a new
power.
ESSENCE LINK
Requirements: Seasoned, Arcane Background, Spirit d8+, Arcane
Skill d8+, Knowledge (Magic) d6+
Casters with this Edge have learned how to share their Essence
with other casters of the same style to aid in the casting of powers,
performing rituals, or crafting items. Each person wishing to give or
receive Essence must have this Edge for it to work, and all casters
involved in the sharing of Essence must be of the same style (all priests
or all sorcerers, for example). As an action, a caster can transfer Essence
by making an Arcane Skill check; for each success and raise, the caster
can transfer 1d4 Essence to another caster. This roll can Ace.
The recipient must also make an Arcane Skill roll at the same time,
which requires the casters to coordinate so they are going on the same
initiative result. Each success and raise allows the recipient to roll a
d4, and these dice can also Ace; this total indicates the maximum they
can effectively take in this round. The received Essence can exceed the
caster’s normal total, but the excess fades away at a rate of one point
per hour. Use of Essence Link is an action for both the donor and the
recipient, but it can be combined with actually casting a power if the
usual multi-action penalty is applied.
118
EXPANDED UNDERSTANDING
Requirements: Seasoned, Arcane Background, Smarts d8+,
Knowledge (Cosmology) d6+, Knowledge (Magic) d8+
Some arcane casters seek to breach the boundaries of their traditions,
mastering powers that are normally not a part of their style. This can
make them both very dangerous and very suspect by others in their
orders, depending on what they seek to learn. This Edge can be taken
once per rank, starting at Seasoned. When this Edge is taken, a power
from a style other than the Hero’s can be added immediately. They
must still meet the Rank requirement for the power. Such choices
are subject to the GM’s approval and may require some roleplaying
and use of the Investigation skill. Alternately, this Edge may be used
by druids, priests, adepts, necromancers, or acolytes to make use of
the Applications Edge (normally restricted to sorcerers). This use of
Expanded Understanding is still restricted to once per Rank.
HARD TO RESIST
Requirements: Veteran, Arcane Background, Spirit d8+, Arcane
Skill d10+, Knowledge (Magic) d6+
Some arcane casters specialize in overcoming resistance to their
powers, thus learning tricks and techniques that will bypass the usual
means to defend against magic. The arcane caster with this Edge gains
a +2 to his casting skill for the purpose of winning an opposed check
with the target of his magic.
MAGIC PROFICIENCY
Requirements: Seasoned, Arcane Background, Knowledge (Magic)
d6+
The caster has learned to better control one of his powers and gains
+2 to skill (or attribute) rolls with the chosen power in question. This
Edge may be taken once per Rank, with the Hero selecting a new
power each time.
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PROFESSIONAL EDGES
ADEPT
Requirements: Novice, Spirit d8+, Vigor d6+, The Way d8+
Adepts are masters of the body and mind, tapping their own internal
Essence reserves to the maximum potential. They are the most feared
of all the users of magic in Shaintar, for theirs is the power to know,
and even change, thoughts. On becoming an adept, the character
immediately gains the Arcane Background (Psionics) Edge, although
the adept’s Arcane Skill is instead called The Way, and is based on
Spirit, not Smarts. Their powers are called Disciplines. Adepts begin
with three Disciplines and a base pool of ten Essence. Adepts also
have “Aura Sense;” they are able to detect arcana at will, using their
Spirit as a check. A Knowledge (Magic) check is required to identify
what type of magic is at work, and a raise will tell what power is in
effect, if any. Adepts gain a +2 to identify psionic powers.
ALCHEMIST
Requirements: Novice, Smarts d8+, Alchemy d6+
Masters of bubbling cauldrons and strange experiments, the alchemists
are able to create potions, salves, and other concoctions imbued with
amazing magical properties. The alchemist begins with the Arcane
Background (Alchemy) Edge. The Arcane Skill is called Alchemy and
is based on Smarts. Alchemists begin with 4 powers, called Formulae,
and a base pool of 5 Essence. In addition, a beginning alchemist starts
with 1d4+2 potions already prepared. See the Arcane Background
(Alchemy) for more information (page 162).
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ARCANE ARTIFICER
Requirements: Seasoned, Adept, Alchemist, Druid, or Sorcerer,
Knowledge (Crafting of the relevant items) d8+, Knowledge (Magic)
d10+
The realm of Shaintar is a truly magical one, and the flows of Essence
have become stronger than ever in recent years. Those who study the
application of enchanting mystical essences can become great assets
to whoever they are serving or working with.
On taking this Edge, the Artificer may craft (or modify) an item that
adds one of the following Minor Qualities:
Assuming the artificer is always “fiddling” with devices when able (not
locked in a dungeon, for example), and has adequate tools (normally
a box that weighs around twenty pounds), he may make a Knowledge
(Magic) roll at -4, and a relevant Knowledge (Crafting) roll at -2 at the
end of any session in which they Advance. If successful, the artificer
adds another Minor Quality to any item of their choice. This could
be a personal weapon, the cloak of friend, or any other item of their
choice. If time is set aside specifically to use this ability, it takes 1d4+1
hours.
No item may have more than three of the same Minor Quality; only
Master Artificers can exceed this limit.
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Magical Substances: When working with inherently magical
materials (such as White Silver, Crysarium, and Everwood), all rolls
involved in enchantments have a +2 bonus.
ARCHER
Requirements: Veteran, Marksman, Agility d6+, Shooting d8+;
only works with bows
Archers are among the most prized common soldiers in any military.
Those who train in advanced techniques learn how to master the
bow in all conditions, and they can compensate for many difficulties.
Archers reduce all called shot, range, and cover penalties by one.
BARD
Requirements: Novice, Spirit d6+, Smarts d6+, d4+ in at least 2
appropriate Knowledge skills (such as History, Cosmology, or Politics),
Persuasion d8+
The bringers of news and entertainment around the world, Bards are
a respected, though sometimes mistrusted, lot. They are well educated
and well-traveled, taking every opportunity to learn a new tale or a
new piece of news. Bards are skilled orators, jugglers, singers, and
musicians. They are also capable negotiators, and in many smaller
towns they are called upon to arbitrate disputes. Bards may expect
hospitality almost anywhere they go. They also gain a +2 on any
Knowledge checks that have to do with the stories and lore of Shaintar.
Bards all know how to play multiple instruments, sing, juggle, and
tell good stories. They use their Persuasion skill in performing such
feats, and affect entire crowds in doing so. Finally, Bards enjoy a +2
Charisma among those who respect their gifts and knowledge.
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CAVALRYMAN
Requirements: Seasoned, Fighting d8+, Riding d8+, Mount must
be trained for combat
This Hero knows how to make the most of mounted combat. When
performing a Mounted Charge, the Cavalryman gets a +2 on their
Fighting roll as long as they move at least 6” in a straight line before
attacking. This is in addition to the +4 damage. The Hero suffers no
multi-action penalties for doing a Mounted Charge, even if the mount
“Runs”.
DREAMDANCER
Requirements: Seasoned, Adept, Spirit d8+, The Way d6+
The Dreamdancer Guild of adepts trains its members to be masters of
the mind. They focus primarily on the areas of telepathy and illusion.
Upon completion of his or her training, a Dreamdancer gains the
Mentalist Edge.
DRUID
Requirements: Novice, Spirit d8+, Channeling d6+
Druids are the living conduits of the power and will of the Ascended.
They are no mere worshippers; instead, they are partners with the
Ascended, working to keep the Four Paths (Nature, Earth, Sky, and
Sea) strong and vital in the world. Druids automatically start with the
Obligations (Major: Four Paths) Hindrance, and failure to follow the
will of the Ascended or committing acts against Life could result in
very harsh consequences. These can range from a temporary loss of
powers to even falling very ill (long-term Fatigue levels), depending on
the egregiousness of the transgression (the GM is left to decide).
Once initiated as a druid, the character immediately gains the
Arcane Background (Miracles) Edge, although the druid’s Arcane
Skill is called Channeling instead of Faith. Their powers are called
Gifts. Druids begin with two Gifts and a starting pool of ten Essence.
Druids also have “Aura Sense,” able to detect arcana at will, using their
Spirit as a check. A Knowledge (Magic) check is required to identify
what type of magic is at work, and a raise will tell what power is in
effect (if any). Druids gain a +2 to identify powers of Life.
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ELIXERIAN
Requirements: Novice, Arcane Background (Alchemy), Smarts
d8+, Alchemy d8+, Knowledge (Magic) d8+
The preparation of alchemical potions is a slow, exacting process.
Some versatile alchemists have the knowledge and talent to create
elixirs — short-lived concoctions that are less stable than true potions,
but highly versatile. Once per game session, an alchemist can create
an elixir, provided he has access to sufficient materials (at the GM’s
discretion, though “scraping together” stuff is appropriate to the
effort). The elixir can be of any Formula that alchemists have access
to (even if the Hero doesn’t know it as one of his personal Formulas).
The maximum points that can go into the elixir are equal to half
of the alchemist’s total. It takes thirty minutes to concoct the elixir.
Such elixirs, for all their versatility, are highly unstable. They will only
remain potent for 1d4 hours. As well, making one is very dangerous; the
Mishap rules for Alchemy apply, with the added risk that an explosion
happens if the first roll is a one on the Alchemy die (regardless of Wild
Die); no second roll is necessary.
FAMILIAR
Requirements: Novice, Druid, Knowledge (Cosmology) d8+
The druid has acquired an animal familiar. The creature gained varies
with the druid’s Rank when he first takes this Edge. Use the Available
Familiars table to determine the type of animal a druid can choose.
Available Familiars
Rank Animal Types
Novice Hawk, rabbit, cat, snake
Seasoned Dog, wolf, deer, mule
Veteran Lion, riding horse, tiger
Heroic Bear, bull, shark, warhorse, Elephant, rhino, great
white shark, or a smaller magical creature
Legendary Hippogriff, manticore
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The druid and the familiar acquire the Loyal Hindrance with regard
to each other. The familiar is not a slave, however, and can refuse to
follow orders, especially ones which will cause it harm. Unless ordered
otherwise, the familiar follows its natural instincts. For example, a
cat familiar may stop to chase a mouse, take a quick nap, or sate its
curiosity about a small hole, and it’s likely to hide during combat.
The strong bond allows the familiar to resist the effects of beast
friend. Each Rank of the druid adds +1 to the creature’s Size for the
purpose of how much Essence is needed to control it.
Both can understand each other’s speech. To others, the familiar is
simply making animal noises, whereas the druid speaks his normal
language.
The familiar is a Wild Card with respect to wounds and the Wild
Die, but has no bennies. The druid may spend his for the familiar,
however.
A druid can dismiss a familiar to gain another if he chooses.
Each additional time this Edge is taken, the druid can pick one of
the abilities below. Each ability may only be taken once. The druid
may take this Edge only once each Rank. Taking it during character
creation allows the character to take it again while he’s a Novice.
ABILITIES
• The druid can transfer wounds and Fatigue levels to or from his
familiar as a free action.
• The druid may increase one attribute of his choice which is lower
than that of the familiar by one die, to a maximum of d12.
• The druid can use the familiar’s senses as if they were his own.
This requires concentration. The maximum Range for this ability
is the druid’s Smarts x100 yards.
• The familiar can use the druid’s Combat Edges as its own.
• Any Gifts the druid casts on himself also affect the familiar. If he
casts armor with a raise, both he and his familiar gain +4 Armor
for the Duration, for example.
• The familiar has 5 Essence, which the druid may use as if it was
his own. They recharge at the same rate as the druid’s (usually one
point per hour).
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FENCER
Requirements: Novice, Agility d6+, Fighting d8+
In the Prelacy of Camon, they’ve developed the art of fencing to
a fine, disciplined, martial form. In the Freelands and the Pirate
Archipelagos, the forms are much less structured and far more brazen.
The essence is the same, though; masters of the rapier, saber, or similar
weapons become exceptionally skilled at defending themselves, as well
as exploiting opportunities to place a well-aimed thrust. Fencers gain a
+1 Parry while unencumbered, and they gain a +1 to offset any called
shot penalties. Both of these bonuses require them to be armed with a
rapier, saber, or similar light weapon.
LIGHTBRINGER
Requirements: Veteran, Priest of Light, Spirit d10+, Faith d8+
Many are called to the Light, but some few are so driven, so committed,
that they become living icons of Archanon’s Will. These beings are
called Lightbringers, and they are Shaintar’s greatest hope against the
Darkness and Flame. Lightbringers can invoke the light Miracle at will,
with no roll and no Essence cost. This is their “Celestial Aura,” and in
addition to the illumination effect, the Aura grants the Lightbringer
the ability to use Intimidation or Persuasion on multiple targets within
his aura’s radius. Lightbringers also gain the Holy Warrior Edge,
usable against all creatures of Darkness or Flame and their servants.
MAGE
Requirements: Seasoned, Sorcerer, Smarts d8+, Knowledge
(Magic) d8+, Sorcery d6+
The path of sorcery is a difficult one. Each practitioner struggles
constantly to master the eldritch forces at their disposal. Some achieve
a level of mastery that entitles them to be addressed as a mage. This
confers the Wizard Edge on the sorcerer (renamed as the Mage Edge).
In addition, he is no longer subject to the automatic wound effect
for a “snake eyes” roll during casting, though he still suffers normal
Backlash results.
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MERCHANT
Requirements: Veteran, Trader, Persuasion d10+
The Trader has improved his craft to masterful levels, making him
extremely valuable to anyone who seeks anything of importance or
quality. A Merchant gets a d10 Wild Die on any rolls involved in
finding and negotiating the price of an item. If the optional Resource
Rolls system is being used, this applies to all of his Resource rolls.
Additionally, all attempts take only a half hour (or one-quarter of an
hour if he has relevant Connections where the transaction is taking
place).
PALADIN OF LIGHT
Requirements: Novice, Spirit d8+, Strength d6+, Vigor d8+,
Fighting d8+
Paladins of Light are the warrior-champions of the new church. They
defend the church, attack enemies of Light, bring law and justice
wherever it is needed, and serve as examples to the people of Shaintar.
All paladins of Light are under the Obligations (Major: Church of
Light) Hindrance automatically, and they will likely lose their powers
(and possibly worse) if they stray from the Light too far. Paladins gain
the ability to detect Flame and Darkness at will. They must make a
Spirit check, and the ability works in a radius around them equal to
their Spirit. In addition, they gain the Champion Edge, usable against
all creatures of Darkness or Flame and their servants.
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PRIEST OF LIGHT
Requirements: Novice, Spirit d8+, Faith d6+
Those called to the Light may be blessed by the Lord of Light,
Archanon, to channel his holy celestial power to do great deeds in
the world. Such priests are not only spiritual leaders, but active agents
for the Will of Archanon in Shaintar. All priests of Light are under
the Obligations (Major: Church of Light) Hindrance automatically,
and they will likely lose their powers (and possibly worse) if they stray
from the Light too far. On becoming a priest of Light, the character
immediately gains the Arcane Background (Miracles) Edge. They
begin with two powers, called Miracles, and a base pool of ten Essence.
Priests also have “Aura Sense;” they are able to detect arcana at will,
using their Spirit as a check. A Knowledge (Magic) check is required
to identify what type of magic is at work, and a raise will tell what
power is in effect (if any). Priests gain a +2 to identify powers of Light.
SAVANT
Requirements: Seasoned, Alchemist, Arcane Artificer, Smarts d8+,
Alchemy d8+
Savants are experts in all matters dealing with the arcane properties
of materials. Theirs is the sublime fusion of alchemical training and
artificer artistry. Savants require only half the time and material
costs to concoct their potions, or to enact enchantments via Arcane
Artificer and Master Artificer. As well, they gain a +2 on all rolls
related to crafting potions, as well as enchanting items through the use
of Artificer/Master Artificer.
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SCROUNGER
Requirements: Novice, Persuasion d6+, Streetwise d8+
Some people are just very skilled at knowing how to find what they
need in an urban setting. They know where to look, who to talk to, and
how to get a good deal. They can even manage good barters in place
of having enough cash. A Scrounger can make a Streetwise check in
any city (-2 in towns or large villages) to find a needed item or resource.
With a raise, they can get an excellent deal on it, perhaps even getting
it for “free” so long as some sort of trade is worked out, usually in the
form of a special service. With two raises, they’ve managed to come
up with what is needed with more or less no strings attached (GM’s
discretion).
If the optional Resource Rolls system is being used (see the Gear
section on page 133), the Scrounger makes a Streetwise roll; for a
success and each raise, the Availability Rating is lowered by one
category (to a minimum of Common, or +0). Note that the Scrounger
cannot alter the Value Rating of the item this way, only the Availability
Rating.
SEAFARER
Requirements: Novice, Agility d6+, Boating d8+, Climbing d6+
The seas around Shaintar are treacherous indeed, and it takes a special
kind of person to thrive on them. Those that do, however, are worth
twice their weight in gold aboard a seaborne ship. Seafarers enjoy a
+2 to Boating, as well as any Climbing, Survival, or Knowledge checks
made in relation to a ship.
SLAYER
Requirements: Seasoned, Knowledge (Flame and/or Darkness)
d6+, at least 2 battles with creatures of the type in question
Some sense a calling, others are driven by revenge, while some just
become very good at what they do. When this Edge is chosen, the
character must declare themselves either a Demon Slayer or an Undead
Slayer. When fighting creatures of the type the Slayer specializes in,
their damage for a raise is a d12 instead of a d6. They may make
Smarts rolls at +2 to know the weaknesses and vulnerabilities of their
chosen opponents.
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SORCERER
Requirements: Novice, Smarts d8+, Sorcery d6+
Sorcerers have an inherent understanding of the Patterns and
develop the ability to tap into the Aether to alter reality in specific
ways. Most strive to learn even more, achieving the titles of mage,
or even archmage. However, even a raw, untrained, sorcerer can be
quite dangerous. On becoming a sorcerer, the character immediately
gains the Arcane Background (Magic) Edge, although the sorcerer’s
Arcane Skill is called Sorcery. Sorcerers begin with three powers,
called Principles, and a base pool of ten Essence. Any sorcerer with
a Smarts of d10 or greater gains the cantrips power for free. Sorcerers
also have “Aura Sense;” they are able to detect arcana at will, using their
Spirit. A Knowledge (Magic) check is required to identify what type
of magic is at work, and a raise will tell what power is in effect (if any).
Sorcerers gain a +2 to identify powers of sorcery.
SOULGUARD
Requirements: Seasoned, Druid, Spirit d8+, Channeling d8+,
Fighting d10+
Some druids come to see Darkness and Flame as enemies not only
to defend against, but to actively seek out and destroy. Such druids
become much more martial in their approach, focusing more time
and energy on direct combat than most of their brothers and sisters.
Soulguards gain the Champion Edge, usable against all creatures and
servants of Darkness or Flame.
TRADER
Requirements: Novice, Spirit d6+, Persuasion d6+
There are those who have a special knack for traversing the roads of
commerce, finding the hard-to-find and getting the best deals for what
they need. A Trader gains a +2 on any rolls involved in finding and
negotiating the price for purchased items. If the optional Resource
Rolls system is being used (see the Gear section on page 133), this
applies to all of his Resource rolls.
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WARRIOR-ADEPT OF THE JADE FLAME
Requirements: Seasoned, Adept, Spirit d8+, Strength d6+, Vigor
d6+, Fighting d8+, The Way d8+
One of the many special orders of adepts, this order focuses on
developing the powers of psychokinesis and biokinesis. Through
applications of force and physical adaptation, these adepts train to
become warriors as much as users of psionic energy. They also dedicate
themselves to acting in a manner that promotes positive images for
adepts, often taking roles similar to that of paladins and Soulguards.
The Order of the Jade Flame is akin to that of a knighthood, though
they avoid such titles. However, they are regarded in many places
in the Southern Kingdoms with the same level of respect. Warrior-
Adepts can use the following Disciplines as a free action (but they can
still only cast one Discipline in a round): analyze foe, armor, boost trait,
deflection, smite, speed, and warrior’s gift. When casting as a free action,
they may only affect themselves with the Discipline; they cannot
bestow the Discipline on anyone else, as that requires a normal action.
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WEIRD EDGES
SOUL-BONDED ITEM
Requirements: Seasoned, Spirit d6+
Throughout the history of Shaintar, the flows of magic have been
strong enough that some individuals of great worth develop mystical
connections to the items they use. This trend has increased greatly
in the most recent years; some believe it is tied to the appearance of
the mysterious Filaments and Loci, all evidence that the very Patterns
of magic and creation in Shaintar are somehow changing. In taking
this Edge, the player selects one of his Hero’s items — a sword, a
suit of armor, a staff, a pendant — and undertakes to develop some
kind of story regarding how he came to own it. It may be as simple
as random chance, or as developed as the long history of a family
heirloom. The item in question gains two Minor Qualities; look at the
list under Arcane Artificer (see page 121) for appropriate suggestions.
The GM must approve all choices, and they should be story-driven
and appropriate to the item in question.
132
GEAR IN SHAINTAR
It is important to note, right up front, that Shaintar is not meant to
be a world where asset management and resource hoarding is of
primary concern. Heroes should start with what makes sense for their
characters, in the context of the story being told. If they are young
Grey Rangers, then they will be well equipped with at least basic gear
(and those who are Rich or Noble may have a few extra items of
superior quality). If they are a group of ex-slaves escaping the Kal-A-
Nar Empire, they’ll likely have little more than sticks, rusted swords,
and scraps of leather for armor.
RESOURCE ROLLS
This is an alternate system for the management of resources and the
acquisition of gear that avoids the specific tracking and accounting of
money in favor of a fast and fun dice-based approach. It is an optional
system to use as you see fit. During the course of a campaign, resources
often grow and can be broken down into three broad categories: scant,
moderate, or great.
In this system (and in the Gear section), each item has a Value Rating
and an Availability Rating, both listed as a modifier. GMs should feel
very free to alter both ratings per the situation; some places may have
a surplus of a particular type of item, while others may have very little
chance of having something like that on hand.
And, naturally, the laws of supply and demand will rule: If something
has a high Availability penalty (meaning it’s in short supply), it will
likely be much more expensive, thus having a harsher Value Modifier.
133
Heroes have a die rating, called Resources. This is an indication of
how much money and barter-worthy stuff they have on hand. The
GM assigns each Hero a rating, using the following as guidelines:
134
At any point in the story where the Heroes come across access to
treasure or resources of significance, the GM should raise their
Resource die code by one or two levels, the latter if they come across
a real hoard. Heroes can also simply give one or more die levels of
Resources to other characters, literally one for one. As a general rule,
Heroes should get a Resource die increase once per Rank, at least,
up to a maximum of d10 (d12 if the Hero has either Noble or Filthy
Rich).
When a Hero wishes to buy an item, the GM generates modifiers
by the means described above. The Hero then rolls his Resource roll;
this is a Trait roll, so it has a Wild Die and can Ace. If he succeeds,
the item is acquired. If the item is attained, a second Resource roll
is required. This cost roll is made against a standard success level of
four with the item’s Value Ratings applied. On a failure, the Hero’s
Resource die drops two levels. On a success, the Resource roll drops
one level. On a raise, the die level remains unchanged.
A group of Heroes may make cooperative Resource rolls to aid the
primary purchaser. Each success and raise gives the primary purchaser
a +1 on their Resource roll. The second roll to determine cost is made
as usual, but thanks to the support of the group, he only loses a die
level in his Resources on a failure, and nothing otherwise.
The time to seek out the item and make the acquisition is usually
about 1 hour per level of the Availability Rating of the item, for
instance one hour for a Surplus item up to five hours for a Rare one.
The attempt can normally be retried if there’s a failure, unless the
GM decides that the item is simply not available in the area.
135
Resource rolls in action
One: Gorim wants to buy a new axe, and his Resource die (after some
profitable ventures) is a d8. The GM uses the standard modifiers: +0
for the Value, and +2 for the Availability.
Gorim rolls his d8 and a Wild Die and gets a 5 and a 1. Adding the
+2 total modifier, he’s got a 7 and a 3. He’s bought the axe.
He then rolls again, getting a 5 and a 2, so his Resource die goes
down a level to a d6.
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GEAR LISTS AND DESCRIPTIONS
Assuming the characters start in any kind of non-deprived situation,
they begin with gear, armor, and weapons that make sense for their
backstory, skill set, and attributes. A GM may wish to use the Resource
Rolls system right from the start for character creation and assigning
Gear; it works just fine. Even if you don’t wish to use it for the whole
process, you should certainly feel comfortable using it in cases where a
player wants his Hero to start with something extraordinary.
In the accompanying Liner Note on “Load Limits,” there’s a good
thumbnail guide for assigning armor. Bear in mind that it takes
someone with good resources to start with plate-and-chain, and only
under an extraordinary set of resources and circumstances should a
character begin with plate armor, such as a strong knight with a Noble
background. Again, using the Resource Rolls system can help simplify
this.
Speaking of armor, it is important to note that Shaintar has a slightly
different set of listings for armor. In addition, many other items have
been adjusted to fit more naturally with the technology, craftsmanship,
development, and economics of Shaintar.
In the typical Shaintar campaign, the heroes are not only assigned
their armor and weapons, but also get any basic incidental equipment
as makes sense. You should feel free to keep it very simple: “You have
basic survival gear and a week’s worth of rations, in addition to your
clothes, armor, and weapons.” Just give them the various kits and
packs listed below that apply and move on.
However, if you have players who want more details or are much
more into what they are carrying and what they might have for
contingencies, have them present you with a list of specifics and you
can then check or cross off what makes sense.
If you prefer the more traditional approach, that’s fine too. All costs
listed are in copper pieces, the basic unit of currency in Shaintar
which fulfills the role of a dollar in modern currency; a silver piece
is worth ten coppers, while a gold is worth a hundred. The average
Shaintar character will begin with 500 coppers, while a rich one will
start with 1500 and a Filthy Rich one will have 2500.
Something with a “n/a” cost, however, must be found on a
quest or granted as a gift. These are items that are rarely traded or
trafficked in, and are not available under any normal circumstances.
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ARMOR
Type Armor Coverage Weight Cost Value Availability
Partial Leather +1 -2 10 35 +2 +2
Full Leather +1 -4 15 50 +2 +2
Partial Scale +2 -2 15 200 +0 +0
Full Scale +2 -4 20 240 +0 +0
Partial Chain +3 -2 20 350 +0 +0
Full Chain +3 -4 25 500 +0 -2
Partial Plate & Chain +4 -2 25 750 -2 -2
Full Plate & Chain +4 -4 40 900 -2 -2
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Partial Plate +5 -2 40 1200 -2 -4
Full Plate +5 -4 50 1600 -4 -4
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HAND WEAPONS
Name Damage Weight Cost Value Availability Notes
Aevakar Sky Lance Str+d8 7 700 -2 -6 AP 1, Reach 1; 2 hands unless
charging
Axe Str+d6 2 200 +0 +2
Bastard Sword Str+d8 10 550 -2 -2 -1 Parry; if used 2-handed, no Parry
penalty, and Str+d8+1
Battle Axe Str+d8 10 300 +0 +0
Cavalier Parrying Dirk Str+d4 2 75 +2 +0 +1 Parry if used defensively
Cavalier Saber Str+d6 3 400 +0 -2
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Chuktar (goblinesh Str+d10 14 650 -2 -4 +1 Parry, 2 hands
blocking blade)
Club Str+d4 4 5 +2 +2
Dagger/Knife Str+d4 1 25 +2 +2
Dwarven Axe Str+d8 8 600 -2 -2 AP 1
Elvish Long Sword Str+d8 6 n/a -6 -6 White Silver, +1 Parry, AP 1
Elvish Rapier Str+d6 3 n/a -6 -6 White Silver, +2 Parry, AP 1
Flail Str+d6 8 200 +0 -2 Ignores shield
Great Axe Str+d10 15 500 +0 -2 AP 1, -1 Parry, 2 hands
Great Sword Str+d10 12 400 +0 -2 -1 Parry, 2 hands
Name Damage Weight Cost Value Availability Notes
Halberd Str+d8 15 250 +0 -2 Reach 1, 2 hands
Ironwood Club Str+d6 5 50 +2 -2
Ironwood Staff Str+d6 10 100 +0 -2 +1 Parry, Reach 1, 2 hands
Kal Flail Str+d10 15 550 -2 -4 Ignores Shield, -1 Parry, 2 hands
Kayakor (dregordian Str+d10 20 1000 -4 -4 AP 1, +1 Parry, Reach 1, 2 hands
pole arm)
Korindian Fighting Str+d4 2 n/a +2 -2 +1 Parry (only when using 2)
Sticks
Lance Str+d10 10 500 +0 -2 AP 1, Reach 2 (only usable when
Riding)
Long Sword Str+d8 8 300 +0 +0
Lo-sska (brinchie long Str+d8 6 550 -2 -4
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sword)
Maul Str+d10 20 400 +0 -2 AP 2 vs. Plate or Rigid Armor, -1
Parry, 2 hands
Ogre Axe Str+12 35 750 -2 -4 AP 1, -1 Parry, 2 hands, must be
Large
Ogre Club Str+d10 25 100 +0 -2 2 hands, must be Large
Ogre Mace Str+d10 30 600 -2 -4 AP 2 vs. Plate or Rigid Armor
Ogre Siege Maul Str+d12 90 1500 -4 -6 Parry -2, must be Large, 2 hands,
Heavy Weapon
Name Damage Weight Cost Value Availability Notes
Ogre Sword Str+d12 30 800 -2 -4 -1 Parry, must be Large; if used
2-handed, no Parry penalty, and
Str+d12+1
Olaran Two-Handed Str+10 12 750 -2 -2 Reach 1, 2 hands
Sword
Pike Str+d8 25 40 +2 +0 Reach 2, 2 hands
Rapier Str+d4 3 150 +0 -2 +1 Parry
Rrka (brinchie short Str+d6 4 300 +0 -4 +1 Parry if used defensively only
sword)
Saber Str+d6 4 200 +0 +2
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Short Sword Str+d6 4 200 +0 +2
Spear Str+d6 5 250 +0 +2 +1 Parry, Reach 1, 2 hands
Staff Str+d4 8 10 +2 +2 +1 Parry, Reach 1, 2 hands
Warhammer/Mace Str+d6 8 250 +0 +0 AP 1 vs. Plate or Rigid Armor
RANGED WEAPONS
Name Range Dam. Cost Value Availability Weight Min Str Notes
Axe, throwing 3/6/12 Str+d6 75 +2 +2 2 -
Bow 12/24/48 2d6 250 +0 +2 3 d6
Crossbow 15/30/60 2d6 500 -2 +0 10 d6 AP 2, 1 action
to reload
Dagger/Knife 3/6/12 Str+d4 25 +2 +2 1 -
Dwarven 20/40/80 2d6 1000 -4 -4 20 d8 AP 2, 3 shots
Crossbow before reload
Elvish Longbow 18/36/72 2d6+1 2000 -4 -6 4 d6 Everwood,
Requires
Shooting d8+
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Goblin Bow 9/18/36 2d4 180 +0 +0 2 -
Handbow 5/10/20 1d6+1 700 -2 -4 5 - AP 1, 1 action
to reload
Nazatiran 4/8/16 Str+d4 45 +2 -2 .5 - AP 1, easy to
Throwing Spikes conceal
Sling 4/8/16 Str+d4 10 +2 +2 1 -
Spear 3/6/12 Str+d6 250 +0 +2 5 d6
WEAPONS AND ARMOR NOTES
The following section is important to read through carefully, as a
number of new concepts are presented within.
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Cavalier Saber: The Cavalier Saber is light and balanced enough to
be useful for fencing and light-weapon fighting.
Chuktar (goblinesh blocking blade): A large, brutal blade with prongs
and flanges.
Club: The stats and cost are for a crafted weapon. Improvised clubs
have no cost, but impose a -1 Fighting.
Coverage: Suits of armor are rated as being Partial or Full. Most
Partial armors provide a -2 penalty for any called shots to bypass it,
while Full sets normally impose a -4. This indicates the penalty to the
attack roll (Fighting, Shooting, or Throwing) of anyone who wants
to try and bypass the armor and do damage directly to the wearer’s
Toughness. This is a nice, streamlined mechanic built into the armors
to get away from the more tedious “hit location” effects, and it also
gets away from deciding if someone is wearing greaves or van braces
or whatnot.
If someone makes a successful attack after applying the Coverage
penalty, they apply their damage directly to the target’s Toughness,
completely ignoring the protection of the armor. They do not do any
additional damage.
The standard called shot rules found in the Savage Worlds core rules
are still in effect in Shaintar and they complement each other nicely.
A Partial suit of armor is considered to cover the torso and not
much else. If someone wants to do a called shot against a limb, they
automatically bypass the armor and get the Limb Shot effect. A shot
to the vitals still goes against Partial armor (unless someone wants to
take a -6 to their attack), but a head shot requires a helmet (described
below) to defend against it.
Full suits of armor cover the torso and extremities, and thus require
a called shot past their Coverage rating to bypass. If someone really
wants to strike a vital spot and bypass Full armor doing so, the
cumulative penalty will be -8!
Dregordian Scale: Dregordian Scale literally uses scales from the
monstrous drakes that still reside in their jungles.
Dwarven Crossbow: Ingenious dwarves figured out how to have a
cartridge of three bolts slotted with cleverly aligned gears that provide
enough power to fire each bolt before having to reload the whole
contraption.
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Elvish Longbow: Carved in a very odd and powerful way, an exotic
“recurve,” it takes an expert archer to use such a magnificent bow.
Though crafted from Everwood, it should be noted that this does not
convey any special damage effects on fired arrows; hitting a Flame
or Darkness entity with the bow itself will have such an effect, if the
archer is willing to risk damaging (1 on the Fighting die) or destroying
(a critical failure) the bow.
Elvish Long Sword/Rapier: These are rare and exquisite weapons
crafted from White Silver, granting them a mystical quality that any
swordsman might prize. Most are handed down through family lines,
or granted as gifts to great warriors and loyal servants.
Everwood: The weapon in question is made of Everwood, an
exceedingly rare wood carefully cut from the heart of ancient oak
trees. It has ties to the power of Life, is easier to enchant than many
other materials, and triggers certain Weaknesses in many monsters.
Handbow: Believed to have been invented in the Pirate Archipelagos,
this is simply a miniature crossbow that can be easily fired with one
hand.
Helmets: If a character wants to wear a helmet, one is assumed
to come with the armor they wear. Like armor, helmets are rated as
Partial or Full. A Partial helm applies an added -1 to called shots to
the head (for a total of -5) if the attacker wants to do a head shot that
ignores armor. A Full helm applies a -2 penalty (for a total of -6). On
the downside, Partial helmets apply a -1 penalty to Notice rolls while
worn, while Full helms apply a -2.
Ironwood Club/Staff: This wood is heavier and more solid, and
therefore much nastier to hit people in the head with.
Kal Flail: Huge and frightening, the Kal Flail uses three chains,
each with a flanged metal ball on the end. Fools who try and use one
without training (-4 penalty) usually end up maiming themselves (on
a 1, take a wound).
Kayakor (dregordian pole arm): An elaborate and expertly designed
pole arm, similar to the halberd in form and function. However, each
one is a work of art, hand-crafted by dregordian families of deep and
long lineages. It is unheard of for non-dregordians to use one, and is
considered a terrible insult. Non-dregordians opting to carry/wield
one suffer a -4 reaction modifier from dregordians.
Korindian Studded: Rather than use metals studs, korindian
leather features sea shells, appropriately shaped stones, and similar
objects woven into the leather to provide extra protection. Each suit of
Korindian Studded Leather is wholly unique in appearance and form.
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Lo-sska (brinchie long sword): It is unclear how or when the brinchie
came into the knowledge of these blades, for their nomadic culture of
old could not have come up with such amazing works of metalsmithing.
The length of a long sword, but slightly curved and having three sharp
points at the end of the blade, Lo-sskas are lightweight and perfectly
balanced.
Minimum Strength: Fighting with a weapon that has a high
Strength requirement invokes penalties. For every level of difference
between the Hero’s Strength and the Minimum Strength, apply a -1
penalty to the attack roll.
Nazatiran Throwing Spikes: Small, slender, and deadly in the
hands of anyone who really knows how to use them (see the Throwing
Spike Proficiency Edge on page 110, they are very easy to conceal (-2
to Notice checks when searching for weapons).
Ogre Siege Maul: Designed specifically for those ogres who have the
Siege Strength Edge, this weapon will do terrible damage to standing
structures; damage with this weapon against inanimate objects can get
a raise and can Ace. It won’t feel so good if a person gets hit with it,
either.
Ogre Weapons: These weapons are specifically designed for ogres;
anyone not of at least Large Size will suffer a -2 to use them (-4 if
they’re a goblin).
Olaran Two-Handed Sword: Superior balance and reach makes
this weapon highly favored on the northern borders of Olara. Non-
Olarans carrying one may well be confronted over what makes them
worthy to have it.
Parry +X: The weapon provides a Parry bonus when wielded. In
some cases, this bonus is dependent on the weapon being used in
defense instead of to attack. This will be stated in the Notes.
Range: Ranged weapons have three numbers. Shots taken out to
the first number (the weapon’s Short Range) in game inches suffer no
penalty. Shots out to Medium Range suffer a -2, while Long Range
shots suffer a -4. Note that the Archer Edge applies to these penalties.
Reach: Melee weapons with a Reach rating can strike targets that are
not adjacent to the user. Their Range in inches is equal to their Reach
rating.
Rrka (brinchie short sword): Similar in all ways to the Lo-sska, except
that it is the length of a short sword. By itself, it grants the wielder a
+1 Parry if used in defense. However, the ultimate combination is a
Lo-sska and Rrka together; the wielder enjoys a +1 Parry even when
attacking with both.
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Shayakar Night Chain: Most people fear this mail is corrupted, but
surprisingly it has no taint of Darkness at all. Nonetheless, it is favored
by the shayakar Night Guard, as it has minor enchantments that make
it nearly silent and help the wearer blend into available shadows. It
grants a+2 on Stealth checks at night and in shadowy areas.
Shay’Von Leather Armor: Designed, crafted, and mystically
enhanced by the famed Shay’Von clan of the fae. Due to its highly
magical properties, the wearer gains +2 on all Soak rolls.
Shields: In addition to providing Parry bonuses in close combat, all
shields (except the Tower Shield) provide extra Armor against ranged
attacks that come from the front. Trying to bypass a shield’s Armor
Protection with a ranged attack is done at a penalty equal to the
shield’s Armor bonus. This penalty is cumulative with other called
shot penalties. So if a marksman archer wanted to make a head shot
(-4) against a Full helmet (-2) wearing knight with a large shield (-2),
their total penalty would be -8. They’d best try to get the Drop on that
man.
2 Hands: Normally, this weapon needs two hands to use. However,
the GM may allow characters of sufficient size and strength to wield
such weapons one-handed, if it makes any kind of sense.
White Silver: The weapon in question is made of White Silver, a
rare, magical, form of silver that gleams like chrome. It is associated
with the power of Light, is easy to enchant, and triggers certain
Weaknesses in many monsters.
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GEAR AND SERVICES LISTS
Any item marked with an asterisk (*) has further explanation in the
Gear Notes.
149
ITEM Cost Weight Value Availability Notes
Pavilion 100 20 -2 -4 +2 Shelter*, 6
people
Pick/ 5 5 +2 +0
Shovel
Pry Bar 10 5 +0 -2 +2 Strength
rolls vs. portals
Quiver 10 2 +0 -2 20 arrows
Rope 10 15 +0 +0 Per 10’
Rope, 500 3 -2 -6 Per 10’
Elven
Saddle 10 10 +0 -2
Saddle, 50 10 -2 -2 +1 Riding
Fine
Quality
Saddle, 1200 6 -4 -6 +2 Riding
Galean
Riding
Master
Soap 1 - +2 +0
Spikes 10 10 +0 -2 Per 10
Tent 30 10 +0 -2 +1 Shelter*, 2
people
Torch 5 1 +2 +2
Travel 25 10 +0 +0 1 Week
Rations
Water Skin 3 1 +2 +0
Whistle 2 - +2 +0
Whetstone 3 - +2 +0
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At the Inn
Such goods and services as one might attain at a typical inn.
Transportation
Means of getting about the world beyond merely walking.
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GEAR AND SERVICES NOTES
Alchemist’s Chest: This kit represents the minimal materials and
portable equipment an alchemist requires to suffer no penalties when
crafting new potions and other concoctions. Without such a chest, an
alchemist will suffer a -2 to all rolls in an urban environment, and -4
in the wilderness. Replenishing this kit is more expensive and difficult
than most; it costs 50 copper a month to maintain. Alternately, a
Resource Roll is made with the Expensive (-2) and Uncommon (-2)
modifiers.
Artificer’s Chest: Though the purpose is quite different (and so are
the contained instruments, tools, and other elements), in all game-
related ways this is identical to the Alchemist’s Chest. Note that any
character that combines both disciplines can customize a chest that
fulfills both purposes as a single kit (for a single kit’s costs).
Clothing, Ranger: Either a set of clothing specifically crafted for
Grayson’s Grey Rangers, or based thoroughly on that design, this
provides the wearer a +1 to offset any Survival or Stealth penalties
while in non-urban settings. It can even provide a Charisma bonus
of +1 when interacting with those who hold the Rangers in high
esteem, although it can be a penalty in dealing with those who hate
the Rangers.
Clothing, Wright: With pockets, loops, hooks, and other useful
elements cunningly sewn and bolted everywhere, this outfit is designed
to allow the “field engineer” to move well while providing easy access
to tools (and weapons). It provides a +1 to Repair and related checks,
but only to offset any penalties where its features may apply. It also
provides a point of Armor with a Coverage penalty of -3.
Healer’s Kit: More than just a set of pouches with a few bandages,
the Healer’s Kit has a complete collection of herbs, ointments, salves,
splints, and other items geared towards enhancing the user’s ability to
bring healing to his companions. Although a Healer’s Kit has many
more consumables than most other kits, a successful Survival roll
made every month will offset this. If the roll is missed, use the costs or
Resource Roll modifiers noted in the Alchemist’s Chest description to
replenish the kit.
Master Breed Horse: Whether from the fabled oases of the Eternal
Desert, the stables of Fortune, or the plains of Vale, this horse has
nearly mystical blood in its veins. Use the base elements of either the
Horse or the War Horse; add +2 to the Pace, the “Run” die increases
to d10, and each Trait goes up by a point.
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Ranger’s Kit: Quality materials, masterful distribution of weight,
and expert packing make the Ranger’s Kit ideal for anyone who spends
his days roving the wilderness. The kit includes: Ranger Clothing, a
week of travel rations, a water skin, a backpack, a bedroll, flint & steel,
a fishing line and hook, game trapping gear, and other useful odds and
ends to improve survival chances. In addition to an overall +2 on all
Survival rolls, the Ranger’s Kit provides a +1 to Healing rolls and a
+1 to Vigor checks to resist environmental conditions.
Shelter: This item provides a bonus to Survival rolls when some form
of shelter would be important or useful (such as in bad weather). This
bonus only applies to offsetting any penalties from these conditions.
The bonus does, however, apply universally to any Vigor checks made
overnight while in the shelter.
Specialist’s Kit: A catch-all to allow a player or GM to come up
with a kit that has a good collection of items that support a profession
or pursuit. Such a kit will provide either a +2 to a single skill and
possibly a +1 to a couple related skills, or a general +1 to a set of skills
and related rolls (as the GM determines).
Tool Kit: A complete and travel-friendly set of tools, primarily
oriented towards carpentry and basic metal working. Without such
tools, many related tasks would suffer at least a -2 penalty.
Wright’s Pack: While there are “standard packs” that can be
attained, no craftsman or wright worthy of the trade will leave such
a thing unmodified for more than an hour. Regardless of the nigh-
infinite variations possible, each such pack is meticulously packed
with quality tools, devices, hardware, and an arcane mix of strange
components. In addition to the general +2 to all Repair rolls, the
Wright’s Pack ensures the bearer is never without the necessary tools
for any task. As well, it grants a +1 to any other Trait check where it
might be arguably applied (Lockpicking and Knowledge checks for
artificers when crafting).
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OTHER SPECIAL GEAR
What follows are some specialized items that characters may come
across, either in shops that cater to those involved in dangerous work
or in the caches of defeated enemies. A powerful patron might bestow
one or more of these items on a group performing a perilous or
important service for him.
As a general rule, the average general store should not have these
items just “lying around.” It should require some digging and
exploring. This provides an excellent opportunity to make use of
that Streetwise skill, or the Scrounger or Connections Edges. Use the
prices listed (in copper pieces) as starting points; need and supply will
always change things, sometimes dramatically, and a character with a
high Charisma bonus and good Persuasion skills might get a bargain,
if they are crafty enough.
Of course, if the optional Resource Rolls system is being used, this
handles the scarcity and expense issues very well. The appropriate
ratings are listed with the costs of each item.
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POTIONS
Normally found only in the larger towns and cities, alchemists can
sometimes be discovered tucked away in some backwater village or off
the beaten path. These smaller shops typically have few lesser potions,
and rarely any of the more powerful ones.
Where the potion might have a raise effect, the GM can either
decide that the alchemist is simply good enough that his potions
always are enhanced, or have the player roll a d6 when they actually
use it. On a 5 or 6, the raise effect occurs; otherwise, only the base
effect happens. Normal durations apply as per the power used, with
no extended effects.
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Elixir of Stalwartness: Thick, and sometimes a little crunchy. Boost
trait (Vigor) (2 Essence). [750 Copper; Value: -2; Availability: -2]
Healing Salve: This thick paste can actually be acquired from some
druidic enclaves, as well as alchemists. It is applied directly to wounds,
and must be used within 10 minutes after the wound is suffered. This
salve is not useful for poisons or diseases. Healing (3 Essence). [1000
Copper; Value -4; Availability: +0]
ESSENCE-BONDED ITEMS
This is the kind of item that masters bestow upon their best students,
or that spirits may guide a chosen druid or priest to. Faithful paladins
and priests, sent out on a mission by the Church of Light, may also be
granted such a thing. Typically, such a granted item starts with 5 (or,
very rarely, 10) Essence contained within. Arcane Artificers skilled in
the particular magical style the item is associated with may add more
Essence to the item.
Should someone seek such an item out — and the Resource Rolls
system is being used — the Value is Expensive (-2) and the Availability
is Scarce (-4).
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Focus Crystals: Crafted from raw Crysarium, an oddly malleable
crystalline substance that has, even more oddly, begun turning up in
mines and digging sites all over Shaintar. This substance is important
to adepts, because it is quite reactive to the mental energies they use.
All adepts have focus crystals; otherwise, their powers are far too
taxing to use. Those lucky enough to find an Arcane Artificer schooled
in The Way will endeavor to have Essence bonded into their crystal,
while others may be honored by their mentors to begin their careers
with one.
157
MAGIC IN SHAINTAR
Shaintar is a setting inextricably tied to magic, both in its rich history
and its unknown destiny. As such, some terms and descriptions — and
even key effects — have been modified to best express how powers
function within this framework. In Shaintar, the source of power that
all arcane casters make use of is called Essence, not Power Points.
The seven forms of magic are as follows: Alchemy, Channeling, Faith,
Necromancy, Sorcery, Thaumaturgy, and The Way. Two of them —
necromancy and thaumaturgy — are not available to Heroes. Each
form of magic has its own style and its own rules. All are described in
the following sections.
Powers stand as the base frames from which “Trappings” of the
various styles of magic are hung. General descriptions of Trappings
exist in each style of magic, but there’s not a lot of effort to come up
with dozens of power names. How a power looks and feels in Shaintar
is far more important than the name used to cast it.
BOOST/LOWER TRAIT
The core power is broken into two parts, and must be learned
separately via the New Power Edge. Boost trait is one power, while lower
trait is the other.
DAMAGE FIELD
Due to the powerful strikes that can be achieved in unarmed combat
in Shaintar, damage field is altered so that it does not combine with the
attacker’s Strength; instead, damage field damage is applied as a separate
attack that hits at the same time,
For example: a korindian with Tsunami Strike and a Strength of
d8 has a 2d6 damage field going. If he hits a target, he delivers d8+d6
and 2d6 of damage, both applied to the target’s Toughness rating
separately.
DETECT/CONCEAL ARCANA
A simple truth exists: one must see magic to wield it. Most Professional
Edges granting Arcane Backgrounds also grant the ability to detect
arcana at will (using the character’s Spirit attribute).
158
It takes an action, but requires no Essence to detect arcana. With a
success, the user can sense the presence of magic. With a raise, they
can determine what style of magic is at work. To identify a specific
power at work, a Knowledge (Magic) check must be made.
Conceal arcana is a separate power and must be taken normally.
ELEMENTAL MANIPULATION
This power is not available in the Shaintar setting.
LIGHT/OBSCURE
The core power is broken into two parts, and must be learned
separately via the New Power Edge. Light is one power, while obscure is
the other.
SUMMON ALLY
Additional entities can be summoned; look at Savage Worlds core
rulebook for general guidelines. Note that priests can only summon
celestials and druids summon life spirits. Heroes may well encounter
acolytes summoning childer and demons, while necromancers
summon corrupted and undead to do battle.
159
MAGIC STYLES
The following are descriptions and added information about the seven
forms of magic. Each has subtle yet important differences that make
for the diverse and rich magical culture in the realms.
You should take note of the Trappings, these are important
roleplaying elements for the style you are using (or experiencing, if
you are on the receiving end of a power or effect). In addition, each
style description may indicate special properties to be aware of; for
example, sorcery gives the character access to special variants of
Principles called Applications. Finally, most styles of magic grant the
user access to the dispel power; in the description, you will find how
the use of this power varies depending on the style of magic targeted.
ALCHEMY
Alchemy is the application of alchemical principles and ancient lore
to create concoctions of enchanted and eldritch power. Alchemists
rely primarily on the greatest sources of material power in Shaintar
—– Everwood, White Silver, and Crysarium, but there are many
other potential sources of mystic power that can be used in alchemical
concoctions, such as rare flora and fungi,; the organs and blood of
magical creatures,; and holy water.
Requirements: Normally, it takes an action to imbibe an alchemist’s
concoctions, though in some cases — such as the more assault-oriented
materials — simply shaking up and throwing the bottle will suffice.
Still other applications involve applying the substance externally to the
target. For example, conceal arcana is usually an oil applied topically to
magical items. Naturally, alchemy items can be lost or broken. Should
the GM feel particularly nasty, they might “go off ” under really
stressful situations, such as being caught in an acolyte’s hell blast…
Trappings: lchemy may be the most diverse of all the magic forms,
and the effects of alchemical concoctions are unique to their creators.
One alchemist’s healing potion may smell of lilacs and have tiny
phantom flowers float out of the bottle when opened, while another’s
may be a viscous, noxious goo that must be crammed down the throat
of the victim.
In addition to powers, the GM should consider allowing some Edges
to be converted into potions, as well as entertaining any other creative
ideas the alchemist player may have for Formulae.
160
LINER NOTES: ALCHEMY TRAPPINGS
With the addition of enhanced Trappings effects into the
Savage Worlds core rules, each of the magic styles of Shaintar
can be further enhanced by incorporating such effects.
161
ARCANE BACKGROUND: ALCHEMY
Arcane Skill: Alchemy (Smarts)
Starting Essence: 5
Starting Powers: 4
Alchemists are those intelligent, daring, souls who study the more
“scientific” principles of the Patterns and understand how to unlock
the metaphysical properties of many strange and wondrous substances
in Shaintar. Their powers are called Formulae. They can concoct
various potions to be carried by themselves or their companions.
When an alchemist creates a potion, he predetermines how much
Essence goes into the potion at that time. Once allocated, and the
potion is completed, the alchemist recovers his Essence at the normal
rate.
For example, if an alchemist were to create a Potion of Flying, he
could put 3 Essence into this potion, thus giving the user her Pace
in flight. These 3 Essence are unavailable for anything else until the
potion is completed and the alchemist has had a chance to recover
them.
When the potion is created, the alchemist must roll his Alchemy check
at that time. Any raise effects are determined then. As such, a good
roll, such as a 10, on an invisibility potion will mean it is particularly
“potent;” the user will enjoy the fully invisible effect.
It normally takes 1 hour and 250 copper pieces per Essence that
goes into a potion. This is assuming proper facilities and resources.
Time and costs double under more rudimentary conditions, and can
be as much as halved if a cheaper source of materials or an excellent
workspace can be found.
If the optional Resource Roll system is being used, see The Costs
of Alchemy on the next page.
Mishap: The danger to Alchemy is that it is a tricky, sometimes
volatile process. If an alchemist ever rolls a failure, he should roll his
skill again. If he rolls a success on the second roll, he simply wastes the
time and resources and must start over. If he rolls a second failure, he
suffers a Mishap; all potions created that day are gone, the entire day
is wasted, and all currently available resources have been used up or
destroyed in the chaos.
If the first roll comes up a 1 on the skill die (regardless of what comes
up on the Wild Die), the Mishap effect automatically occurs and the
alchemist needs to roll again. If the second roll comes up a 1, the
alchemist is caught in an explosion. Reagents go flying everywhere,
something is likely on fire, and the alchemist, and anyone else directly
present at the time, suffers a wound and must roll on the Injury Table.
162
LINER NOTES: THE COST OF ALCHEMY (Part i)
Though there is a lower emphasis on tracking money and
resources in Shaintar, alchemy requires the GM to impose some
limits to keep things from getting out of hand.
163
Liner Notes: The Cost of Alchemy (Part II)
164
CHANNELING
This is the focusing of the granted powers from the Ascended,
manifesting the Four Paths of Life: —Nature, Earth, Sea, and Sky.
Druids open themselves to channel the Gifts of the Ascended. In
many cases, these powers have different Trappings based on the Path
channeled. This is, in most cases, more of a matter of style and taste
for the caster, since all druids have access to all Paths. However, when
a druid chooses to become a Path Walker, the Path they cast from takes
on a greater meaning.
Requirements: Based on the Path they channel, the druid must
have access to it in some fashion. This means stone or metal for Earth
Gifts, some form of water for Sea Gifts, trees and plants for some
Nature Gifts, and a decent amount of space for Sky Gifts. They must
also be able to speak, invoking the names of the Ascended and other
spirits to grant their desired Gifts.
Trappings: As per the Path, of course —– stone, earth, and metallic
effects for Earth; water and ice for Sea; wind and lightning for Sky;
and plants, animals, or spiritual energy for Nature.
Dispel: The dispel power works normally against Channeling,
Necromancy (the powers of Darkness), and Thaumaturgy (the powers
of Flame); -2 vs. all other types of powers.
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LINER NOTES: CHANNELING TRAPPINGS
For druids, there are four Paths, which means a great many
different potential Trappings.
Soul Blast: For offensive powers that draw upon the might of
the Soulfinder, an additional 2 Essence can be spent to ignore all
Armor, but the attack dice are reduced to one less (a 2d6 attack
becomes 1d6, etc.).
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FAITH
Faith is the invocation of Archanon’s mercy, justice, and will upon the
realm of Shaintar. Priests and followers of the Light open themselves
to the Lord of Light and his celestial host, allowing them to channel
and bestow miracles of the Light. Those who are particularly faithful
and most directly serve the Will of Archanon may even, on occasion,
be able to invoke miracles to which they do not normally have access,
this is strictly by the GM’s grace and needs of the story.
Requirements:The faithful must be able to gesture and incant the
words and songs of the Church to invoke their miracles. If they have
only one hand free, they suffer a –1 to their roll. While standing on a
particularly blessed piece of ground, or at a sanctified altar, they may
gain a +2 to their Faith rolls.
Trappings: Bright flashes and pulsing swirls of light, accompanied
by celestial choruses of music and song, go with each invocation. The
greater the miracle, the greater the display — there is nothing subtle
about Archanon, nor his miracles.
Dispel: The dispel power works normally against Thaumaturgy (the
powers of Flame) and Necromancy (the powers of Darkness), -2
against all other types of powers, including Faith.
NECROMANCY
The powers of Darkness and undeath are the necromancer’s to
command. They are not available to player characters, however.
Trappings: Darkness, naturally. Cold and frost, creeping shadows,
and evil incantations are also the hallmarks of this wicked power.
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SORCERY
Manipulating the Patterns to weave the energies of the Aether into
reality-altering powers is the primary facet of sorcery. Sorcerers master
Principles, represented by the powers available to them. Once they
have the grasp of a Principle, they are often able to learn numerous
Applications related to those Principles (see Power Edges on page 112).
Requirements: Sorcerers must be able to gesture with at least one
hand free (-1 to Sorcery rolls if not using both hands), and they must
be able to incant the verbal formulae that harness the Patterns to their
will.
Trappings: Displays of pure eldritch energy, which is various shades
of purple; floating mystic runes dancing around the head and hands
of various colors; lots of noise and excitement. Sorcerous magic is not
subtle in the casting.
Dispel: The dispel power works normally against Sorcery, Necromancy
(the powers of Darkness) and Thaumaturgy (the powers of Flame); -2
vs. all other types of powers.
THAUMATURGY
Thaumaturgy is the power of the acolyte to harness the chaos and
destruction of the Flame, as well as to summon demonic forces. These
powers are not available to player characters.
Trappings: Never subtle, the powers of Flame are the fires of the
Abyss. Flames, distorted air, waves of heat, and shouted curses bring
this nefarious art to bear.
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THE WAY
The Way is the focusing of internal strength, spirit, and sheer force of
will to alter one’s state or the state of another sentient being, or else
the application of one’s will as a purely physical force. This practice
is called “The Way” and it teaches adepts to look inward, instead
of outward, to master their powers. At once subtle and frightening,
adepts are more feared and misunderstood than any other wielder of
power, save perhaps acolytes and necromancers. Then again, perhaps
they are feared because others understand all too well what they can
do.
Requirements: The Way is a taxing form of mystical power, and
as such, adepts are trained to use focus crystals (carved from the mineral
substance, Crysarium) to offset the drain upon themselves. If an adept
must use a Discipline without their focus crystal, the Essence cost is
doubled. If an adept loses their focus crystal and must find another, or
decides they would like to bond with another, more powerful crystal
(such as one that has been imbued with Essence points via the Arcane
Artificer Edge), it requires an Advance to do so.
Trappings: Many powers of The Way are invisible to the naked eye,
requiring someone actively using detect arcana to sense what is going on.
When a physical manifestation occurs, swirls of blue energy coalesce
around the adept and whatever target may be involved.
Dispel:The dispel power works normally against The Way; -2 vs. all
other types of powers.
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POWERS
Following is a comprehensive list of new powers for use in your
campaign. Remember, when introducing powers from other sources
that Power Points equate to Essence.
ANALYZE FOE
Rank: Novice
Essence: 1-2
Range: Smarts
Duration: 3 (1/round)
Knowledge is power. Being able to judge the strength of a foe before
engaging him in combat can be highly advantageous. The character
makes an Arcane Skill roll opposed by the target’s Spirit. On a success,
he gains a +1 bonus to Trait rolls to directly affect the target, and the
target suffers a –1 penalty to Trait rolls to directly affect the caster.
With a raise, the effect is increased to +2 and –2 for both.
In addition, for 2 Essence, a success allows the caster to learn of
a single Immunity, Invulnerability, or Weakness of the target (if one
exists), while a raise reveals two.
ANIMATION
Rank: Seasoned
Essence: 3
Range: Touch
Duration: 3 (1/round)
The caster is able to make some objects “come to life,” effectively
turning them into servitor constructs for a time. Only items that have
some conceivable means of movement (statues, tables, and suits of
armor are good examples) can be animated to any reasonable effect.
The caster can only animate items of up to roughly human size, though
he may animate smaller objects if desired. Such smaller objects would
not have the same statistics as listed below and probably would not be
as useful in combat.
Animated objects have no self-will and very limited capacity for
interpreting orders. They obey the will of the caster, but only the most
rudimentary commands may be given. Animated objects are mostly
good for carrying items or fighting.
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Animated Stone Object
Attributes: Agility d4, Smarts d4, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d6
Pace: 4; Parry: 5; Toughness: 11 (4)
Special Abilities
• Armor +4: Stone skin
• Construct: +2 to recover from being Shaken, no additional damage
from called shots, does not suffer from disease or poison
• Fearless: Animated objects are immune to Fear and Intimidation
ARCANE SHIELD
Rank: Novice
Essence: 1
Range: Touch
Duration: 3 (1/round)
The caster can invoke magical energies to protect someone from
other eldritch or spiritual forces. The caster can temporarily grant the
Arcane Resistance Edge to a chosen target (including themself). For a
raise, the target is protected by Improved Arcane Resistance.
BLESS
Rank: Seasoned
Essence: 4 – 6
Range: Spirit x 2
Duration: 3 (2/round)
This power allows a character to increase a single Trait for all characters
in a Medium Burst Template by one die type with a standard success,
by two with a raise. The affected Trait can exceed d12. Each step over
d12 adds +1 to the Trait total.
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CURSE
Rank: Seasoned
Essence: 4 – 6
Range: Spirit x 2
Duration: 3 (2/round)
This power allows a character to lower a Trait of all targets in a
Medium Burst Template. This is an opposed roll against the victims’
Spirit. Success lowers a single Trait of the caster’s choice one step,
and a raise lowers it two steps. A Trait cannot be lowered below a d4.
Multiple castings stack, though the caster must keep track of when
each casting expires as usual. This power always affects the same Trait
for all targets with a single casting, though the Trait may be different for
separate castings. For example, all targets have their Fighting lowered
with one casting and then their Strength lowered with another.
Additional Effects: For two more Essence, the area is increased to
a Large Burst Template.
DRAINING TOUCH
Rank: Seasoned
Essence: 3
Range: Self
Duration: 3 (1/round)
The most insidious casters can kill with a casual touch, and this power
allows them to do just that. After casting the power, the attacker
delivers his draining touch on a successful touch attack (+2 Fighting).
Victims must make a Vigor roll (at –2 if the caster scored a raise when
casting) or suffer a level of Fatigue. Normally these Fatigue levels
recover at one per five minutes, but if the target rolls a 1 on his Vigor
die, regardless of the Wild Die, he recovers at a rate of one level per
hour.
GROWTH/SHRINK
Rank: Seasoned
Essence: 2+
Range: Smarts
Duration: 3 (2/round)
Growth doubles the overall size of the target. The subject gains +1
Size for every 2 Essence spent when the power is cast. Each point of
Size grants the target a one step increase to Strength and a point of
Toughness. This power may be cast multiple times on the same target,
though the caster must track each casting separately.
172
Shrink reduces the Size of the subject by one step for every 2 Essence,
down to a minimum of Size –2 (approximately the size of a rat). Each
level of Size reduction reduces the target’s Strength by one die type
(minimum of d4) and his Toughness by 1 (minimum of 2).
Subjects from Size +4 to +7 have the Large Monstrous Ability and
fill a 2” square on a tactical battlemap. From Size +8 to +10, they are
Huge and occupy an area 3” square. If the target is +11 or more, he
is considered Gargantuan and occupies a 4” square area. Creatures of
Size –2 have the Small Monstrous Ability.
For unwilling targets, the caster’s Arcane Skill roll is opposed by their
Spirit.
ILLUSION
Rank: Novice
Essence: 3
Range: Spirit
Duration: 3 (1/round)
Illusion makes a single target see something that isn’t there, or else see
things differently than they actually are. The caster’s Arcane Skill is
opposed by the target’s Spirit; a success means the target perceives
the illusion as real with one of their five senses. Once they examine
the illusion with any of their others senses, the illusion is broken. A
raise indicates that the target perceives the illusion as real with all
of their senses. Illusory attacks can never actually wound a target,
though they can cause a target to become Shaken. Such attacks are
made with the caster’s Arcane Skill, but resolved like any Fighting,
Shooting, Throwing, or similar roll. Passive illusions, like a wall, take
little effort to maintain. The Essence cost must be met, but only normal
maintenance penalties apply. Active illusions, such as a black cat or
phantom enemies, require constant concentration to maintain. The
caster may move their normal Pace, but may take no other actions
while maintaining such an illusion. This power only works on sentient,
living beings. It is useless against animals, spirits, or the undead.
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JET
Rank: Novice
Essence: 2
Range: 12”
Duration: Instant
Jet creates a damaging stream that shoots out from the caster. Measure
a straight line 1” wide and 12” long starting from the character’s
position. If successful, targets within this area must make an opposed
Agility roll versus the Arcane Skill roll or suffer 2d10 damage, and this
is considered Heavy Damage.
LEGERDEMAIN
Rank: Novice
Essence: 1
Range: Smarts
Duration: Instant
Legerdemain allows the character to perform a single action at Range
he would normally be capable of doing in person. If the action would
require a Trait roll, then the caster rolls the lower of the Trait or his
Arcane Skill to both activate the power and determine the results of
the action. If the action does not require a Trait roll, then his Arcane
Skill is used normally.
Casting legerdemain is a normal action, but the action performed
through the use of it is considered a free action. Note that existing free
actions like speaking are unchanged. However the caster is still limited
to not duplicating the same action in a round, so it is impossible to cast
another power via legerdemain. As an example, trying to remotely pick
the lock on a door would call for the lower of the caster’s Lockpicking
or Arcane Skill to determine if the power and action was successful.
Merely tipping over a glass of water would need only an Arcane Skill
check.
The power does not create or duplicate the effects of any gear or
magical effects upon the caster, but in all other ways, the action is
treated exactly as if the caster were performing the action himself at
the location. For example, a Fighting attack does his normal unarmed
Strength damage, even if the caster is holding a dagger with smite on it.
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MEND
Rank: Veteran
Essence: Special
Range: Touch
Duration: Instant
Casters with this power can actually mend damage done to objects
and structures made of wood, metal, or stone. The caster must
concentrate for one full action, and then cast the power on their next
action, subtracting a penalty equal to the structure’s equivalent to
wounds on their Arcane Skill roll. The cost in Essence is equal to half
the structure’s base Toughness (ignore Armor and magical bonuses),
if applicable. For items without a Toughness, the GM should simply
assign a number (1-3 for most objects, 4-6 for wood buildings, 7-10
for stone buildings, 11-15 for castles). A success repairs one wound, a
raise mends two. For items or sites that do not have wounds measured,
the GM can simply decide how many applications of the power will
be needed.
MIND’S EYE
Rank: Seasoned
Essence: 2
Range: Self
Duration: 3 (1/round)
The caster gains the ability to link their mind into the Aether in such
a fashion as to see beyond the normal world. This enables them to see
through any form of darkness and see invisible entities as well. They
can also peek into a room without anyone being the wiser. Casting this
power allows the user to ignore the effects of obscure and invisibility, as
well as any normal lighting penalties. In addition, with a raise, the user
can see past doors and walls that are not somehow mystically shielded.
175
PHANTASMS
Rank: Novice
Essence: 2+
Range: Smarts
Duration: 3 (1/round)
The caster can create illusory images perceived by a single sense,
affecting anyone able to perceive them. For each additional Essence
invested in the casting, an additional sense may be affected; by
spending 6 total Essence, the phantasm fools all five senses. This does
include touch, though the illusion has no real Strength and can be
dispersed by any force applied in an attack manner. Unlike illusion,
phantasms create holographic images visible to everyone in the area
and cannot cause a target to become Shaken. Anyone perceiving a
phantasm may make a Notice check opposed by the caster’s Arcane
Skill roll to see through the illusion. An arcane caster may substitute
detect arcana for the Notice check if they so desire.
Additional Effects: Phantasms are normally no larger than a
human in size. For 2 additional Essence, the phantasm covers an area
equal to a Medium Burst Template, or a Large Burst Template for 3
additional Essence.
QUAKE
Rank: Veteran
Essence: 5
Range: Smarts x 3
Duration: Instant
Quake causes a tiny but powerful earthquake that can crush foes and
level buildings. It works only upon solid earth; not sand, water, wood,
floors, or any other substances. The area of effect is a Large Burst
Template centered within the caster’s Range. Victims within the Large
Burst Template must make an Agility roll or fall into the hole where
they are crushed by earth and stone for 2d10 damage. Those who
make the roll cling to the sides and may climb out on their next action.
Those who succeed with a raise jump free and may act normally on
their next action.
Walls crumble and are breached with this power, opening a hole as
wide across as the earthquake, as the damage is considered Heavy
Weapon damage.
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SANCTIFY/DESPOIL
Rank: Novice
Essence: 10
Range: Special
Duration: Permanent
Sanctify allows the caster to consecrate areas of earth, causing great
pain to supernaturally evil creatures that attempt to tread upon it.
Alternately, casters of evil natures can despoil an area, making it
anathema to creatures of Light and Life, including fae. Naturally, a
caster may only possess whichever of these powers is appropriate for
his Arcane Background. Using either power takes an entire week of
prayer. The caster must remain within the bounds of the area for the
entire duration. The area is determined by the GM, but is typically
the grounds of a church, a battle, or some other place of importance.
If no clear boundaries exist, the area is equal to five times the caster’s
Spirit in yards. When the ritual is complete, the Arcane Skill roll may
be attempted. If successful, the area is consecrated. If the roll is failed,
the caster must start from scratch. Any supernaturally evil (or good, if
appropriate) creature that attempts to enter the sacred ground must
make a Spirit roll each round or suffer a wound.
SILENCE
Rank: Novice
Essence: 2
Range: Smarts
Duration: 3 (1/round)
The caster creates a zone of absolute quiet within a Large Burst
Template. No sound can be made or heard within the space while
the power is active. This prevents the use of powers for most arcane
types and completely negates any sound-based Notice checks for those
within the area.
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STORM
Rank: Veteran
Essence: 8
Range: 25 square miles
Duration: 2d6 hours
Storm summons up a small but powerful squall that can cause vessels
to become lost (or perhaps even sink), deter pursuers over land,
and even do great damage to a local area. It takes four full rounds
of concentration to cast, during which time clouds begin to form
overhead. If successful, rain falls, lightning crashes, and a sudden storm
manifests over an area five miles square centered on the caster. The
effects of the storm count as Hazards; every ten minutes a character
spends trapped in the full fury of a storm, he should make a Vigor
check or suffer a Fatigue level. In general, expect limited visibility and
severe damage to wooden buildings, crops, and ships. Those with this
power can also cause an existing (non-supernatural) storm to become
calm in a matter of minutes.
TELEPATHY
Rank: Novice
Essence: 2
Range: Any
Duration: 3 (1/round)
Telepathy is used to communicate mentally with other people. If
the target is willing, a normal roll is all that is needed to succeed.
Otherwise, the roll is opposed by the target’s Spirit. Success allows
communication with the target. Only those thoughts and images the
participants wish to send can be sensed; anything more requires mind
reading. If the caster cannot see their target, they must know and be
able to identify the intended recipient in some reasonable fashion, the
roll is -2 if they are within a mile or -4 if they are farther away than
that. Reaching someone on another plane of existence, for example,
contacting someone in The Eternal Forest from within Shaintar, is
beyond all but Legendary casters. Even then, it is still difficult and at
the GM’s discretion. Each conversation established via telepathy counts
as a separate power for purposes of maintenance penalties. Telepathy
can be used to speak with entities with whom you do not share a
language; communication is based on thoughts and images. However,
this form of communication can be difficult and basic in nature. The
stranger the being (spirits, monsters, or beings from entirely different
realms), the more complicated even the most basic communication
can be.
178
WILDERNESS WALK
Rank: Novice
Essence 1
Range: Touch
Duration: 1 hour (1/hour)
Wilderness walk allows the target to move through the outdoors
quietly and without leaving a trace. The magic quiets the sound of the
target’s footsteps, adding +2 to his Stealth rolls. It also disguises the
target’s passage, making him impossible to track.
Wilderness walk cannot be used indoors or in urban settings.
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POWERS USABLE BY MAGIC STYLE
(A)lchemy
(C)hanneling
(F)aith
(N)ecromancy
(S)orcery
(T)hamaturgy
The (W)ay
Power A C F N S T W
Analyze Foe ∆ ∆ ∆ ∆ ∆
Animation ∆ ∆ ∆
Arcane Shield ∆ ∆ ∆ ∆ ∆ ∆ ∆
Armor ∆ ∆ ∆ ∆ ∆ ∆ ∆
Banish ∆ ∆ ∆ ∆ ∆
Barrier ∆ ∆ ∆ ∆ ∆ ∆
Beast Friend ∆ ∆ ∆
Blast ∆ ∆ ∆ ∆ ∆ ∆
Bless ∆ ∆
Blind ∆ ∆ ∆ ∆ ∆
Bolt ∆ ∆ ∆ ∆ ∆ ∆
Boost Trait ∆ ∆ ∆ ∆ ∆ ∆ ∆
Burrow ∆
Burst ∆
Cantrips ∆ ∆ ∆
Clairvoyance ∆ ∆ ∆ ∆ ∆
Conceal Arcana ∆ ∆ ∆ ∆
Confusion ∆ ∆ ∆
Curse ∆ ∆ ∆
Damage Field ∆ ∆ ∆ ∆ ∆ ∆
Darksight ∆ ∆ ∆ ∆ ∆ ∆ ∆
Deflection ∆ ∆ ∆ ∆ ∆ ∆
Disguise ∆ ∆ ∆ ∆
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Power A C F N S T W
Dispel ∆ ∆ ∆ ∆ ∆ ∆
Divination ∆
Drain Power Points ∆ ∆ ∆
Draining Touch ∆ ∆
Entangle ∆ ∆ ∆ ∆ ∆ ∆ ∆
Environmental Pr. ∆ ∆ ∆ ∆ ∆ ∆ ∆
Farsight ∆ ∆ ∆ ∆ ∆ ∆ ∆
Fear ∆ ∆ ∆ ∆
Fly ∆ ∆ ∆ ∆ ∆ ∆ ∆
Greater Healing ∆ ∆
Growth/Shrink ∆ ∆ ∆ ∆
Havoc ∆ ∆ ∆ ∆ ∆
Healing ∆ ∆ ∆ ∆ ∆ ∆
Illusion ∆ ∆
Intangibility ∆ ∆ ∆
Invisibility ∆ ∆ ∆
Jet ∆ ∆ ∆ ∆
Legerdemain ∆ ∆ ∆ ∆ ∆
Light ∆ ∆ ∆ ∆ ∆
Lower Trait ∆ ∆ ∆ ∆
Mend ∆ ∆
Mind’s Eye ∆ ∆ ∆ ∆ ∆
Mind Reading ∆ ∆ ∆
Obscure ∆ ∆ ∆ ∆ ∆
Phantasms ∆ ∆ ∆ ∆
Postcognition ∆ ∆ ∆
Pummel ∆ ∆ ∆ ∆ ∆
Puppet ∆ ∆ ∆
Quake ∆ ∆ ∆
Quickness ∆ ∆ ∆ ∆ ∆ ∆
Rending ∆ ∆ ∆
Sanctify/Despoil ∆ ∆ ∆ ∆
Shape Change ∆
181
Power A C F N S T W
Silence ∆ ∆ ∆ ∆
Slow ∆ ∆ ∆ ∆ ∆ ∆
Slumber ∆ ∆ ∆ ∆ ∆ ∆
Smite ∆ ∆ ∆ ∆ ∆ ∆
Speak Language ∆ ∆ ∆ ∆
Speed ∆ ∆ ∆ ∆ ∆ ∆
Storm ∆ ∆
Stun ∆ ∆ ∆ ∆ ∆
Succor ∆ ∆ ∆
Summon Ally ∆ ∆ ∆ ∆
Telekinesis ∆ ∆
Telepathy ∆
Teleport ∆ ∆
Wall Walker ∆ ∆ ∆ ∆ ∆
Warrior’s Gift ∆ ∆ ∆ ∆ ∆
Wilderness Walk ∆ ∆
Zombie ∆
FILAMENTS AND LOCI
Not long after the Gates of Hell opened, signifying the awakening
of Ceynara and heralding the War of Flame, those with mystical
sensitivities began noticing strange “lines of power,” threads of the
thinnest presence, streaming across the lands in certain areas. These
threads tend to run between ten and thirty feet above the ground,
and for some reason they follow the lay of the land, adapting to the
topographical contours of hills, mountains, gorges, and rivers.
Scholars and experts call these threads of power “Filaments.” In
the places where two or more cross, the raw power seems to multiply
considerably, and such a location is called a “Locus.” The more
Filaments that cross in a Locus, the more potential power there is.
Filaments are just beyond the realm of normal senses, barely on the
“other side” of the Veil between Shaintar and Corelisia. No one is
absolutely sure what they are, or why they only just recently became
known. There are theories of course; a prevalent one among scholars
is the opening to the realm of Flame somehow disturbed the Patterns
in some massive fashion, causing the Filaments to be revealed and, as
it turns out, exploitable by practitioners of the magical arts.
182
Direct proximity to a Filament (being within about 10” of one)
enables arcane casters with the Essence Link Edge to tap into the raw
mystical energies and use the Filament to cast powers or otherwise
work magic. This works very much the same way as the normal Essence
Link transfer action, except that the Filament, as the granter, simply
rolls a d6 to determine how many d4s are rolled for Essence shared.
The recipient still rolls his Arcane Skill to determine how many d4s
he can accept. Filaments and Loci are “universal” donors of energy,
usable by anyone with Essence Link.
Loci are more far powerful and easier to tap into. A Locus is rated
as Normal (d6s), Strong (d8s), Superior (d10s), or Paramount (d12s).
All the same rules for Essence Link apply, except the dice associated
with the Loci’s rating are rolled instead. For example, a druid picks
a Superior Locus to use in casting a power. He rolls a d6 and gets a
4 — that’s how many d10s (instead of d4s) he rolls for the amount of
Essence the Locus provides for his casting. He then rolls his Channeling
and gets a result of 14 — a success and two raises, allowing him to roll
3d10 to determine how much Essence he can actually gain from the
Locus as an action.
Note that in any instance where a permanent effect is being created,
whether it’s a Master Artificer’s crafting or a permanent High Magic
effect (more on High Magic will appear in the future book, Legends
Unleashed), at least one-fourth (¼, rounded up) of the Essence must
come from one or more casters’ personal reserves.
Regardless of how the Essence is used, it cannot be “carried away”
by the caster; it can only be used in the location it is attained. As well,
it fades away at a rate of one point per ten minutes.
In recent months, Superior and Paramount Loci, and the Filaments
that feed into them, within 100 yards or so, have become visible to the
naked eye, but only during the Thirteenth Hour.
Filaments and Loci are valuable and important to arcane casters;
Loci in particular have become the site of numerous new constructions
and more than a few conflicts. Despite the idea that the Patterns are
involved, it is difficult to predict where Filaments and Loci might be
found. If a GM wishes to determine randomly if either is in the party’s
area, roll 2d6; should either die turn up a 6, there is a Filament nearby,
and if two 6s come up, there’s a Locus.
The story behind the Filaments and the Loci is one of the mysteries
for the Heroes of Shaintar to discover more about as time goes on...
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SETTING RULES
This section covers all the nifty bits that help define the high epic
fantasy elements beating within the over-the-top epic that is Shaintar.
Should you find they are too powerful for the game you envision,
modify them as you see fit, but bear in mind that some of the Edges
and other material presented within these pages are designed around
these rules, so adjustments may need to be made.
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IT’S A SURPRISE
Players are clever, especially when it comes to trying to get one over
on the bad guys. The Drop handles the most extreme cases of getting
a serious advantage against an enemy, but it’s just not appropriate to
grant such a severe bonus for every good idea.
Between the Drop and nothing, the GM of a Shaintar campaign
is encouraged to use the concept of Surprise maneuvers to reward
clever play. When a player comes up with an action in combat that
makes the GM and other players go “Oh, that’s cool!” or otherwise
demands some kind of bonus, simply add a +2 “Surprise Bonus” to
the action.
For example, perhaps a very stealthy character spends three rounds
sneaking around behind the main villain while the rest of the group is
fighting him head on. The character jumps out from behind to attack
him, but the GM feels he’s too prepared for battle to warrant this
attack gaining the full bonus of the Drop. A Surprise maneuver bonus
of +2 on the Fighting roll should do nicely to reward the tactical
thinking and effort.
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Meditative Casting allows arcane casters to take a minute to cast a
power instead of doing it as an action. Doing this extends the Duration
of the power by a factor of ten, while still costing the same amount
of base Essence. In other words, a power that normally lasts three
rounds would last for thirty rounds (three minutes) instead. As well,
any Essence spent to extend it would add another minute instead of
a round.
Of course, some powers have different Durations than the standard
3 (1/round) Essence cost. Use the following chart to determine the
extended Duration of a power when cast in the Meditative fashion.
Base Extended*
Rounds Minutes
Minutes 10 Minutes
10 Minutes 100 Minutes
Hours 10 Hours
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DEFEAT THE CASTER, DEFEAT THE SPELL
In the core rules, powers are indicated as having a set initial Duration,
after which they are considered to be “maintained.” This can be
interpreted to mean powers just cast will continue even after an arcane
caster is incapacitated, until the base Duration runs out. In classic
fantasy, however, it is generally expected that once you take down a
villainous arcane caster, his magic dies with him. This is the case in
Shaintar. Whenever a caster is taken to Incapacitation, any of their
active powers instantly end.
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LINER NOTES: I’VE GOT A GOLDEN BENNY
Another option that has been a great deal of fun in my home
campaign is the Gold Benny. I use different colored poker chips
for my bennies, and the one that everyone wants is the yellow/
gold colored one.
The Gold Benny is awarded almost exclusively for birthdays
— anyone having a birthday in the week leading up to or after
the current session gets it. For significant events, like milestone
anniversaries, getting married in the first place, accomplishing
something fairly awesome in real life, or doing an act of great
kindness in the world, I might also award such a benny.
The Gold Benny is a pretty major deal.
For one thing, it’s the Life Saver. At any time, it can be spent on
the behalf of any character to negate all damage suffered in a
given round — even damage that kills a character! The GM has
to find some way to explain events such that, somehow, it just
didn’t happen, or something happened to change the results.
Alternately, the player can spend a Gold Benny — again, on
any Hero’s behalf — to cause any Trait roll to automatically
succeed with a raise. If further effects can be gained by continued
rolling, the initial roll, including the Wild Die, is considered to
have Aced. Damage can be affected in the same way by a Gold
Benny.
The most common use of the Gold Benny in my campaigns,
however, has been the “Activate Deus Ex Machina” Plot Device
System, whereby I am expected to entertain my players with
some creative and over-the-top narration of how amazing
circumstances and/or the involvement of greater spiritual
beings have interfered to give the Heroes some huge leg-up in
their current, very dire, situation.
It may sound awful to some of you GMs, but trust me, it has
become the highlight of most of my campaigns. After all, there
are always new dire situations to throw at them...
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A VERY PALPABLE HIT
It is neither epic nor heroic to roll a well-timed hit, only to get a
disastrous damage roll. As such, Shaintar is a setting that allows all
Wild Cards to spend a benny to re-roll damage; there is no need for
the No Mercy Edge.
PAIN MANAGEMENT
The life of a Hero is full of pain and discomfort. He constantly faces
danger in all kinds of ways, suffering wounds and Fatigue on a regular
basis. Through force of will or the simple manifestation of good
fortune, a Hero can shift the effects of severe trauma and extreme
effort to better endure and survive.
Upon suffering a wound, a Hero can spend a benny to transform it
into a Fatigue level. This must be done at the time the wound is suffered;
the Hero can’t wait until later and then make the transformation. He
may spend a benny to attempt to Soak it first, and if he fails, spend a
second benny to make the change.
Normally, however, a Hero will best make use of this effect when he
is already at 3 wound levels. This would enable him to fight on past his
maximum wound levels, at least until the Fatigue reaches Incapacitation
as well. If a Hero reaches Incapacitation through the Fatigue track by
use of this conversion, the Damage Effects Incapacitation table is still
consulted.
In reverse, Fatigue levels can be converted to wounds, also at a rate
of one benny per Fatigue level converted.
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GMs who agree with this reasoning should adopt the option I did in
my own games; each time a Leadership Edge is taken, the player may
also give the character a single skill raise for any skill currently less
than its linked attribute. In this way, such characters can at least get
a small advancement while becoming the kind of leader others will
follow into the Abyss or the Nether.
For example, Halleck Deven, a sergeant in the Grey Rangers, decides
to take Command to better represent the leadership training he’s
received. His Stealth is currently a d6, and his Agility is a d8, so he
chooses to raise his Stealth at the same time.
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How should the intervention manifest? The GM should consider the
sense of story, and unleash his imagination to make it a memorable
event that helps drive the story forward:
• The Heroes have just defeated a powerful foe, and don’t know
what to do next. A raven flies down and lands upon the body
of one of the leader’s lieutenants, giving a harsh caw as it does.
Inspection reveals hidden notes from a source in the criminal
haven of Camden, and an enigmatic tattoo.
In every instance where aid and guidance comes from the powers
of Light and Life, it should be clearly understood that the Heroes
have connected to a higher plane, and are more and more serving a
higher purpose. Their lives are going to become dramatically more
interesting... and dangerous.
Doing good works, driving back the darkness, and working towards
the goals of Life and the Light increases the characters’ “spiritual
signature.” Their spirits are becoming more connected to the mystical
matrix of the world, and this light shines all the way through to
Corelisia. Marked as Heroes, the divine offer what aid when and
where they can, careful not to violate the Compacts.
Saiderin, the Raven, may mark them as well. This inevitably leads to
far greater troubles for them, as the Raven is constantly scouting out
new recruits for the endless schemes he has afoot to protect his beloved
land.
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CHOSEN OF THE HORN
One of the most powerful ways a Hero can connect with the divine in
Shaintar is to become one of the rare Chosen of the Horn. These are
Heroes that the living spirit of the realm, the Silver Unicorn, chooses
to be her champions.
These true Heroes — selfless, dedicated, noble in word and deed
— may come to the direct attention of the Silver Unicorn. She may
subtly aid and guide such Heroes as she judges their worth. Candidates
might catch glimpses of her shimmering form; sometimes at the
height of danger and stress, other times in quiet contemplation in an
appropriate setting.
When a Hero is selected as her champion, the gift comes with great
rewards and great risk. He is often called upon to go into the darkest
and most dangerous situations of the land, striking at the very heart
of evil itself. It is worth noting that those rare groups comprised of
suitable worthies could all become Chosen.
The Chosen gain the following gifts as they rise in Rank. As a Chosen
gains a new Rank, he gains that Rank’s gift. A character gains all the
gifts of his current and previous Ranks when he becomes a Chosen.
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LINER NOTES: A Two-Edged Sword
Intervention from beyond doesn’t just happen for the Heroes;
powerful and important villains in service to Flame and Darkness
are sometimes aided by their patrons. This doesn’t happen quite
as often, mainly due to the “only the strong survive” attitudes
that more evil greater beings have. Nonetheless, there may be
an instance where an acolyte or warlord receives a blessing of
strength or survival from Ceynara, while a necromancer or
shayakar battle leader may gain some positive turn of events from
one of the Necrolords.
For the most part, this is easily represented by the pile of GM
bennies you start with. However, if your benny reserve is low
and the Heroes have been getting some real benefit from their
connections to the Ascended, you should feel free to invoke this
idea. Among other things, it’s a good idea to occasionally show
the players that the enemy has powerful beings helping out, too.
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A G L I MPSE
At the lands of Heroes
OLARA
“We are the wall. We man the gateways to the South. We cannot fall,
lest all fall with us.” These words, spoken by the first king of Olara, set
a standard that the kingdom lives by. Both fatalistic and determined to
live each day to the fullest, Olarans are a tough and resolute people.
All know how to fight, for all must be ready to defend their homes
against the hordes of the enemy that come.
And they always come. Olara is defined by war and inhabited by
warriors all.
THE CLANHOMES
Though there are dwarven strongholds throughout the Southern
Kingdoms, found in all the hills and mountains there, the vast majority
of southern dwarves live in Olara. They share a love of weaponcraft
and standing in defense of their homes. Some believe the strength
and resilience of Olara — its capacity to never truly buckle under
any attack it has faced — comes from the spiritual bond between the
dwarves and humans of the Kingdom.
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THE Fae NATION
If Olara is the armor and shield of the Southern Kingdoms, the Fae
Nation is the source of magical strength. The spiritual heart of the
nation is located in Eldara in the north of Landra’Feya, though there
are elven collectives throughout the region.
Though there are plenty of strong and capable warriors, including
the largest number of skilled archers of any country, the greatest
part of the strength of the Nation comes from the various wielders
of magic among the fae. This includes druids, adepts, and especially
sorcerers.
GALEA
Galea is truly the heart of the Southern Kingdoms, the nation that
founded the alliance and helped all of the member countries and
regions to grow and prosper in the early days. The King or Queen
of Galea sits at the head of the Council of Rulers, guiding and
coordinating in times of war to ensure all benefit from the efforts to
protect the region.
Galea is also the sword of the land. When an enemy marches upon
any country in the alliance, Galea will mount a devastating counter-
offensive to drive them out. Disciplined infantry, powerful cavalry,
dangerous archers, and engines of war developed by the keenest
minds of all races give the Galeans a combined force structure that
has never lost a war.
THE FREELANDS
The Freelands have never had a standing army; the closest thing they
have are the Freelords of Lone Keep. The Freelords are no army;
instead, they are a ragtag band made up of folks of every type and
kind. Sworn to protect the autonomy and principles of the Freelands,
they patrol the nation and provide security and justice wherever they
go.
They are by no means numerous enough to mount a significant force
in a real war. Still, there is always at least a company of Freelords
that rides north when the call is made, ensuring the Freelands are
represented in spirit. Perhaps not surprisingly, the Freelord Company
always performs dramatically well wherever it goes.
The Freelands are primarily the source of supplies and communication
for the armies of the Southern Kingdoms. Combining excellent
shipping and overland transportation with highly efficient logistics, the
merchant guild masters of the Freelands see to it that the armies want
for very little in the field.
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MINDOTH’S TOWER
The home of the Druidic Council, the selected leaders of the vast
majority of the druids in Shaintar, Mindoth’s Tower is an enclave
within the Kingdom of Galea. Its ties to Galea and all of the Southern
Kingdoms run deep. In short, the druids will do everything within
their power to see Light and Life prevail. Mindoth’s Tower sends as
many warriors and healers as they can whenever a war comes to the
Kingdoms, spreading them out among the allied forces as much as
possible.
ARCHANAYA
Like Mindoth’s Tower, the central home of the Church of Light is an
enclave encapsulated by and protected by Galea. Eager to serve and
return the kindness shown them in their earliest days, the Church is
turning out as many priests and paladins as they can, sending them
out into the Kingdoms to help, protect, and teach. As the War of
Flame has raged, the servants of Light have sought to bring battle to
the servants of Flame and Darkness.
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THE BLACK LANTERN
Not every enemy can be stopped on the battlefield and in the Southern
Kingdoms there is a cadre of men and women who stand in the
shadows, firmly opposing the Flame and the Darkness. They seek out
the enemies that hide behind masks and subterfuge, and they root out
the information that the armies of Light and Life need to know.
They are the Black Lanterns.
Black Lanterns are rogues, thieves, spies, merchants, bards, enforcers,
constables, pirates, and many other types, all working to preserve the
Southern Kingdoms through covert actions against their enemies,
seeking out intelligence and passing it along, and providing a network
of communication and support throughout Shaintar.
The most likely way a band of Heroes will encounter any Black
Lantern members is through recruitment. When any of the Heroes
have shown a capacity for the kind of work the Lanterns do, they
may well be approached about joining. Their group will enjoy many
of the benefits if they do — a Lantern’s comrades are often key to a
Lantern’s success.
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