Thusly Begun

	“We couldn’t just… stay here, could we?” The Druidess looked directly at him, waiting for his eyes to meet hers. The Ranger hesitated, continuing to stare across the landscape a moment longer. The vibrant colors, the pure scents, the pulsing of Life in the Eternal Forest still moved him at his very core. They sat upon the highest rise, looking out over the treetops, watching the breezes create waves among the leaves. He could hear the cries and snorts and a multitude of other sounds made by dozens of creatures within a couple of miles. He could see a Fae village in the distance, through the trees; their homes were in balanced harmony with the natural beauty and vitality of their environment.
	This was the perfect place for them.
	“You know better.” He finally turned to face her, his face only just betraying his own disappointment in the notion. “We will abide a while longer, yes, but our brothers and sisters are moving quickly now. Everyone is maneuvering for a position of power and influence, and Jarek is the farthest along of them all.”
	“Jarek!” She spat his name, a foul taste on her tongue. The Druidess had more reason than any to hate her dear “brother.” The Ranger knew this would be all the motivation he would need to apply, though he felt some small guilt at manipulating her feelings so easily. “He and I do, indeed, have unfinished business. Jarek, Thall, and Norvos must all face the consequences of their actions.” Her tan skin darkened further as blood rushed to its surface, and her hands fairly trembled with the fury awakened at her memories.
	“Yes, but do not let your long-simmering hatred overshadow what must be done. We play at games that require a subtlety we are not born to. We must trust the Raven’s judgment in this.”
	The rage swelling in her features subsided as quickly as it had been summoned; such was the power of her inherently peaceful nature. Her eyes grew distant as she looked into the sky, where a flock of dark-feathered birds floated on a high wind. “Indeed. Tiva’s son has sacrificed so much for this. So many years…”
	The Ranger put a gentle hand on her shoulder, and she turned to look him in the eyes. Even after so many centuries, there was still that magical thrill that pulsed in their blood when they were so close. He kissed her, a heady mixture of passion and tenderness, and they held their embrace for many long moments.
	The Ranger spoke gently into her platinum hair, stroking it as he did so. “He has done no less than he was born to, no less than his heart would command. His love for our daughter is not unlike our own – eternal, commanding, and total. For her, and for all that we sacrificed to create. We do not have sole claim to this task, my One. So many strive with us to protect what beauty was born out of such horror.”
	He broke their embrace and gestured down around them, indicating the exquisite and complex wonders of the land below. “Though its name be Eternal, this forest is but a reflection of ideals within the gift we struggled to leave in the wake of the shattering of the Spire. We both know that, should Shaintar fall to the Mother and her minions, this place is doomed to decay and shadow. And fall it will if we act hastily, or if we act not at all.”
	The Druidess closed her eyes a moment, and let her thoughts calm into clarity. “You are, of course, correct, my One. As such, we must wait. And wait. And…” a heavy sigh escaped her, and a tear glistened in the corner of her emerald eye, “wait.”
	“Perhaps,” a new voice added to the stillness. The Ranger whirled; his reflexes undimmed for all the time that had passed, he was ready to draw out weapons and do battle even as his unmatched senses assessed the newcomer. The Soulfinder smiled, inwardly pleased that she had managed to sneak up on the master. Of course, she had cheated. 
	After all, this was her home. One footstep anywhere and she could land the next anywhere else she chose within the Forest.
	“But, my honored guests, you will not have to wait so terribly much longer, I think.”
	The Druidess spoke first. “Do you mean…?”
	“Indeed, I do.” The Soulfinder exchanged a meaningful glance with the Ranger, and he bowed his head and closed his eyes. When he spoke, a mingling of relief and dread colored his words.
	“The Seeker… has been found.”

***
FOREWARD: INTENTS AND PROCEEDINGS <A-Header>

	This product is at the same time similar and different from anything you’ve seen before. It is similar in that it provides a great deal of information about a fantastic world for you to use to tell exceptional high fantasy epic adventures in. This product is different in that it also attempts to address real issues for real game masters trying to use something they did not create themselves to tell a story that truly feels like their own.
	Shaintar: Immortal Legends also breaks the mold of the typical Savage Worlds product. While the standard format for most SW books – innovative and effective as it is – suffices for many fans, there is a segment of the Savage Worlds fan base that has expressed a strong desire for a fully-realized and expressed setting. Shaintar is meant to be that setting.
	However, I’ve not chosen to completely abandon the extraordinary innovations of the SW model, either. Within these pages is the gateway to an extensive Plot Point campaign. Granted, it spans a much larger period of time than most such campaigns, and it is presented in multiple books as well. I am hopeful that this break for the norm will be seen as welcome variant, giving you a truly expansive, epic tale to tell and to live.
	One innovation I seek to add to the mix will be found in various places throughout the book. Called “GM to GM,” these off-set notes will be where I break from the standard descriptions and narratives and, in plain language, explain ideas and thoughts from one Game Master to another. GMs (and players) can read these notes and end up with a much stronger grasp of what I am trying to communicate and how best to play with the ideas presented. Additionally, these “GM to GM” notes will present variant rules ideas, game mastering techniques, and whatever else I can think of that has worked well in my own games and might improve your own experiences.
	Very few settings and sourcebooks are written, in my opinion, with a full emphasis on the knowledge that another person has to read this material and figure out how to make it work in their own game. Too often, GMs and players are left trying to interpret what the writer or designer meant. Rather than spin it their own way, these folks actually do want to “get it right,” so to speak. Alternately, they may be all about shifting from the paradigm the writer intended, but it is still easier to vary from what you understand than to deviate from an unknown.
	The most successful entertainment properties are the ones that combine innovative and creative ideas with recognizable concepts that the audience can relate to. I make no bones about the fact that I have chosen to use traditional ideas, yet I’ve also striven to reshape them and combine them in new ways to present an ultimately unique gaming experience.

CHAPTER ONE: SHAINTAR OMNIBUS <A-Header>

	Every great tale has a beginning, and yours begins here, in the realm that is Shaintar. At once familiar and alien, you will come to know Shaintar as a place you understand completely, while still 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 archetypical and alien, you will come to understand a primal truth – 
	Shaintar, a 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.

OF THE LAND <B-Header>
Shaintar (pronounced “Shine-tar”). The very name speaks of the unique and powerful mythology that defines this world. It is a world of ancient mystery and contemporary intrigue. A world 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 around a dozen islands located mainly to the south. Anything beyond a few dozen miles off the coast in any direction is virtually unexplored, as is the land beyond the Everwall Mountains to the north. 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; Spring, Summer, Fall, and Winter. 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 approximately 25 hours long. The "Thirteenth Hour" of the night often has mystical or superstitious importance. Each year consists of sixteen months of 33 days each, except the first month of the calendar year, which has been given 34 days to maintain proper balance. That day is often treated as a "free day" in many cultures, meant only for festivals or rest. The most common calendars recognize six day weeks, with the sixth day normally being 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, Grey Winds, White River, and Dark Moons (the winter months). These names are in common usage in the Kingdom of Galea, the Prelacy of Camon, and the Elvish Nation. The days of the week have various names depending on where one lives. For example, the sixth day of the week is called Rest Day in Galea, Holy Day in Camon, and Jin'tola Hanais in the Elvish Nation (which means "Day of Reflection").
	There are three moons that 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 they are all three full every four months, and 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 grey. 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 (though the Mists of the Veil have much more to do with it, by far…)
	The main continent is over 1800 miles long north to south and an equal distance wide at its widest point; although this isn’t that large compared to, say, North America, it is a tremendous distance to the Medieval-era traveller.

GM TO GM – DIFFERENT, BUT SIMILAR <Offset>
	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 insane to manage.
	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 25 hour days… I just love the idea of a “13th 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.
<end offset>

OF THE GODS <B-Header>
	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 them, it is intrinsic in their beliefs that there are no "all‑powerful" gods ruling over them, but spirit beings that can provide guidance and even some aid, and that these spirits protect them from the ravages of the Abyss and the Nether, the regions of Corelisia that are home to Demons and Necrolords.
	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 Life. As the Soulfinder, he and those who served him were to oversee Corelisia as a whole and guide the spirits of those who died to their places. But Vainar was tempted by the Necrolords, offered power if he would but open the way for their access to Shaintar and the region of Corelisia that surrounds it. The Necrolords are mysterious and dark denizens of the Nether, a place of great evil. They draw their power from Darkness and corrupt the Spirit realm wherever they gain access to it.
 	Vainar sought to control 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 to do), 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. Spirits of fallen warriors were often sent to her to aid her battle to fight off the Demons so that they could not ravage Corelisia and gain access to Shaintar. But 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.
	Dranak was raised from the Dwarves to become Stonewalker, and the earth and all its treasures became his realm. Illiana, raised from the Dregordians, became Waverider, mistress of the Seas and life‑giving water. From the Avanars, Zavonis was raised to become Windmaster, lord of the skies. The three of them worked to raise up Vainar's sister, Landra, to take on the mantle of Soulfinder. Unfortunately, the doing of this greatly drained their power, and combined with the corruption already present in Corelisia, they are now barely strong enough to withstand the combined might of the Demons and the Necrolords.
	In more recent times, however (during what is now known as the “Betrayal War”), another higher being made its presence known. An entity calling itself Archanon (the same name as the “god” worshipped by the Church of Archanon) began to grant powers to some 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 Corelisia are yet to be discovered.

OF MAGIC <B-Header>
	Magic is very much a part of the world of Shaintar, and it comes in varying forms. Four primary Powers influence matters spiritual and arcane in this world, and  magic is created by the channeling and usage of Essence, the force of spirit energy that permeates all of Shaintar and Corelisia and binds all things together. This Power is most often referred to as Life. There is also corrupted Essence, often called Darkness; this is the Power associated with undeath and corruption. 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 – that of Light. 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.

	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 forth Essence through calculated filters, and then structure certain weavings of that Essence into specific spells. 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. They 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 to wield power 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. Theirs are the powers of the mind and the body; telepathy, illusion, and physical enhancement are all within their grasp with the power of mind over matter they may exert. 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 corrupted while following the Way, and they wield terrible power.
	Necromancers are those who have opened themselves to the magic of the Necrolords, forever damning their souls but gaining them great 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 else they will seek out vampires to embrace them.
	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 strength of faith of the Invoker.
	Arcmancers are those who have discovered the lost secrets of the power of arcfire, a primal force that predates most known forms of magic now practiced in Shaintar. It is the reintroduction of this ancient power, believed lost to legend, that has spurred the current events that trouble the lands. Arcmancy is, by all current understanding, a strange melding of thaumaturgy, sorcery, and the Way, and it requires the use of amber-colored crystals (called crysalites) embedded into techno-magical devices. The mystery of arcfire is one that remains to be unraveled.
	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.

GM-TO-GM – THE MYSTERY OF ARCMANCY <offset>
	You won’t find much of anything else about arcfire and arcmancy in this book. It’s something that comes up in later material, down the road, as part of the grander storyline started here.
<end offset>

OF THE PEOPLE <B-Header>
	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 shayakar (“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, but 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 by the name of their homeland, dregordians. East of Dregordia lies what was once the southwestern portion of the Empire, the Eternal Desert; it is now under contention as the original rulers of the Desert, the humans known as the Youlin Aradi, struggle with each other over control. Continuing eastward across the central portion of Shaintar, there is the Prelacy of Camon, another human‑based nation that is run by the Church of Archanon; 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 and warrior-led kingdom of Olara, whose human and dwarven people have stood against the invasion forces of the 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. Within this area (also called The Wildlands) lies the center of the Fae Nation (in the forest lands of Landra’ Feya), although the Fae people span across the world. The Wildlands are also home to 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. Just south of Galea are the city-states of Mindoth’s Tower (a Druidic enclave) and Archanaya (the home of the “Reformed” Church of Archanon, now called the Church of Light, a branch that has broken with the Prelacy). The southernmost peninsula of Shaintar is the home of the Freelands, an area dedicated to ruling itself without nobility, feudalism or despotism. Scattered throughout the Southern Kingdoms are dozens of Dwarvish Clanhomes, mostly nestled in or around the various mountain and hill regions.
 	Off the southwest coast of the continent, there is the island nation of Korindia, populated by a mysterious people said to be descended from the mixed breed children of humans and Fae from a time when a terrible plague almost destroyed the latter race. Far to the southeast lie the Pirate Archipelagoes, 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 (sadly, since most Nazatirans are peaceful and friendly) piracy.
 	Scattered across the continent are tribes of Aevakar (winged folk, extremely rare) and Brinchie (a nomadic felinoid species).

OF HISTORY <B-Header>
	In the lands of Shaintar, myth and history are intertwined beyond separation. The great conflicts that have defined the eras of the realm have always been rooted in the primal disparities of the Powers that influence Shaintar – Life, Darkness, Flame and (eventually) 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, their conflicts resulted in cataclysmic wars that set back entire civilizations. Only upon the raising of Landra to replace her fallen brother did this cycle of devastation end, for she used her power and position to enact the Covenants. These mystic seals greatly reduced the direct power and influence beings not native to physical realm could have on Shaintar, invoking a countering price for each transgression. As such, each Power’s advocates had to engage in far more subtle efforts to enact their agendas in the realm of Shaintar, relying on those that honor and serve them 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 in the shadows of cities and towns across Shaintar. The Prelacy of Camon, ruled solely by the offices of the Church of Archanon since 2835, seek nothing less that the complete domination of their faith over all the lands of the realm (or so everyone is led to believe). 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, mostly within the cities of the coasts.
On the front line of each Imperial incursion, Goblinesh uprising, and foray from Shaya’Nor and Prelacy forces, 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 (and the countless smaller kingdoms, duchies, and city states that lie within the realm known simply as the “Wild Lands”) has provided troops and resources to the organization known as 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 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 peacekeepers and sheriffs and more towards military action.
The last century, however, has been amazingly peaceful. This is mainly due to the unparalleled victory the forces of Light and Life experienced at the end of what is now known as the Betrayal War. 
Powerful forces waged a terrible war in the physical realm of Shaintar, threatening to tear asunder the very Covenants that Landra had imposed, thanks mainly to a spiritual “loophole” that Vainar and Ceynara combined efforts to exploit. This historic unification of powers and intentions on the parts of Flame and Darkness nearly spelled the end for the forces of Life until the coming of the Light turned the tide. An actual being calling itself Archanon came forth, empowering new followers and those who rejected the hatred of the Church of the Prelacy with powers of Light and faith. 
Even with this turn of events, the evil ones might well have won the day had their own treacherous natures not ultimately gotten the better of them. Making a play for ultimate power, Vainar betrayed Ceynara and attempted to gain the might of the 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 forth the very essence of her rage into Vainar’s avatar form. 
Shoving him through the Gate and into the very Void he sought to unleash upon Shaintar in his final madness, she then fell into a deep torpor as the very Gates of Hell slammed shut. Such was the price of the Covenants, resilient and standing in the aftermath of the battle.
All of this happened in the year 3021.

OF NOW <B-Header>
	The Abyss has been closed off from Shaintar for a century, while the form of Vainar has been lost in the Void and the rest of the Necrolords have fallen in on themselves in disarray. The lands have known a peace and prosperity unlike any time in the last millennia. 
Even so, the Druidic Council of Mindoth’s Tower has been highly active in recent years, gathering intelligence and forces in preparation for Ceynara’s return to power. Their people range throughout the continent and the islands, looking for any sign of activity from those who serve Darkness and Flame. They have already come across rumors indicating that Vainar has somehow been retrieved from the Void and resides deep in the heart of Shaya’Nor, healing in his avatar form.
	Representatives from many lands of Shaintar – Galea, Olara, Landra’Feya, the Freelands, Korindia, Dregordia, and Nazatir, to name the majority – have been gathering in Mindoth’s Tower to meet with the Druid’s newly-formed Centenium Council. The tone of these meetings has changed dramatically in the last year. No longer a gathering of information and ideas and long-range plans, the Centenium Council has become a war council.
	It is the year 3121. They have little choice.
	The Gates of Hell are about to open again…

CHAPTER TWO: HEROES <A-Header>

	The Immortal Legends of Shaintar are its heroes, and this chapter gives you all you need to create just such a hero for yourself. What kind of legend he leaves behind is another matter…

THE PATHS OF HEROES <B-Header>
	Heroes in Shaintar come from all walks of life. What follows are some possible backgrounds, professions, or other starting places that a hero might come from. They are meant to inspire ideas, and to give you a sense of where heroes might come from in the lands of Shaintar.

Grayson’s Grey Rangers. They defend the wilder parts of the Southern Kingdoms, the lands surrounded by Galea, Olara, the Malakar Dominion, the Elvish Nation, and the Freelands. Hundreds of city-states, independent duchies, and bandit kingdoms dot the lands, and the only source of law and protection many know is that administered by the brave and stalwart Rangers. Subsidized by the greater kingdoms (as a means of stabilizing the region), the Rangers are populated by all manners of servitors – folks of armed skill, those of mystical prowess, and some who simply have no place else to go and need a new start in life.
	They make no bones about screening their ranks. Anyone can join who is willing to serve and has some capacity to do so, but those of dark impulses and intentions will not be taken. The Rangers make ample use of the magical talents of priests and druids to sense Darkness or Flame in the souls of those who seek to join, and on more than one occasion they’ve even employed the more direct powers of adepts to know a man’s mind before letting him sign on.
	Those who become Rangers will undergo training that enables them to function well in outdoor settings and on long patrols. Characters who have been Rangers for a time will have some ability in Survival, and will likely have training in areas like Tracking, Healing, and Stealth. 
	As an interesting note (and something many players might want to work with), at any given time about 15-20% of the ranks of the Rangers are populated by soldiers and others sent by the supporting nations.

GM TO GM – AN EXCELLENT PLACE TO START <offset>
This is an excellent “default” background for a character, because any other kind of background can be tied into it very easily. In fact, the campaign that is begun in this book is predicated on the fact that the characters are Rangers. 
Grayson’s Grey Rangers is a perfect tool for getting together diverse characters and giving them a reason to be together. That is, in fact, why I created them. 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 is in a location central to the Southern Kingdoms, and Rangers have a good reason to go just about anywhere.
Of course, 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 what is considered the Wildlands, the Rangers are treated with respect and acknowledgement of their role, usually treated as the equivalent of visiting soldiers of rank and distinction (and high-ranking or experienced Rangers are often treated as knights).
Rangers don’t have to be woodsy-outdoorsy types; many aren’t, in fact. However, 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 they will stand out and tend to be used differently in some missions. 
For this reason, most player character groups will tend to represent the “oddball” squads that sometimes get put together for non-standard Ranger missions… which is absolutely perfect for a good Shaintar campaign!
<end offset>

Knights 

Soldiers 

Druids 

Priests 

Adepts

Sorcerers 

Alchemists 

Rogues 

Ex-Slaves 

Common Folk 

THE MAKING OF A HERO <B-Header>
	Let’s delve into the process of creating a character. You will need the core Savage Worlds book to accomplish this, as everything that follows is supplemental to that material. The flow is exactly the same – choose a Race, build up your base Traits (Attributes and Skills), choose some Hindrances and Edges, flesh out your Derived statistics, and work out your Gear.
	You should also take the Background Details portion of the process very seriously. As a Game Master and as the designer of this setting, I encourage Shaintar GMs to rely on the Common Knowledge tool that was 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.

GM TO GM – STARTING AHEAD OF THE GAME <Offset>
	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 in that they are Wild Cards. There’s nothing wrong with starting a Shaintar-based campaign with 0 XP characters. I guess I just like giving new players a few more “toys” to play with. Starting character with 10 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 it is likely you are showing the SW 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 10 Experience Points added to your character, which means you get two Level Ups 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.
<end offset>

THE RACES OF SHAINTAR <C-Header>
	The fantasy genre is well known for having many different races that a player can choose from in creating their Character. The following are the “standard” Player Character races that may be chosen in Shaintar. However, it is possible for a Player to portray almost anything; the Game Master must simply decide what is fair and playable in the game to be run.
	Some races have Limited Attributes. This means they must expend extra effort in raising these Attributes. Such an Attribute costs 2 points to raise at character creation, and requires two “level ups” to raise during game play.
	Some races have increased Attribute maximums. This means they can expend Level Ups to gain a +1 rating on top of the maximum d12, up to the listed Max. Linked Skills can benefit from these maximums as well, but the Attribute must be increased before the Skill can be taken to that level (unless the Legendary Edges, Professional, Expert, and Master are used; these Edges can also be used to push a Skill even higher past the Attribute maximum, if the Skill is raised through Level Ups first).

ALAKAR <D-Header>
	The 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 the Humans many thousands of years ago (after the Fae were almost wiped out by a necromantic plague meant to destroy them). In fact, the 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. The Alakar make up the bulk of the Fae in Shaintar (around 80%).
	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 16-20).

Alakar: 
•	Heritage: Alakar have primarily Fae blood and are able to start with a d6 in either Agility or Spirit.
•	Low-light vision: The blood of the Fae gives the Alakar the gift of night vision.
•	Keen Fae Senses: Alakar begin with a d6 Notice skill for free.
•	Fae Beauty: The Fae are inherently beautiful and graceful, and Alakar start with a +1 Charisma.
•	Weakness: All Alakar are Vulnerable to Black Iron and Blood Steel (they suffer +2 Damage from those sources).
•	Enemy: All Shayakar and Childer see the Alakar as a racial enemy.

AEVAKAR <D-Header>
The Aevakar are a very rare offshoot of the Fae. Their total population in Shaintar may number in the very few thousand (though no one actually knows for certain) and they tend to keep to themselves as a race. They were nearly wiped out by the Kalanar Empire
As they are Fae, Aevakar share the vulnerability to Black Iron and Blood Steel. In addition, being built for flight also 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 inherent and historical enemies. Any group traveling with a known 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; their feathers almost always match their hair in color scheme. Aevakar have the same life expectancy and maturation rate as Alakar.

Aevakar:
•	Graceful: Aevakar begin with a d6 starting Agility. 
•	Fragile: Aevakar have the Limited Attribute - Vigor
•	Wings: Aevakar have feathered wings that grant them a base Flight speed of 12" (with a “Run” speed of d10). Taking the Quick Edge (specified for Flight) increases this to 15” with a d12 “Run.”
•	Fae Beauty: The Fae are inherently beautiful and graceful, and Aevakar start with a +1 Charisma.Low-light vision
•	Keen Fae Senses: Aevakar begin with a d6 Notice skill for free.
•	Light Frame: Aevakar suffer a -1 to their Toughness.
•	Weakness: All Aevakar are Vulnerable to Black Iron and Blood Steel (they suffer +3 Damage from those sources).
•	Enemy: All Shayakar and Childer (especially gargoyles) see the Aevakar as a racial enemy.

BRINCHIE <D-Header>
The Brinchie are a bipedal race of sentient felinoids who are reputed to come from Norcan Darr (a dangerous realm of “demon children”). They are highly adaptable and fit in almost anywhere they find themselves. They are also highly prized warriors and bodyguards, although their tempers and chaotic nature sometimes hinder their performance in such roles (when the action is slow, at least).
Though gifted in the realms of combat, Brinchie are capable of following any path. Though not as numerous in Shaintar as some other races, they are easily found almost anywhere, doing almost anything. 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 as well. Brinchie tend to have life spans about 80% that of Humans, but they physically mature by the age of 11 or so. Emotionally, they don’t reach maturation much faster than Humans (unless they are of the rare nomadic upbringing, in which case they are pretty mature by age 13 or 14).

Brinchie:
•	Dextrous: Brinchie are incredibly nimble and quick on their feet, beginning with a d6 Agility. Furthermore, their natural maximum Agility is d12+2, and they can reach this with normal Level Ups without applying the Professional or Legendary Edges (which can bump their Agility to d12+3 and +4, respectively). This advantage extends to any Agility-based skills they have, as well, though the natural Agility must be raised to these levels before the skills can go that high. 
•	Flighty: Brinchie are not deep thinkers and have the Limited Attribute – Smarts.
•	Fast: Brinchie begin with a Pace of 8” and Run of d10. If they take the Quick Edge, this is increased to a pace of 10” and a Run of d12.
•	Natural Acrobats: Brinchie have the Acrobat Edge for free (no prerequisites required).
•	Natural Claws: Brinchie can do lethal damage with their bare hands (STR+1).
•	Outsider: Brinchie are still seen by many as still being tainted by their Norcan Darr origins, and the average person is quite put off by their appearance. 
•	Needs Action: When times are slow, the GM may require a Spirit check; failure means the Brinchie character will become irritable and unfocused (temporarily gaining the Mean Hindrance, and suffering a –1 distraction penalty on all Trait Rolls until they get some kind of action.)

DREGORDIAN <D-Header>
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 personal discipline to maintain what they have created - many Dregordians, in fact, have developed mental powers through their discipline. 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 live about 20% longer than Humans, and are considered physically and emotionally mature by the age of 15.

Dregordian:
•	Mighty: Powerful and tough, Dregordians begin with a d6 starting Strength and Vigor. Furthermore, their natural maximum Strength is d12+3, and they can reach this with normal Level Ups without applying the Professional or Legendary Edges (which can bump their Strength to d12+4 and +5, respectively).
•	Ponderous: Dregordians have the Limited Attribute – Agility.
•	Aquatic: Dregordians are naturally amphibious, able to breathe underwater. Their swimming pace equals their Swim skill die type in inches.
•	Natural Swimmers: Dregordians gain a d6 Swim skill at the start for free.
•	Tail and Claws: Dregordians have natural claws that can do lethal damage (STR+1). Their tail is flexible enough to be used as a weapon, as well, doing STR+1 in non-lethal damage.
•	Outsider: Dregordians are pretty much alien to every other race, both in appearance and mentality.
•	Weakness: In cold weather conditions (40 degrees Fahrenheit or lower), Dregordians must make Fatigue-resisting Vigor checks every hour; they are automatically Fatigued in temperatures below 0 degrees.
•	Battle Rage: Dregordians who are in battle must make a Spirit check every round. Failure means they have come under the sway of their bestial nature; they must make Wild Attacks for the rest of the battle, and temporarily have the Bloodthirsty Hindrance. They can spend an action doing nothing else to make another Spirit check at –2 to get out of this state, but only if they are not directly threatened by an opponent.

DWARF <D-Header>
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 shorter stature, Dwarves give the impression of being immovable and unkillable. They have a fondness for all things mechanical, though they are at first warriors and defenders of their homes (having battled everyone for their place in the world at one point or another). 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 2/3 the height of humans, but have dense and powerful builds. Despite vicious rumors to the contrary, Dwarven women do not have beards, and can be quite attractive. Due to their penchant for underground dwelling, Dwarves run to the pale, unless they spend an inordinate amount of time outside. Dwarves live about twice as long as Humans, and reach emotional and physical maturity about the same time as Humans.

Dwarves:
•	Stalwart: Powerful and tough, Dwarves begin with a d6 starting Strength and Vigor. Furthermore, their natural maximum Vigor is d12+3, and they can reach this with normal Level Ups without applying the Professional or Legendary Edges (which can bump their Vigor to d12+4 and +5, respectively).
•	Stoic: Dwarves have the Limited Attribute - Spirit
•	Slow: Short and stocky, their Pace is 5".
•	Low-light Vision: The darkness of the caves requires keen eyes.
•	The Old Ways: Dwarves gain a +2 to all checks (such as Repair, Notice, and Knowledge) involving stone, earth, metals, and mechanical devices.
•	Intestinal Fortitude: Though not particularly spiritual, Dwarves are nonetheless very courageous. They draw strength from their connection with the mountains and stone. As such, the Guts skill for them is linked to Vigor instead of Spirit.
•	Cannot Swim: So dense, a Dwarf sinks like a stone in any water.

GM TO GM – DWARVES ARE COOL, THAT’S WHY <Offset>
	Some might wonder why I leave Dwarves pretty much as the “standard” they are in any setting. The simple answer is – why mess up a good thing? There are certain things you expect when you think “dwarf” in a fantasy setting, and I don’t care to screw that up.
	Alternately, I embrace their traditions and stereotypes and give them deeper meaning in Shaintar. Their very metaphysical nature roots them in the solidity of stone and earth, and they are the descendents of another race called the “Builders” that had a profound effect on the ancient world. There are, in fact, very deep and powerful mysteries about the nature of the world that the Dwarves are very connected to, mysteries that will be revealed over the course of tales and adventures to come…
	Oh, and Dwarves of the far north have Nordic accents, Dwarves of Olara have Germanic accents, and southern Dwarves have Scottish accents. Because.
<end offset>

ELDAKAR <D-Header>
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 that almost every other race use in some way. They are the greatest of the Fae (Elves), with the exception of the extremely rare Faelakar (beings of mostly spirit who are almost unseen in Shaintar).
For all their influence, the power of the Eldakar has faded in the most 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 the world (although more than a few have washed their hands of such noble causes and, instead, use 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 whose ages reach into the thousands of years will start 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 somewhere around the age of 30 or so.

Eldakar:
•	Immortal Grace, Acumen, and Will: Eldakar begin with d6 starting Agility, Smarts, and Spirit
•	Gossamer: Eldakar have the Limited Attributes - Strength and Vigor
•	Low-light vision: The blood of the Fae gives the Eldakar the gift of night vision.
•	Keen Fae Senses: Eldakar begin with a d6 Notice skill for free.
•	Unearthly Fae Beauty: So infused with the beauty of the Fae, Eldakar enjoy an inherent +2 Charisma.
•	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.
•	The Price of Immortality: Living forever takes a toll, as does being part of a culture steeped in mystery and mysticism. All Eldakar must choose one additional Major or two Minor Hindrances for no added benefits (Young is not an option).
•	Weakness: All Eldakar are deathly Vulnerable to Black Iron and Blood Steel (they suffer +4 Damage from those sources!).
•	Enemies: All creatures of Darkness and Flame will seek to kill an Eldakar given any chance.

GM TO GM – MY VERSIONS OF “HIGH” AND “WOOD” ELVES <Offset>

{insert material from 030405 here}

SKILLS IN SHAINTAR <C-Header>
	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 <E-Header>
	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 <E-Header>
	Don’t bother having anyone waste points on this. If they have reason to be able to manage a cart, wagon, or coach, let it be a Common Knowledge default.

HEALING <E-Header>
	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 rolls to provide 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 <E-Header>
	The following are some Knowledge focuses that are of regular use in Shaintar.

•	Knowledge (Cosmology): This skill means the character has understanding of the Four Powers, the greater beings that serve those powers, the Aether, Corelisia, and other major metaphysical concepts.
•	Knowledge (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 a result being observed.
•	Knowledge (Flame Creatures): The specific study of the monstrous creatures from Norcan Darr, as well as knowledge of other minor demons and demonic creatures that may invade the lands of Shaintar.
•	Knowledge (Dark Creatures): The specific study of creatures both undead and beings otherwise corrupted by Darkness.
•	Knowledge (Navigation): The very specialized (and highly-prized) skill of navigating the seas surrounding Shaintar and the islands.
•	Knowledge (Legend Lore): A variant of History knowledge that deals primarily with tales of heroic adventure, magic artifacts, and mysteries of the ancient world.
•	Knowledge (History): An incredibly useful skill that would effectively permit the player to recall just about anything on the Timeline when needed.
•	Knowledge (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.

LOCKPICKING <E-Header>
	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 <E-Header>
	No character in the Shaintar setting would have reason to have this skill.

REPAIR <E-Header>
	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.

GM TO GM – A NOTE ABOUT COMMON KNOWLEDGE <Offset>
	You should really push your players to come up with solid background stories and histories. Make sure they understand that their Common Knowledge benefits depend on the effort.
	When I run Shaintar, I often allow “Common Knowledge” rolls that use something other than Smarts, if appropriate. If someone has a professional background in gem cutting, for example, I will let them use their Agility die for any attempt at cutting a gem. Someone with a background in heavy lifting (such as a dock worker) might gain a +2 “Common Knowledge” bonus to any Strength check that involves pure lifting.
<end offset>

GM TO GM – LANGUAGES <Offset>
	I generally agree that creating language barriers in a game is more trouble than it’s worth. However, there are certain character concepts that are enhanced by the idea of being able to speak languages most other people don’t know, and it can be interesting when there is something happening and being able to speak the language is part of the solution to the problem.
	Plus, languages simply add a lot of depth and believability to the fantasy gaming experience. They are expressions of culture, and a sign that not everyone comes from the same place.
	For your own campaign, you should feel free to ignore the language issues and just assume everyone can talk to each other that needs to. For my campaigns, however, I prefer a little structure. 
	First off, everyone can speak the language of whatever race or culture they are from (if that race has its own language). In addition, they can speak the prevalent language of whatever region the campaign is based in. For most campaigns, this will be in the Southern Kingdoms, and Galean is the “common tongue.” 
	In addition to whatever regional language and cultural language the character should be able to speak, they may select one additional language for every die code of Smarts they have above d4. Thus, a character with a Smarts of d10 can speak their native tongue, the regional language (which, admittedly, may be the same thing in many cases), and three additional languages. 
	On top of that, a character may choose one additional language for every Knowledge skill they start with. Choosing a new Knowledge skill as a Level Up does not confer a new Language for the character. Thus, the above d10 Smarts character, having 2 Knowledge Skills at the end of character creation, will have a total of 5 additional languages on top of their native tongue and regional language.
	If a player wants their character to learn a new language over the course of game play, and the character has reasonable access to a means of learning this language, they can spend a Level Up acquiring the new language. That’s all they can do with that Level Up, though.

LANGUAGES OF SHAINTAR <E-Header>
	
Galean 
Human, “Common” language of the Southern Kingdoms, the Freelands, and the Wild Lands.

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.

Kalinesh 
Human, language of the 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 island of the seafaring Nazatirans. Also very common in most of the southern waters.

Malakaran
Human, language of the Dominion. A combination of Galean, Kalinesh, and Aradish.

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 tongue of the lands of Shaya’Nor.

Korindian
Similar to Fae, but with many Galean, Kal, and unique words mixed in such a fashion to make it stand out.

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, difficult to master as an outsider (requires two Level Ups).

Goblinesh
The language of Goblins, Orcs, and Ogres.

Brin
The ancient language of the Brinchie, not even commonly spoken by most of them anymore (unless the background story suggests otherwise, a Brinchie character’s “native” language will be determined by whatever region they are from). 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. Difficult to learn, and each species of Childer has its own distinct dialect.
<end offset>

HINDRANCES IN SHAINTAR <C-Header>
	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, so some notes on the matter are warranted.

ALL THUMBS <E-Header>
	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, there is a class of Gear that will come up in later books that a character with this Hindrance will have certain difficulties with. That’s pretty much all that can be said about it, for now…

BLOODTHIRSTY <E-Header>
	See the “GM to GM – Bad Guy Hindrances” note about this one.

CODE OF HONOR <E-Header>
	See the “GM to GM – Good Guy Hindrances” note about this one.

GM TO GM – BAD GUY HINDRANCES <Offset>
	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 hardly. If that’s what you, as a GM, want to do, there are certainly any number of approaches you can take to do it.
	However, that’s not what I do, it’s not something I think I will ever do, and it’s not how I designed the material.
	Having said that, there are certain Hindrances that I identify as “Bad Guy” oriented. I do not permit them, or else I highly limit 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 to often, these conflicts are gratuitous and utterly destructive to the fun and sense of fellowship one want 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 if as an excuse to just be a blood-drenched killing machine, I recommend not allowing it.
	The Major level of Greedy is another Hindrance I generally just don’t allow; it is too primarily geared towards creating 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 to 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 back story and I think I can trust them.
	Vengeful is another borderline Hindrance. On the one hand, it can be an excellent backstory-defining element for a character. On the other, it can a license to be a vicious killing machine that goes 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.
<end offset>

DOUBTING THOMAS <E-Header>
	This Hindrance simply doesn’t fit into a land like Shaintar, where magic and the supernatural are very much a part of every day life, or at least part of the common collective knowledge.

ENEMY <E-Header>
	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).

•	The Prelacy of Camon
•	The Malakar Dominion
•	The Kal-A-Nar Empire
o	The Az-agkar
o	The Tor-mastak
•	Shaya’Nor
•	The Brotherhood of the Fallen
•	The Clan of the Night
•	The Lords of Fire
•	The Dragon Cult

All of these are described in greater detail later in this book.

GREEDY <E-Header>
See the “GM to GM – Bad Guy Hindrances” note about this one.

HEROIC <E-Header>
	See the “GM to GM – Good Guy Hindrances” note about this one.

GM-TO-GM – GOOD GUY HINDRANCES <offset>
	As said elsewhere, Shaintar is a Heroic Fantasy setting, and when I run campaigns in it, I urge my players to create characters that can fit into that thematic frame. This doesn’t mean they all have to be white hat wearing goodie-two-shoes, not by a long shot. It just means they have to fit into the story in a way that puts them on the Good Guy side of things.
	To that effort, I insist that each player choose at least of three Hindrances as part of the “Hindrance Package” – Code of Honor, Heroic, or Loyal. Each one of these Hindrances encourages the character to have some reasonable reason to “do the right thing” and pursue the storylines that come up.
	There are plenty of sources of evil and plenty of wrong things to be righted. The sources are both supernatural and political in nature, and the characters can end up in some very deep, intricate plots. They don’t have to be anti-heroes or secret villains (ready to backstab the rest of their party) to have in-depth experiences in Shaintar.
	By requiring at least on of those Hindrances, I ensure that there is at least a significant reduction in unnecessary and destructive party conflict. Furthermore, I make it easier on myself in terms of motivating the characters to get involved in stories that are less about personal gain than they are about serving the cause of Good against very powerful Evil.
<end offset>

ILLITERATE <E-Header>
	It may seem strange, but this Hindrance works just as written in the core Savage Worlds book. Most societies in Shaintar are very socially progressive, and as such, reading and writing is fairly common.

LOYAL <E-Header>
	See the “GM to GM – Good Guy Hindrances” note about this one.

MEAN <E-Header>
	See the “GM to GM – Bad Guy Hindrances” note about this one.

OUTSIDER <E-Header>
	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 lands that lie between the Kal-A-Nar Empire and Shaya’Nor could easily take this Hindrance as well. As well, a Human raised in one of the “Bad Guy” 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 <E-Header>
	See the “GM to GM – Bad Guy Hindrances” note about this one.

VOW <E-Header>
	Some of the Professional Edges have a type of Vow attached to them, called “Vow: Tenets of Faith.” It’s pretty simple, really – the character is expected to be a devout and faithful follower of the spiritual path associated with the Professional Edge. The character must stay true to this vow or receive some sort of punishment (which could range from temporary loss of Bennies to losing the ability to use any Arcane Background abilities).
	Additionally, some may have another type of vow common in Shaintar – “Vow: Organizational Obligations.” This vow would indicate that the character is part of some kind of group (an order of knights, a guild of specialists, or a military group) that they have duties they must perform for.

EDGES IN SHAINTAR <C-Header>
	The Savage Worlds rules are necessarily geared towards simulating almost any possible genre, and they do a wonderful job of it without being too cluttered. However, to reflect some of the unique elements of Shaintar, I needed to do two things – make some notes about the existing Edges in the Core Book, and add in some Edges that accomplish goals specific to expressing Shaintar.
	So the first part of this section will deal with the Edges from the Core SW book, providing some notes and interpretations of how they are best used (or not used) in Shaintar: Immortal Legends. The second part will get into the new Edges created for Shaintar, as well as those Edges brought over from other Savaged sources that fit very well into Shaintar.