WHITE SILVER, BLOOD STEEL
The Shaintar Chronicles

A FUZION-Powered™ Game

Sean Patrick Fannon 
(Version 5, March 10, 1998)

“WINGS IN THE SKY”	2
WHAT’S IN THIS	5
SHAINTAR ALMANAC, AT A GLANCE	6
THE WORLD, AND THE UNIVERSE, AT LARGE	6
THE PASSAGE OF TIME	7
CORELISIA, THE WORLD BEYOND	7
MATTERS OF LIFE AND DEATH	8
SHANAIS AND TARGON, THE CREATORS	9
THE ASCENDED	10
ARCHANON	11
LESSER SPIRITS AND GUARDIANS	13
Spirits of the Ascended	13
Spirits of the Lightbringer	14
THE NETHER AND THE NECROLORDS	14
Vainar	15
The Thirteen	15
The Dead World (Shivak-Novos)	17
THE ABYSS AND DEMONS	18
Ceynara and Uldor	18
The Demon Lords	19
The Hard Lands (Havak-Nor)	19
MAGIC	19
ESSENCE, THE SOURCE OF LIFE	19
Darkness, Essence Corrupted	19
Flame, Essence Undone	19
Light, Essence Intensified	19
MAGES AND THE PATTERN	19
DRUIDS AND THE PATHS	21
ADEPTS AND THE WAY	21
PRIESTS AND THE LIGHT	21
NECROMANCERS AND THE NETHER	21
DEMONIMANCERS AND THE ABYSS	21
RITUALS, ALCHEMY, AND GREATER ENCHANTMENTS	21
PEOPLE AND THEIR PLACES	22
SUMMARY	22
THE KINGDOM OF GALEA	22
Facts in Brief	22
Historical Overview	22
Society	22
Titles and Ranks	22
The Noble Houses	22
Of Special Interest	22
The Army of Galea	23
The Navy of Galea	23
The Order of the Silver Unicorn	23
Galean Towns, Cities, and Strongholds	23

***INSIDE COVER: A Standard Fuzion Settings layout, similar to C:NM***

***FIRST FEW PAGES: I think a “mini-comic” would be great; I want to present Shaintar as a “comic-book/anime/fantasy realm,” very “Lodoss Wars” feel***

“WINGS IN THE SKY”

***PAGE ONE

Panel 1
Four Characters (Female Elf Ranger with Bow and Longsword, Male Orc Warrior in Plate&Chain with Great Mace, Female Human Druidess with Carved Staff, Male Dwarf Mage, no weapons)  in foreground, their backs to us. They are looking over a small rise and over some foliage into a tiny village. Most of the buildings look damaged, some are on fire. They can see some bodies. It is daylight, clear weather.

Narration
“We knew it was bad. We had no idea how bad…”

Panel 2 (inset of 3)
Close-up of the face of the Elf Ranger - blue-white hair, crystal green eyes, grim face.

Narration
“The Childer have gone too far. I haven’t seen this kind of carnage since…”

Panel 3 (most of the bottom half)
Group Shot of the Heroes moving forward - all look grim and determined, and the Dwarf Mage has a ball of light sparkling in one of his upturned hands.

Narration
“…the Avatar War.”

Orc Warrior (Krell)
“We had best be on our toes, Rangers. I smell Ratlings, and I don’t think they’ve gone too far.”

PAGE TWO

Panel 4
Group Shot, from behind. Krell and the Elf (named Sherayna) are “on watch” as the Dwarf (named Unrik) looks at “reader” over his shoulder, his eyes magically aglow. The Druidess (named Canneris) is knelt down beside one of the bodies, obviously looking to help. They are in the main street of the village; smoke billows out of a nearby shop, and broken bits and bodies are everywhere.

Unrik
“I sense no powerful magics, but the little scags are bloody good at hiding.”

Sherayna
“Canneris?”

Panel 5 (small)
Close up of Canneris’ hands closing the victim’s eyelids

Canneris
“It would seem that we are too late…”

Panel 6 
Group Shot, from a side-front angle. Unrik and Sherayna both have hard looks in their faces, while Krell’s and Canneris’ faces are turned downward.

Narration
“Too late… again.”

Krell
“Damn…”

Panel 7 (smaller)
Closer shot of Krell, his face obviously in pain and anger

Krell
“Sherayna, these people counted on us! Damn Vainar’s Eyes, we were supposed to protect - !”

Off-Screen Voice
“YYEEEAAAARRRGGGHHHH!!!!”

PAGE THREE

Panel 8
A minotaur comes bursting through the wall of the building next to Krell, a huge axe barely blocked by the orc’s great mace as the two are tumbling back. 

Panel 9 (Large)
Krell is using the minotaur’s momentum to roll him off. Ratlings are pouring into the street (8 of them, from different directions). The other three heroes are back-to-back-to-back, ready to fight.

Unrik
“I’ll take the three over here”

Sherayna
“I can handle those two, and then help Krell. Canary…?”

Panel 10 (small, inset of 9)
Close-up on the Druidess’ tense, sad face

Canneris
“I know… I know…”

PAGE FOUR

Panel 11 (long and wide)
Canneris holds her staff in front of her with both hands. Her eyes, hands, and the staff all glow with a greenish-white light, which extends away from her towards three ratlings. We also see a partial shot of Sherayna firing her bow off in another direction.

Canneris
(In a “mystic” font) “Dranak, hold these enemies of Life where they stand!”

Panel 12
Closer shot of the three ratlings; the ground beneath them is a mass of hardening mud, obviously holding them in place. They are screaming and in distress.

Panel 13 (inset of Panel 14)
Close-up of Unrik’s face, eyes aglow, grim smile

Unrik
“[insert odd, mystical symbols where his words would be]”

Panel 14
From behind Unrik, we watch the three ratlings advancing on him explode in magical energy 

PAGE FIVE

Panel 15
Wide Shot, we see Sherayna dodging one of the ratlings, who swings a wicked, barbed blade at her. The other lies dead nearby with an arrow through its throat. We also see a battered and bleeding Krell landing a solid blow in the mid-section of the minotaur.

Narration
“A minotaur! It must be worse than I thought. It must mean…”

Panel 16
Close shot of Sherayna jamming an arrow in the throat of her ratling attacker with her bare hand.

Narration
“… that a Cauldron is open nearby!”

Panel 17 (inset of 18)
Close-up of Sherayna’s face, in profile, speaking.

Sherayna
“Krell, hang on! I’m coming to he-!”

Panel 18
Krell, leaning on his great mace, one foot on the corpse of the minotaur. He is smiling, although obviously injured.

Krell
“A little late, Sher. Maybe next time.”

PAGE SIX

Panel 19 (inset of 20)
Upper torso Group Shot as the heroes gather. Canneris is laying a glowing hand on Krell’s arm. Unrik is looking up, fear entering his features.

Unrik
“Friends, I fear this is only the beginning…”

Panel 20 (Full, splash page)
We are looking up from “under” the heroes, as though they are circled around us. They are also staring up. Dominating the sky above all is the immense form of a dragon flying overhead, headed for someplace else entirely and unaware of them.

Narration
“Yes. It is only the beginning. And it may very well be our ending…”***

***TITLE PAGE STUFF***

***TABLE OF CONTENTS***

WHAT’S IN THIS

Flashing blades! Explosive sorcery! Powers wondrous and terrible. Creatures fantastic and horrifying. Ancient mysteries and myths. Political intrigue and passionate romance. For all the years it has been around as a genre, nothing compels us quite like heroic fantasy.

Thus, we are very glad to bring you this next release in the Fuzion Campaign series, WHITE SILVER, BLOOD STEEL: The Shaintar Chronicles. This fills out the Fuzion line with a completely integrated fantasy genre campaign, one that has been in development for many years. In fact, Shaintar was originally slated as a Fantasy Hero campaign world, but with the advent of the Fuzion system, it can be even more fully realized as the ultimate fantasy gaming experience.

In this book you will find a fully fleshed-out world, complete with races, nations, political structures, massive amounts of history, immersive current events, and a richly-developed mythos and cosmology. There is enough here to start a campaign that will last for many years to come; furthermore, any GM can easily use Shaintar to extend their current campaign indefinitely - it is a whole new realm to explore and adventure in, no matter what system you prefer.

WHITE SILVER, BLOOD STEEL is, however, very much a stand-alone game. It contains game stats to create any kind of character you can imagine in a classic fantasy genre setting (and, maybe, quite a few you never considered). There are 11 established PC races, but anything is possible using the Fuzion rules. Similarly, there are 4 styles of magic for the PC (including hundreds of spells already worked out); however, the Magic System and Spell Creation rules allow the GM and Players to create almost anything they can think of, from singular “special powers” to full-blown magic systems all their own.

Add to this the complete rules for character creation, skill and task resolution, combat (including extensive and detailed “Campaign Switches” and “Plug-Ins” to add enormous detail and flavor to your campaign, such as Martial Arts and Expanded Fantasy Combat Maneuvers), gear and equipment lists, a complete Shaintar Bestiary, and many other customizable features, and you have in your hands quite possibly the most complete and yet open-ended fantasy gaming product ever.

You can use WHITE SILVER, BLOOD STEEL in either of two ways - to run stories and campaigns set in the incredible world of Shaintar, or to create and run fantasy campaigns in worlds of your own design or desire.

This product contains a complete set of the Fuzion rules, customized for fantasy genre gaming. These rules are compatible with CHAMPIONS: THE NEW MILLENIUM, BUBBLEGUM CRISIS: THE RPG,  and SENGOKU, as well as any other Fuzion-Powered™ game. As such, you can use what you find here to add fantasy and magic elements to those games, or add their unique elements to a fantasy setting. Pretty much whatever strikes your fancy. 

The shadows of Darkness spread across the lands, and Flame threatens to consume all. Life and Light stand stalwart against the hordes, but Heroes are needed to protect the lands and their people. It is time for you to make certain that the story of Shaintar… is your story!

SHAINTAR ALMANAC, AT A GLANCE

The best place to start as you begin your tour of this new world is on the greater scale of things. Herein lies a brief description of the general physical facts of Shaintar - what makes this world both similar to and quite different from our own Earth.

***We have to decide what to do about the map - it’s huge and detailed, much like the classic Greyhawk***

***These “Side Notes” can be Side Bars, Grey Boxes, or whatever looks best***

***There will also be "GM Notes" that should look different from the "Side Notes;" these will be much less formal and will detail my take on things as the Designer and the Game Master of my own campaign, something that I think will be very helpful***

Side Note - From here on, any terms expressed in Bold will be found in the Glossary (Appendix I); they will normally only be “bolded” once.

GM Notes - This is where you will be able to find notes and advice from me from the perspective of one Game Master to another. It's one thing to write everything up in a nice a formal fashion, lay it all out, and say "Have a great time." However, time and again, gamers find themselves wishing they could ask the writer what they really meant by something, or how they used certain elements in their games. So I am going to try and anticipate some of this by including such information in this format. After all, reading and writing something for gaming is one thing, but running it is altogether different.

THE WORLD, AND THE UNIVERSE, AT LARGE

The “Known World” of Shaintar is comprised of one primary continent and a few surrounding islands, most of which are located to the south. The rest of the world is virtually unexplored, including the land beyond the indomitable, miles-high Everwall to the north. 

It is presumed that Shaintar is a spherical world, but no expeditions have successfully proven this fact (at least none that have managed to enter their findings in official records). If Shaintar is spherical, it is likely that the main continent (where most, if not all, the adventures of any given band of heroes will likely take place) is located in roughly the same region as the continent of North America on what we will hereafter refer to as “Real Earth” (or R.E.).

It is generally accepted that there are one or more lands located to the East of the main continent; this is where the mysterious and oft-hated Easterners hail from. There have been very few expeditions to make it all the way there and back again; what little information that has been gathered indicates that the realm of the Easterners is one comprised of “endless islands, great and small, for as far as a man could ever sail.”

GM Notes - This area is where I plan on placing all the relevant "stuff" from the SENGOKU material, also published by Gold Rush Games. Any characters from this mysterious region can be easily created using the SENGOKU sourcebook, although a mixing of material from both sources will be more appropriate.

The main continent of what we call Shaintar is over 1200 miles long north to south (at it’s longest stretch, near the center) and a nearly equal distance wide at its widest point (in the far north). A determined traveler, astride a healthy horse, can expect to cross from one end of the mainland to the other in around 40 days.

Side Note - The continent of Shaintar is in the “ballpark,” size-wise, to the largest part of Europe.

The climate of this realm is generally temperate, and there are four recognized seasons; Winter (“Survival Time”), Spring (“Planting Time”), Summer (“Growing Time”), and Autumn (“Harvest Time”). The northern regions are cooler and prone to harsh winters; the ground is harder and more difficult to work, but not impossibly so. The south is warmer, tending towards high humidity, more rain, and greater lushness; it is a much preferable growing area. The western regions tend to be more arid than the east, making the southeast portion of Shaintar the richest and most desirable farm land.

Most learned folk see the night sky and know that the “pinpricks in the curtain of night” (to quote Ramirez from the movie “Highlander”) are actually stars - heavenly bodies that lie very far away from their own world. Those who are less knowledgeable will, if asked, merely shrug and say that they are very pretty, thank you, have another beer…

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 concurrent fullness cycles; thus they are all three full every four months (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 sea-borne exploration is quite difficult and rarely endeavored.

THE PASSAGE OF TIME

There is one sun in the Shaintar sky, and the days are marked as 25 hours long. The days are measured (by those who note such things) in blocks of 12 hours each - they are divided into “Early” and “Late,” such as “We shall break our fast at Early Six,” or “Meet me at Taggan’s Pub around Late Four.” The "Thirteenth Hour," found in the dead of night between Late and Early, often has mystical or superstitious importance. 

Side Note - There are such things as Clocks, which were developed by the Dwarves many years ago. They look much like Real Earth clocks from the old “wind-up” period of our history. However, Shaintar clocks have only an “hour hand” that makes its way around the 12 hour marks of the clock. They also have a smaller “face within a face” where a tiny dial spins during the “13th Hour.” Thus, the outer hand marks the Early 12 hours, and then marks the Late 12. It “freezes” during the 13th Hour, when the smaller hand spins. After that, the outer hand begins its journey again.

Each Shaintar 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 with the seasons. 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, the Elvish Nation, and most of the Southern Kingdoms (there are Kalinesh equivalents used in most of the northern regions). In most places, the days of the week have no special names, save the sixth day, which is called Rest Day in Galea, Holy Day in Camon and Archanaya, and Jin'tola Hanais in the Elvish Nation (which means "Day of Reflection").

Side Note - There is a later section that features a calendar for a full Shaintar year, including festivals and other notable dates.

CORELISIA, THE WORLD BEYOND 

This section deals with the rather extensive cosmology of Shaintar - the realms of creation, magic, and spirit. Corelisia is the name of the vast spiritual realm (perhaps better described as a plane of existence) that exists “Beyond the Veil” from Shaintar. Some refer to Corelisia as the Astral Plane, others call it the Ethereal World, while still others consider it the Land of Dreams. It has many more names as well; perhaps it is all of these things and more.

It is believed that, if one has the means and knows the way, they can travel through Corelisia and go anywhere. Those mages who concentrate their studies on Patternology are aware that there are many other worlds and realms connected to Corelisia. They also know that travelling to these other realms is extremely dangerous, with the chances of returning to Shaintar remote at best.

Though it defies absolute definition, Corelisia is nonetheless of primal importance to the spiritual makeup of Shaintar and its people.

GM Notes - Corelesia is a really great excuse for you to bring in pretty much anything you want. It also stands as a means to get your Heroes into any realm or world you like. I have used Corelesia as a parallel Astral Plane, a "dreamscape," and a place of infinite roads leading everywhere.

MATTERS OF LIFE AND DEATH

Corelisia is believed to be made up entirely of spiritual energy, usually referred to as Essence. Just as we tend to believe that, in Real Earth, all things physical are ultimately broken down into the “building blocks” of molecules, atoms, and quarks (or even smaller units, perhaps), so are all things metaphysical in Shaintar ultimately constructs of Essence in one form or another.

Thus, the “spark of life” that exists in all living things is a concentration of Essence focused into that living thing. As the entity grows, so does the Essence within them. When living things die, that Essence is released back into Corelisia. If the entity in question was what we would call sentient (a thinking, self-aware creature), then that Essence usually retains cohesion and purpose - it is a “soul.”

It is believed that there are many things that might happen to a soul once it is released into Corelisia. This almost always depends on the beliefs and practices of the being whose soul it is. Some souls (if they never really knew what they believed) might wander and explore Corelisia for any amount of time, discovering untold possibilities, or perhaps nothing at all - depending, it would seem, upon their state of mind and desires. Others, those who followed very specific paths and beliefs, will likely meet similar souls and other spirit guides to help them find the place or places they seek upon their passing (often some form of “Heaven,” or else some spiritual service they are expected, or expecting, to perform), while still others may find an opportunity, or are guided, to return and try again as a different being (reincarnation).

Then there are the souls of those who ally themselves with more sinister and evil forces. Depending on their standing and the favor their “gods” may show, they could find themselves made into the images of powerful spiritual beings within the realms of those they served. More than likely, however, their spiritual energy will be merely consumed or perverted to some darker or more devilish purpose, and they will be forever subjugated (at best) or utterly destroyed (at worst).

GM Notes - I have never liked resurrection in any forum, but especially not in gaming. I could never reconcile the idea that the Greater Beings of a world would blithely ignore the patterns of Life and Death for a few hundred gold, or even simply because some Hero fell in their service. Especially while they let hundreds and even thousands of innocents (especially children) die, often in such horrible fashions that Heroes are called out to avenge them. If the power to bring back the Dead is available, why not use it for everyone? And if you cannot, what special properties do Heroes have that make them more worthy than a Great King, or a Beloved Priest, or even a Precious Child?

The point is, I feel that the possibility of resurrection cheapens the impact of Death on the world and the story created by game play. As such, I never allow it. I have allowed some rather spectacular saves from "pretty much almost all the way dead," but once it is established that a character is dead, they are Dead.

If you, as a Game Master, do not wish to be so "harsh," there is a Druid Spell called Landra's Restoration that can be used as a means to resurrect. However, I strongly urge you to incur some kind of powerful and lasting sacrifice for its use.

SHANAIS AND TARGON, THE CREATORS

Much of what is known regarding the creation of Shaintar comes from ancient Fae legends. Of course, many feel that they would know, since there are at least a few of their kind that are still around from that time(!).

Shanais is often referred to as the “Spirit Mother,” while Targon is usually called the ”Lord of Heaven.” Little is known about them - very little. The Fae texts refer to them as ancient entities that bonded on a level impossible for any living thing to understand, and that this bonding resulted in the land of Shaintar being brought forth. More modern treatises propose that they are primal spirit beings that are driven to create, though for what purpose is often the source of debates that rage for entire lifetimes.

Some of the more accepted legends hold that Shanais opened "pathways" for the Dwarves to make their way into this new world, although from where is (again) the matter of some debate. Although some legends hold that the Goblinesh "stole" their way through these same paths, others claim that another "greater being," (an entity who hates Shanais and Targon, called the “Grey Wanderer” in certain ancient scrolls written during the time of the Empire of the Golden Crown) led the Goblinesh into Shaintar. Still others maintain that Shanais herself led the Goblinesh through, as she had done for the Dwarves. 

These same legends hold that Targon created breaches in the "Veil" between Corelisia and Shaintar, allowing the Fae to take "living" forms in this new world. Other legends hold that the Avanars, jealous of the special status of their “cousins,” sent some of their own through these breaches. 

It is unclear in any of the legends as to where the reptilian Dregordians came from; some hold that they simply "came about" as a result of Shaintar's own evolution. Regardless, the Creators clearly saw them as their "children."

GM Notes - The vagueness of this information is intentional. Just as religious and theological debate is a major pastime in our own world, so it is in Shaintar. Leaving such things undefined or with open interpretations allows for a richer world in which many possibilities exist. This also allows the Game Master to construct really amazing epic storylines in which such information is revealed, often a key point in the greatest of fantasy stories.

As they surveyed their creation, it is said that Shanais and Targon jealously guarded those who they had given favor to, and gave them unfair advantages over those that their mate had favored. When they found their "children" fighting over which of them was the "greater," they despaired of their own arrogance and lack of wisdom. 

As a sign of their unity, Shanais and Targon created Humans together, and brought them forth in great numbers into their new world. Not wishing to stand as a source of further conflict, the Creators decided to leave their creation to its own development, seeking other places in the universe to create new worlds. 

Before they left, however, they chose to raise certain beings to watch over their creation and protect it against the unknown enemies they suspected they had…

THE ASCENDED

GM Notes - It's time to step in an explain my take on "Greater Beings" for fantasy gaming. Many classic campaigns feature rather traditional pantheons of deities, who reside in great realms and possess entirely undefined but truly cosmic powers. Their reasons for existing and their motivations are often purely mystery, as is what they actually gain from their relationship with the mortal beings of flesh who worship them. They also tend to be manifestations of concepts, not all of which make a great deal of sense for cosmic-level definition.

I pretty much rely on the “comic book” model for my Greater Beings - superpowerful entities that are "god-like" in their manifestations and powers, but all-too-normal in their mentalities, passions, and capacity for irrational responses. It's true that this is how the ancient Olympian gods have often been described, but their tales can still leave one feeling that they are quite alien to our way of thinking. I am talking about more "modernized" entities, ones who can relate quite well to their more fleshly counterparts.

In truth, none of these beings are truly "gods," and much of the struggle in the Spirit World of Shaintar lies in the efforts of many of these beings (Ceynara and Vainar leading them) attempting to become gods over Shanais' and Targon's creation, while others (the Ascended and Archanon at their head) attempting to prevent this travesty.

Basically, should you consider the Greater Beings of Shaintar in terms of Thor the Asgardians as they are presented in Marvel™ and Darkseid™ and the New Gods™ in DC™, you will have about the right mindset for dealing with them.

The Ascended (those beings raised above the denizens of Shaintar by Shanais and Targon) are not actually gods, but spirit guides and guardians over Corelisia. In the cultures that acknowledge them, the belief systems of their followers hold that there are no "all‑powerful" gods ruling over Shaintar, but spirit beings that can provide guidance and even some aid. These greater 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. These were the five beings originally chosen by Shanais and Targon before they departed, raised up to protect and nurture their creation as they moved on to other glorious works. Together, the Ascended are the Guardians of the primal force of Life.

Vainar was raised from the Elvish people to be the leader of the Ascended, and his realm was that of Nature and the Spirit. As the Soulfinder, Master of the Living Forest, 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 ultimate power through mastery of Darkness 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 Death 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. She was the Great Defender, the Guardian of Peace. 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, the Ruler of Hell.

Dranak was raised from the Dwarves to become Stonewalker, and the earth and all its treasures became his realm. His home in Corelisia is called the Great Stone, a mountainous castle of earth and rock. He is the Builder, the Maker, and the Planner – his steady wisdom and great strength have always endured, giving his fellow Ascended a foundation they can depend upon.

Illiana, raised from the Dregordians, became Waverider, mistress of the Seas and life‑giving water. Her mystical realm in the Spirit World is known as the Endless Sea. She is the Poet, the Purifier, and the Mediator – her compassion, understanding, and fluid adaptability have ever served her fellow Ascended in adjusting to the changing tides of Time.

From the Avanars, Zavonis was raised to become Windmaster, lord of the skies. His grand domain is the Boundless Sky. He is the Watcher, the Traveler, and the Thunderer – his eternal vigilance and great speed have enabled him to serve his fellow Ascended as both guardian and bearer of tidings, and his mastery of the Storms has ever served in battle against their many enemies.

Side Note - The Druids are the spiritual guides for anyone who seeks the comfort and wisdom of the Ascended; they are the ones who represent the Ascended in Shaintar.

Nearly 2500 years after losing both Vainar and Ceynara, the three remaining Ascended worked to raise up Vainar's sister, Landra, to take on the mantle of Soulfinder (it is believed that there is a third sibling, Saiderin, who refused the gift of Ascension, apparently because he chose to remain among the living of Shaintar). Unfortunately, the doing of this greatly drained their power, and with the corruption already present in Corelisia, they have been barely strong enough to withstand the combined might of the Demons and the Necrolords.

However, one of Landra's first acts was to enact the Covenants, mystical "laws" that would enforce strictures against all of the beings of Corelesia in their dealings with Shaintar. She did this in response to the many devastating conflicts that had ravaged Shaintar over the centuries because of the direct intervention of the denizens of Corelesia and realms beyond. The Covenants act as a kind of balancing force; they do not utterly prevent one of the Ascended or other greater beings from direct interference, but they do exact a price for such actions. In a sense, the harder a being of Corelesia "pushes" upon the Veil, the harder it will push back (so to speak). One of the most poignant examples of this effect is that of Ceynara's entering into a century of sleep while the Gates of Hell were closed, all because she used her raw power against the Avatar of Vainar within the realm of Shaintar.

GM Notes - The Covenants stand as a mighty convenient excuse for not allowing the Heroes (or anyone else) to call upon the "gods" or other beings at the drop of a spiritual hat. Even when they are serving the interests of the Ascended, the Heroes must accept that they have to do a lot on their own, since the Covenants stand in the way of their receiving too much in the way of direct aid.

The Covenants also serve as excellent plot hooks - for example, the only way the Heroes can gain the intervention of Landra to save the crops of the entire southern portion of the Freelands is to help her by actually performing some kind of ceremony that will appease the Covenants (such as gathering 3 Life Stones together and engaging the ancient Ritual of Spring).

It's not like Landra doesn't want to help, but she must abide by the same rules she imposed upon the others…

ARCHANON

Some 2300 years after Landra was raised to join the other Ascended, a new religion began to appear among many of the Human cultures located near the eastern mountains known as the Fangs. Claiming that there was only one true god, a being known as Archanon, this church’s worship spread quickly among people in desperate need of something truly great to believe in.

The loss of Ceynara to the Abyss had been a great blow to the faith and spiritual well-being of many Humans, who saw the remaining Ascended as not truly being “their own.” Archanon was presented as a greater power in the image of Humans. Better yet, it was he (not Shanais and Targon) who created the world and all who lived in it. The Humans were his chosen people, but they had lost his favor by allowing the other races to thrive and dominate their world, and by allowing the “false gods” of the lesser races to rise to such prominence. Only through true faith in Archanon, and by doing his will in the world, would the Humans regain their favored status and true place in Shaintar.

Naturally, the Druids and others who held to the Paths refuted the existence of any such being. They maintained that there were no “gods” in the heavens, only spiritual beings who worked with the people of Shaintar for the greater good. There was certainly no greater Human god who called for the subjugation of other races and the removal of the Ascended as false gods.

The leaders of the Church hurled new accusations, claiming that their faith was being persecuted by those that feared the “Truth.” They charged that the Fae were conspiring to further oppress the Humans. A rift between the Elvish people and the Humans who followed Archanon’s new Church was opened; it has never really closed in all the years that followed.

Then the Druids asked, “What of our spiritual gifts? Where are the gifts of your Archanon?” This brought on yet more vicious attacks, as the Church then claimed that “true faith requires no show of power.” They presented the belief that all magical and mystical powers came from “dark, evil places,” and that all practitioners of magic (Druids, Mages, and Adepts, as well as Necromancers and Demonimancers) were truly agents of Evil.

For the next seven centuries, the Church of Archanon continued to grow, mainly in and around the great valley between the Northern and Southern Fangs. Eventually, the Church took over rulership of the main kingdoms and provinces of that area, and the Prelacy of Camon was founded. 

Then the Avatar War came, and it was during this extraordinary time that Archanon finally revealed himself to be real and true. He came forth at the darkest hour for the Forces of Life, presenting himself as the Lightbringer, bearer of the “Holy Lights of Justice, Freedom, and Righteousness.”

Exactly what Archanon is remains something of a mystery. He has refuted many of the teachings of his so-called Church, spurring the formation of a “reformed” faith in the city-state now called Archanaya. His Church of Light holds that he is the “Holy Guardian, the Defender of All.” The Druids consider him one of the Ascended, but one of a very different nature. The Church of Archanon has claimed him to be nothing more than another Demon masquerading as a god, and the Church of Light has been declared “Enemies of the Faith.”

Many metaphysical philosophers hold with the theory that he is the “Avatar of Light, the result of all living beings needing order, justice, and a defender of what is right and good.” Whereas Life (and, therefore, the Ascended) represents the inherently beneficent aspects of Nature and Spirits, Light (and, therefore, Archanon) represents the morality and ethics of the collective conscience of sentient beings.

Whatever Archanon truly is, he is quite present and has forever changed the dynamics of the spiritual world.

GM Notes - There are a lot of places where it seems that I leave things not completely defined. This is quite intentional, really. I like to leave room for doubt and debate, just as there is in our own personal experiences. Not that I think everything about "Real Life" should be recreated in a fantasy game, but much of the richness of life lies in the process of debate and speculation about what is truth and what is belief, and I feel this can really enhance a fantasy role-playing experience.

As such, I leave the question of what Archanon really is somewhat unanswered. Is he an Ascended, just like Dranak, Illiana, Zavonis, and Landra, only raised much later for some reason? Has he always been around, but only chose the Avatar War to truly reveal himself? Or is he something different altogether, a force evolved from the need of sentient beings to have a Protector and Guardian and Bringer of Justice?

To be honest, at this writing I have not fully decided for myself. A great deal of story potential exists in this question, and providing a certain answer would remove my opportunity to "play with" this idea. There is a chance for discovery and revelation on an epic scale at this point, and I choose to leave myself an opening to exploit this chance in the future.

This is an important trick for any Game Master to learn, if they wish to run truly epic campaigns in which their Heroes can discover the Great Mysteries of their universe.

LESSER SPIRITS AND GUARDIANS

Even after a few millennia, no one has been able to adequately traverse and catalogue everything that resides in Corelisia. It is believed that the Ethereal Realm is connected to many more worlds than Shaintar, and most of those who manage to fully enter the World Between never return. 

Those who have managed to return speak or write of a fantastic assortment of creatures and beings, both wondrous and terrible. It is generally agreed that many of them are beyond the fathoming of even the greatest minds of Shaintar.

However, there are a few known beings that have appeared more than once, normally associated with either the Ascended or Archanon. Many of them are servants or assistants to the “Greater Beings.” Some are unique entities, while others are essentially part of a faction or group within Corelisia.

Spirits of the Ascended

Each of the Ascended have spirits that are native to the realms they occupy, and these spirits can be employed to many tasks on their behalf. This includes answering the summons of Druids to aid them in Shaintar. These spirits are generally classified as Lesser, Major, and Greater Spirits.

Landra’s spirits tend to manifest as Animal Totems and Faerie Folk. The Greater Forms tend to be Unicorns, Sylphs, Dryads, and the like.

Side Note - One of the most famous of these beings is Celesia Morningstar, the Dawn Child. She is an ancient Sylph who represents the hope and rebirth of the dawn in ancient Fae culture. Another famous Nature spirit is that of Shaedow, who manifests as a black wolf totem and often guides the most promising of Landra’s “chosen” on their new paths.

Illiana’s spirits tend to appear as either pure water (or ice) constructs or sea creatures made of water. The Greater forms of her spirits are often Mer-Folk (water-breathing Fae) and the Sea-Born (titanic reptilian ocean dwellers clearly related to Dregordians). 

Dranak’s spirits are normally manifestations of pure earth and stone. The Greater forms are often huge Golems of immense strength and power.

Zavonis’ spirits are Windlings, Zephyrs, and the like. His Greater servants are the Sky Children, the spiritual ancestors of the Avanars (they are to the Avanars what the Faelakar are to the other Elves).

Spirits of the Lightbringer

For a relatively new “Greater Being,” Archanon has quite a retinue of beings who serve his cause. It is believed that many of them are culled from the souls and Spirits that have long existed in Corelisia, whereas others claim they were created when Archanon first manifested. Wherever they sprang from, they reside primarily in the spirit realm known as Luminae, where they often meet in the Bright Halls.

First among them are the Soulguards, Knights of the Veil, who serve in the capacity long vacated by Ceynara. They stand against the Demon Hordes and the Armies of Darkness that would sweep across the spirit realm if given leave to do so. The ranks of the Soulguards are ever increased with the spirits of fallen warriors who pledge their souls to the Light.

Also noted among Archanon’s servants are the Angels, those among the Sky Children who were drawn to him as soon as he appeared. They are harbingers of his word, symbols of hope, and guides into the Spirit World for the most noble and heroic who have fallen in battle.

Finally, there are the Lawbringers. They are very few in number, and have only been seen in Shaintar a handful of times. However, they are the most respected (and sometimes the most feared) of the Servants of Light. Standing twice as tall as any Ogre, wearing blinding bright robes, and bearing scrolls and great swords of Light, they issue judgement and sentence to those who transgress most egregiously from the Light. They will only do this where a member of the Church of Light is concerned, and even then only under the most dire of circumstances. It is believed that they are Archanon’s means to prevent his Church from ever becoming the dark and terrible thing that is the Prelacy of Camon. There is an entire sect of the Church that is devoted to their teachings and their path; the mortal Lawbringers are often called upon in more secular matters as well, and they are highly respected as harsh but fair judges.

THE NETHER AND THE NECROLORDS

Hidden in Shadow and shrouded in Dark Mystery, the Necrolords and their minions have long plagued the Spirit World. They plot and scheme in their dark realm, the Nether, devising ways to corrupt and dominate all of Existence.

The Nether is a realm given completely to the Power of Darkness, and the Necrolords are the masters of that Power. Some scholars speculate that the Nether was once a vibrant, shining realm, much like Shaintar, but it fell to the corrupt power of the necromantic Lords of Shadow and became their homeland from where they can reach out to ensnare other worlds.

The Necrolords are very much "dark gods," dispensing favor and power to those who serve their needs. Their "gifts" always come with a price, however; anyone accepting the Power of Darkness is corrupted by it, turned into an agent of its Masters. The old adage of Absolute Power corrupting Absolutely has a whole new meaning when dealing with the Necrolords…

Though Darkness is often considered the power of Death, this is not entirely accurate. The Nether is not truly the "Land of the Dead," for the souls of those departed may have many destinations in Corelisia (see Matters of Life and Death, page XX). In truth, Darkness represents the corruption of Life, the turning of a Living entity into one of Unlife. 

In other words, Darkness seeks to replace Life in all things. When a being is given over to Darkness, they no longer have Life in them and are sustained in a macabre parody of their former Life, existing on the corrupting influence of Darkness. Darkness is like a kind of "spiritual cancer," attempting to corrupt the "cells" of living Essence into that of Essence fully consumed by its taint.

This is what creates the phenomenon of the Undead. Such reanimated beings as skeletons and zombies are not usually inhabited by the souls of those who died; rather, they are animated by Darkness and controlled by Shadows, evil spirits that are the bulk of the Necrolords' servants.

The more intelligent Undead, such as wraiths and vampires, are the result of Living souls who have been utterly corrupted by Darkness. What Undead form they take normally depends on which of The Thirteen they revered in Life. 
Vainar
Once one of the Ascended, Vainar fell to great temptation and his pride, and he now rules over the Necrolords and all of the Nether. During the Avatar War, Vainar took living form through one of his followers, a Cardinal in the hierarchy of the Prelacy of Camon known as Mandris Toman. Through Mandris, he arranged one of the first real alliances with the forces of Flame, working closely with Ceynara through her son, Kolvos (who inhabited the body of the Prelacy’s Supreme Paladin, Sir Glain Nollan).

Ultimately unsuccessful in this, his most masterful bid to dominate Shaintar, Vainar was cast into what most scholars and theologians would describe simply as Oblivion by the forces of Light and Life. He was believed utterly destroyed in this, throwing the Necrolords into complete disarray. In very recent times, he has returned, rescued from the maelstrom of Oblivion by his most faithful servant, Lord Reaver. It is believed that he has been spending a great deal of time within Shaya’ Nor (a land very much dedicated to him), recuperating from his wounds and gathering his strength. Through Reaver, he communicates his wishes to The Thirteen, preparing them for his ultimate return to the Nether…
The Thirteen
Speaking of The Thirteen - these are the greatest of the Necrolords, the ones who stand just below Vainar in the hierarchy that rules the Nether. The ranks of this nefarious Council have changed but a few times in the long history of Shaintar, but not through a lack of trying on the part of their subordinates. In fact, the political maneuvering and constant scheming for power within the ruling factions of the Nether has contributed greatly to Vainar’s continuing frustrations in gaining more control over Corelisia.

The current Council of Thirteen is made up of the following:

Lord Nicholai Eternos, Prince of Blood - The Master of Vampires, Nicholai seeks to bring the Living under his complete thrall. Shaintar is a great playground, one upon which his "children" may play their corrupt and decadent games. It is also a realm of plenty - as in plenty of "cattle" upon which to feed. Nicholai is perhaps the most influential and powerful of the Thirteen; although many feel Novok Thaum or Vachnis Evermore may match or even exceed his raw power, neither has the political influence he possesses, especially when it comes to Vainar.

Lord Direfang, Prince of Wolves - The Master of Werewolves and Dire Wolves, Direfang is Nicholai Eternos' closest friend and ally. Many accuse him of being the Vampire Lord's lackey or servant, but they rarely say such things in his presence. For his part, he is content to work closely with Eternos in the gradual conquest of Shaintar.

Lord Novok Thaum, Prince of Doom - The Master of Liches (those undead who worship Magic above all things), Novok is obsessed with magical power in all its forms. He is convinced that, through magic, he will ascend to a level greater than even that of Shanais and Targon, and he is willing to work with almost anyone to achieve even greater skill and knowledge. He believes that mastery over Shaintar will reveal its innermost secrets, which he craves beyond reason. He is quite mad, even for an evil god.

Lady Tamra Blacksword, Princess of the Night - The Mistress of Wraiths, Tamra commands the small but powerful legion of "hunters" that serve the Necrolords in all realms. She cares only for success in her tasks and in establishing that the Night is her domain. She is another ally of Nicholai Eternos, though he is careful not to abuse her friendship.

Lord Vachnis Evermore, Prince of Eternity - Of the Master of Mummies, little is known, and this seems to be the way he likes it. Vachnis remains aloof and generally unconcerned with most of the affairs of the Necrolords, although he is careful to never allow anyone to believe he is completely removed from the scene. Like Novok Thaum, he is a seeker of secrets and a hunter of knowledge, but his motives and aims are shrouded in mystery and enigma. Many believe that he seeks true Godhood, and that one of his interim goals is to master absolute, indestructible, undeniable immortality. There are a number of cults devoted to him within the lands of the Desert Princes.

Lord Vantos Fleshweaver, Prince of Rot - The Master of Zombies is one of the more disturbing of the Necrolords; even among his peers, he is considered vile and disgusting. He seems to enjoy this notoriety and plays it for all it's worth among his fellow Thirteen. His legions serve the Necrolords and necromancers throughout the known realms, and he understands completely the subtle power this provides him. He has recently become closer to Jorrik the Vile and Ognosh the Cruel, mostly in an attempt to establish a stronger hand in Council politics.

Lord Kolmar Skullmaster, Prince of Bones - The Master of Skeletons, unlike his counterpart, Vantos Fleshweaver, is a quiet and solemn entity. Though capable of speech, he rarely employs it. He sees his minions as the quiet, determined legions that do the bidding of Darkness and, especially, of Vainar. As such, he is the most honorable and loyal of the Thirteen and remains generally uninvolved in any political machinations.

Lady Evina Shard, Princess of Sorrow - The Mistress of Wights and Banshee is the oldest of the Necrolords; in fact, she is the only remaining one of the original Thirteen, although very few entities anywhere know this. Even before Vainar's fall, she was among the Necrolords, a Fae given completely over to Darkness. She sacrificed hundreds of followers as well as two others of her fellow Necrolords to save herself when the First Thirteen were slain, and as such, her place within the Council is somewhat tenuous. On the one hand, she helped open the way for many of the current Council to take their places. On the other, she did so through the basest of treachery and selfishness. Her task is to oversee the guardian Wights and the mysterious Banshee (both undead forms of Fallen Fae), and few know her mind on anything. It is said, however, that she knows of things that lie at the very center of Creation itself.

Lord Reaver, Prince of Lies - Where Evina Shard is the oldest of the Thirteen, The Master of Shades is the youngest. Reaver has only recently taken a seat on the Council, following Vainar's return from Oblivion and his subsequent destruction of Lord Veil, Reaver's predecessor. He achieved this position due to his close and valuable service to Vainar during the Avatar War, where he played a role in the destruction of Ceynara's eldest son, Krovok. He also worked very hard to bring Vainar back from Oblivion. He now oversees the tiny but dangerous contingent of Shades, the "infiltration" portion of Vainar's extensive information network. Although new to the Council, many of the others tread lightly with Reaver due to both his obvious influence with Vainar and his frighteningly cunning mind.

Lady Serina Demise, Princess of Secrets -The Mistress of Spectres is perhaps the quietest of the Thirteen, even compared to Vachnis and Kolmar. Many of the lesser Necrolords have never heard her utter a single word in centuries, and even the Council has rarely heard her speak more than a few words at any given time. Hers is the task of the Watcher, the Silent Witness to the passage of all things in Shaintar and beyond. Her servants are the lost souls with no guidance and no sense of where to go; she gives them new meaning and purpose. Her legions spy upon all things, haunting the deep recesses and ancient places, wandering the Between to see much of what happens in the words of the Living and the Dead. Although generally aloof and guarded with her secrets, it would seem that the Lady Demise has grown somewhat fond of Lord Reaver, and the two are often seen speaking closely.

Lord Gorgon Blacksoul, Prince of the Dark Halls - The Master of Boggans is, in contrast to Serina Demise, the loudest and most brash of the Thirteen. He oversees all the fallen spirits of Dwarves who have given over to Darkness, and though they are as vile and evil as any Dark creature, they retain much of the sociability lost to their colleagues. In fact, Gorgon Blacksoul spends most of his time in his infamous Dark Halls, located in the Dead World, and only journeys to the Nether when he is called for Council business. His gregarious nature should never be mistaken for friendliness, however; his revels revolve around pain, violence, and outright perversity. His brethren aren't called "Redcaps" idly; though not as dependent upon blood as Vampires, the Boggans feed upon it quite readily.

Lord Jorrik the Vile, Prince of Terror - Possibly the most ridiculed and least respected of the Thirteen, the Master of Ghouls and Renders takes his frustrations out on everyone else he can. The flesh-eating monsters under his control revel in the absolute terror they engender in all Living things, and he feeds a little from each victim's horror. Though individually not very powerful in the eyes of his peers, Jorrik is cunning and crafty, and he has managed to make allies out of both Vantos Fleshweaver and Ognosh the Cruel. This triumvirate of the more monstrous of the Thirteen is gradually being recognized as a potentially dangerous power block within the Council.

Lord Ognosh the Cruel, Prince of Hate - The Master of Trolls is relatively new to the Council; he has been a member only a few years longer than Lord Reaver. It has only been within the last few hundred years that there have been a significant number of Fallen Goblinesh (from which Trolls "evolve"), necessitating a posting of one their own on the Council. Goblinesh are lured to the Darkness mostly due to their disillusionment with both Life and the Flame, leaving them only hateful spite and the embrace of the Darkness. Ognosh, for all his hatefulness and cruelty, is a plotter and a thinker. He observes, considers, and only acts when he is certain that he has arranged things to his best advantage. His current alliance with Jorrik the Vile and Vantos Fleshweaver comes on the heels of extensive planning and negotiations, and he is currently exploring how he can better place himself in service to the recently returned Vainar.

As implied in the previous descriptions, there are dozens of Lesser Necrolords as well. Most of them spend their time abasing themselves before the Thirteen and plotting for a way to ascend to the Council themselves. The Shadows and other Undead servants of the Necrolords exist solely to serve their dark masters.
The Dead World (Shivak-Novos)
Though one cannot simply walk from one dimensional realm to another, it is still useful to describe certain realms as being “closer” or “farther” from one another. As such, the Nether is considered quite far from Shaintar; there is, in fact, no way to directly move from one to the other.

There is a realm, however, that stands “between” the world of the Dark Lords and that of Shaintar – Shivak-Novos, the Dead World. 

For reasons that still spark avid debate in scholarly circles, this strange, disturbing realm is an almost exact reflection of Shaintar, at least in terms of topography and physical layout. For every river, forest, mountain, and open plain in Shaintar, there is a dark, dead, or corrupted counterpart in Shivak-Novos. The physical shape of the continent is exactly the same, as are all the islands.

For anyone of Shaintar entering this realm, there is an immediate sense of doom and dread. This is not a place for the Living Souls of such a green and vibrant world. The daytime sky is perpetually clouded and gray; the passage of time is marked by a lessening of the grayness in the first part of the day, followed by a deepening gloom as the day passes on. The night is dark beyond measure; any source of light will cast less than half its normal illumination. Once a month, however, the night sky is abnormally clear and bright as reflections of the moons of Shaintar appear in the Dead World’s sky.

The whole of the realm is very alien to anyone of Shaintar, and a constant sense of fear and loathing creeps into their soul, threatening to consume them.

Side Note – If ever the GM sends Shaintar-based characters to this place, they should make a WILL+SPIRIT Check each day. <14 = They are consumed with dread and depression and cannot function in any meaningful way; 14+ = They are severely depressed and uncomfortable (-3 to all Actions); 18+ = They are moderately depressed and hindered (-2 all Actions); 22+ = They are mildly affected (-1 all Actions); 26+ = They are generally OK, though they still feel uneasy; 30+ = They are calm and collected, rejecting this world’s attempt to gain a hold on their spirit (they will not have to roll again the entire time they are here).

The GM may allow characters to help one another (usually through some PRESENCE-based skill or effort). More rules and systems relevant to adventuring in Shivak-Novos will be presented in other sources.

Even more frightening is how there is a town and city for almost every town and city in Shaintar as well. Most of the smaller places are completely unoccupied - quite literally “ghost towns.” Occasionally such a place may have a specter or two, or a few ghouls running here and there, but for the most part they are disturbingly dead and silent places.

The larger towns and cities, however, have much fuller populations. Most of the beings who live here are called the Pale Ones; gaunt, haunted-looking people that appear as small, spindly Humans. Their skin is stark white, and they have black, tiny eyes. They are the subservient population of Shivak-Novos, and the other creatures of the Necrolords rule them ruthlessly and without mercy. Different regions tend to be ruled by different Undead, and there is much in the way of conflict and even outright warfare among them. Vampires often rule many of the southern cities, while Mummies dominate the desert region, for example.

There is also an extensive population of Shayakar, or “Dark Elves,” living here. They reside mostly in the same region they occupy in Shaintar (the northeast), but they are spread throughout the Dead World in great numbers.

As far as anyone who has been and returned can tell, the Pale Ones are little more than highly intelligent and socially-organized cattle – their masters encourage them to do all the things they need to survive and even thrive, but only so that they will procreate and provide more blood and meat for the masters to feed upon. In recent times, it has become increasingly apparent that unchecked hunting and slaughter has thinned the Pale One population significantly, thus increasing the intensity of effort to gain more control of Shaintar.

Travel to and from the Dead World is extremely difficult, requiring the use of powerful spells, ancient and forgotten rituals, or the discovery of Darkholes. Darkholes are interdimensional gates between Shaintar and Shivak-Novos. They are normally found in foul and terrible places, where great pain and sorrow have occurred. Such places are normally haunted or considered evil and full of “bad luck.”  Darkholes are extremely rare, normally temporary, and very difficult to get through. Unfortunately, they do not seem to be as hard for Dark creatures to find and navigate.

THE ABYSS AND DEMONS

Equally as dangerous to Shaintar and Life as the Nether, the Abyss is the home of those forces of the Flame that seek absolute domination or (worse, still) total destruction – the Demons. 

The Abyss is a realm beyond any ease to describe. There are hundreds, perhaps thousands of separate regions within its dimensional space. Some are connected in the normal way; one need merely walk in one direction long enough to end up in a new region. Some are connected via stairs, or slides, or across bodies of water, or via bridges spanning over vast rivers of lava, or any number of other ways. It is not uncommon to walk to the edge of one of these realms, only to stare out into an empty space of swirling colors and shifting forms.

Side Note – Some Shaintar scholars hold that the Abyss is, in fact, infinite in scope. They theorize that at the metaphysical center of this realm lies the ultimate manifestation of chaos – Oblivion. Some among these scholars live in perpetual fear that one of the more insane of the Demon Lords will one day succeed in bridging the gap between the Abyss and Shaintar, thus drawing all known creation into total Oblivion.

Even more confusing, the laws of how things work seem to shift as one makes their way through the realms of the Abyss. A person may well find themselves flying through one space, or forced to walk backwards through another. There is no day and night here, only a steady, pervasive reddish-orange light that illuminates most (but not all) places.

Chaos is the reigning force in the Abyss, mostly in its more destructive manifestations. Entropy, destruction, and violent disorder are the rules of the day for anyone in this maddening realm. An endless array of strange and terrifying creatures reside here, constantly battling one another for food or territory… or sheer spite. It is not uncommon for the ground to simply explode in a great gout of flame and melted stone, destroying anything and everyone nearby.

How long the Abyss has existed is beyond anyone’s ability to know for certain. Many scholars simply accept that it has Been since the Dawn of Time, and that it will continue to Be long after everything else is destroyed and turned to ash.

One thing that is fairly commonly accepted is that the Demons have not always been in the Abyss, but they have conquered it and made it their own.
Ceynara and Uldor

As stated, no one knows how long the Demons have ruled the Abyss, and even less is known about where they might have come from originally. All that is known is that all the other creatures that reside in this realm are utterly subjugated to them or else too powerful by far (fortunately for all concerned, the latter are few and far between).

One of the reasons that most demonology scholars agree that the demons could not have originated in the Abyss is that they have an inherently social nature, albeit one given to strict hierarchical traditions and violent domination over one’s lessers. Such social structure seems very contradictory to the inherently anarchic nature of the Abyss, thus leading most scholars to believe that the Demons have adopted the Flame without being completely of it.

The Demon Lords

The Hard Lands (Havak-Nor)

MAGIC

Magic is very much a part of the world of Shaintar, and it comes in varying forms. 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. 

ESSENCE, THE SOURCE OF LIFE

Darkness, Essence Corrupted

Flame, Essence Undone

Light, Essence Intensified

MAGES AND THE PATTERN

Mages manipulate Essence by means of what they call the Patterns, which are best described as astral "layers" or "meshes" between Shaintar and Corelisia. Through these Patterns, Mages pull Essence out of Corelisia and focus weave it into specific spells, and their craft is very precise and difficult. It is can also be very dangerous; if a Mage fails to weave properly or control what they cast, then the raw Essence can tear their very souls apart. 

It is generally accepted that the legendary Human, Kaine, was the first Sorcerer. He somehow discerned that he possessed a gift for manipulating Essence in ways that no Druid, Demonimancer, or Necromancer had ever dreamed of. It was during the Age of Darkness (See the TIMELINE), and when he discovered a means to fight the Hordes, he set out to find others who shared his gift. Eventually he found a few (mostly other Humans), and they were the first Mages of Shaintar.

At first, they could only achieve very crude effects - bursts of pure magical energy, or fields of energy that could defend against incoming attacks. However, Kaine experimented constantly, and he was eventually able to develop more sophisticated effects. Ultimately, he came to call them spells, and he is credited with starting the practice of experimentation and the creation of new spells that all Mages seek to accomplish.

"Kaine's School" ultimately became known as the School of Sorcery - the manipulation of raw Essence into displays of pure power. Though sometimes lacking finesse, Sorcery spells are the mainstay of any Mage who fancies a combative role.

Sadly, it is believed that only a tiny percentage of what Kaine and his early students perfected has lasted to this day. There are many legends that tell of "The Lost Tomes of Kaine," containing ancient spells and rituals of massive power and majesty. To date, there is no hard evidence such tomes exist. In Kaine's day, it was a matter of great fortune if anyone wrote down five words at a time; survival was the order of business then, and there was little time for the pursuit of scholarship or the recording of research.

It was many centuries later that a second School began to emerge, that of Biomancy. Most scholars credit the fabled Bran the Enlightened for its genesis. Biomancy spells concentrate on the manipulation of internal Essence - that of the caster, or that of another person. Some of these effects can be positive, but more of them are fairly antagonistic in nature. Early on, there was suspicion that Biomancers were utilizing alternate forms of Necromancy for their magic. However, there are distinct differences, not the least of which is the source of the power. Necromancers reach into the realm of the Nether for their power, while Biomancers most assuredly utilize the same Patterns as other Mages.

Still, the two forms are close enough that many gifted with the instincts for Magery avoid Biomancy. This "bad reputation" for the School has not been helped by the likes of such notorious Biomancers as Fandrigar and Orran; the latter was believed to have given over completely to Necromancy in the later part of his career.

Bad reputation or not, Biomancy is almost as vital a School for the would-be "adventuring Mage" as Sorcery, and there are many very powerful and useful spells to be learned by those who seek the knowledge. 

The third and, by some accounting, most powerful School of Magery is that of Patternology. Originally called the School of Enchantment, some of its original spells were devised by the famous "Practical Man's Mage," Evander the Enchanter. The mysterious Alain further expanded upon the School, showing all the possibilities of directly tapping the Patterns themselves for very powerful and strange effects. 

One of the main facets of Patternology is to "lock" certain effects into place over time by attaching Pattern Weaves to them. Often, these effects act with a kind of pseudo-intelligence (deciphering texts, opening locks, performing shows, etc.), indicating that spirits are somehow either summoned or created when these spells are cast. These entities are usually called Pattern Spirits, or more often, Sprites.

Special Note - For centuries, there has been a raging debate between Mage and Druid scholars about the "propriety" of Patternology spells, especially those that utilize Sprites. Many Druids maintain that it is "cruel," or at least irresponsible, to create Sprites for a temporary effect and then cast them adrift into Corelisia when the spell is done. Patternologist Mages maintain that no harm is done, that in fact they have created something unique and special where there was nothing. Other Mages maintain that most Sprites revert to their previous state when they are through. Druids counter that this is no better than slavery. Mages scoff and grumble. Druids pontificate and preach. Lately, Priests have gotten involved in the debate. 

Like most "Great Debates," this one will likely never be fully reconciled. This is especially true since Sprites rarely seem to have any opinion whatsoever, and those few that do seem pleased as punch to have been created in the first place… which the Druids just claim as them not knowing any better, to which the Mages reply…

Patternology spells can often be the most dangerous, for they involve tampering with the very structural fabric of reality. This is also why they are highly prized by long-time dedicated Mages, for they represent the difference between a Mage and a true Master of Magic. Most importantly, one cannot undergo the arduous but potentially highly rewarding task of creating true Items of Power without a strong foundation in Patternology.

DRUIDS AND THE PATHS

Druids are living conduits for the power of the Ascended. 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 Path.

ADEPTS AND THE WAY

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.

PRIESTS AND THE LIGHT

NECROMANCERS AND THE NETHER

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 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 else they will seek out vampires to embrace them.

DEMONIMANCERS AND THE ABYSS

RITUALS, ALCHEMY, AND GREATER ENCHANTMENTS

Other rituals are possible; in fact, most of the great magics of legend are only possible through rituals. These rituals must be learned outside of the normal parameters of a practitioner's training, and they normally require a sacrifice of one kind or another.

PEOPLE AND THEIR PLACES

SUMMARY

THE KINGDOM OF GALEA

Facts in Brief

GM Quick Notes - 

Historical Overview

Society

Titles and Ranks

The Noble Houses

Of Special Interest

The Army of Galea

The Navy of Galea

The Order of the Silver Unicorn

Galean Towns, Cities, and Strongholds

	C. The Wildlands (The Southern Kingdoms)
		1. Facts in Brief
			a. GM Quick Notes
		2. Historical Overview
		3. Society
			a. Titles and Ranks
			b. Noted Families, Clans, Leaders
		4. Of Special Interest
			a. Grayson’s Grey Rangers
		5. “Wildlands” Towns, Cities, and Strongholds
	D. The Freelands
		1. Facts in Brief
			a. GM Quick Notes
		2. Historical Overview
		3. Society
			a. Titles and Ranks
			b. The Guilds and Merchant Houses
		4. Of Special Interest
			a. The Freelords of Lone Keep
			b. The Carnival Caravans
		5. Freeland Towns, Cities, and Strongholds
	E. Mindoth's Tower (The Druid Enclave)
		1. Facts in Brief
			a. GM Quick Notes
		2. Historical Overview
		3. Society
			a. Titles and Ranks
			b. Those Who Serve
		4. Of Special Interest
			a. The Lifesworn
			b. The Library of Mindoth
		5. Communities of the Tower
			a. The Tower
			b. Alavar
			c. Peacewood
			d. Mindoth’s Gate
	F. Archanaya 
		1. Facts in Brief
			a. GM Quick Notes
		2. Historical Overview
		3. Society
			a. Titles and Ranks
			b. Important Archanayan Families
		4. Of Special Interest
			a. The Open Hand
			b. The Paladins
			c. The Guardians
		5. The Community of Archanaya
	G. The Elvish Nation
		1. Facts in Brief
			a. GM Quick Notes
		2. Historical Overview
		3. Society
			a. Titles and Ranks
			b. Important Fae Clans
		4. Fae Terms (A Glossary)
		5. Of Special Interest
			a. Other Fae and Faerie Creatures
			b. The Elvish Military
		6. Fae Communities
	H. The Clanhomes
		1. Facts in Brief
			a. GM Quick Notes
		2. Historical Overview
		3. Society
			a. Titles and Ranks
			b. Important Dwarvish Clans
		4. Of Special Interest
			a. The Dwarvish Military
			b. The Engineers
		5. Dwarvish Holds
	I. The Goblinesh Gathers
		1. Facts in Brief
			a. GM Quick Notes
		2. Historical Overview
		3. Society
			a. Titles and Ranks
			b. Important Goblinesh Clans
		4. Of Special Interest
			a. The Goblinesh Military
			b. Goblinesh Shamans
			c. The Church of Ceynara, Goddess of War
		5. Goblinesh Towns, Cities, and Strongholds
	J. The Kingdom of Olara
		1. Facts in Brief
			a. GM Quick Notes
		2. Historical Overview
		3. Society
			a. Titles and Ranks
			b. The Noble Houses
		4. Of Special Interest
			a. The Olaran Military
			b. The Hammerfall Riders
			c. The Church of Ceynara, Goddess of War
		5. Olaran Towns, Cities, and Strongholds
	K. The Malakar Dominion
		1. Facts in Brief
			a. GM Quick Notes
		2. Historical Overview
		3. Society
			a. Titles and Ranks
			b. The Factions of Dominance
		4. Of Special Interest
			a. The Swords of Dominion
			b. The Hidden
			c. The Church of Ceynara, Goddess of War
			d. The Church of Vainar, the God of Knowledge
		5. Dominion Towns, Cities, and Strongholds
	L. The Lands of the Desert Princes (The Eternal Desert)
		1. Facts in Brief
			a. GM Quick Notes
		2. Historical Overview
		3. Society
			a. Titles and Ranks
			b. The Princely Houses
		4. Of Special Interest
			a. The Desert Riders
			b. The Cult of the Sun God (Raz’Dash)
		5. Eternal Desert Towns, Cities, and Strongholds
	M. Dregordia
		1. Facts in Brief
			a. GM Quick Notes
		2. Historical Overview
		3. Society
			a. Titles and Ranks
			b. Important Dregordian Families
		4. Of Special Interest
			a. The Dregordian Military
			b. The Consular Services
			c. The Citadels
		5. Dregordian Towns, Cities, and Strongholds
	N. The Prelacy of Camon
		1. Facts in Brief
			a. GM Quick Notes
		2. Historical Overview
		3. Society
			a. Titles and Ranks
			b. The Noble Houses
		4. Of Special Interest
			a. The Camon Military
			b. The Paladins
			c. The Cavaliers
		5. Camon Towns, Cities, and Strongholds
	O. Shaya’Nor (The “Shadowlands”)
		1. Facts in Brief
			a. GM Quick Notes
		2. Historical Overview
		3. Society
			a. Titles and Ranks
			b. Important Factions and Families
		4. Of Special Interest
			a. Shaya’Nor Military
			b. The Everdark Forest
			c. The Church of Vainar, The Shadow God
		5. Shaya’Nor Towns, Cities, and Strongholds
	P. The Kal-A-Nar Empire
		1. Facts in Brief
			a. GM Quick Notes
		2. Historical Overview
		3. Society
			a. Titles and Ranks
			b. Warlords and the Daizars
		4. Kalinesh Terms (A Glossary)
		5. Of Special Interest
			a. The Andak-cros (The Battle Pits)
			b. The Az-agkar (The Death Lords)
			c. The Az-junin (The Mage Lords)
			d. Tor Sadais (The Emporer's Guard)
			e. Tor Mastak (The "Secret Police")
		6. Kalinesh Towns, Cities, and Strongholds
	Q. Korindia
		1. Facts in Brief
			a. GM Quick Notes
		2. Historical Overview
		3. Society
			a. Titles and Ranks
			b. Important Korindian Clans
		4. Of Special Interest
			a. The Fists of Kor
			b. The Kor-in Masters
			c. The Brothers of Koress
		5. Korindian Towns
	R. Nazatir
		1. Facts in Brief
			a. GM Quick Notes
		2. Historical Overview
		3. Society
			a. Titles and Ranks
			b. Important Houses and Families
		4. Of Special Interest
			a. The Navy of Nazatir
			b The Waveriders
		5. Nazatiran Towns, Cities, and Strongholds
	S. The Pirate Archipelagoes 
		1. Facts in Brief
			a. GM Quick Notes
		2. Historical Overview
		3. Society
			a. Titles and Ranks
			b. The Princes
		4. Of Special Interest
			a. The Emeraldan Sea Rangers
			b. The Arbiters of Home
			c. The Freebooter’s League
		5. Towns, Cities, and Strongholds of the Archipelagoes
	T. The Brinchie
		1. Facts in Brief
			a. GM Quick Notes
		2. Historical Overview
		3. Society
			a. Titles and Ranks
			b. Important Brinchie Clans
		4. Of Special Interest
			a. The Gatherings
			b. Blood Hunts
	U. The Avanars
		1. Facts in Brief
			a. GM Quick Notes
		2. Historical Overview
		3. Society
			a. Titles and Ranks
			b. Important Avanar Clans
		4. Of Special Interest
			a. The Hold Guards
			b. The Sky Lords
			c. The Golden Eagles
		5. Avanar Aeries
			a. Bastion
			b. Last Home
	V. Other Realms and Areas
		1. The Northern Wastes
			a. Endrils
			b. Kar’ Olnas
			c. Payols
			d. Saykas
		2. Og’ M’ Drakar (“The Dragon’s Eye”)
		3. The Dread Isle
		4. The Twins
		5. Salamander Island
		6. The Jewels
		7. Sky
		8. Drake Isle
		9. Sunrise Island
		10. Other Freeholds, City-States, and Communities
VI. ORGANIZATIONS
	A. The Druids
	B. Mage Guilds and Schools
		1. The Valorin University of Galadrea
		2. The Lanthorian Academy of Arcanology
		3. The "Shadow Academy"
		4. The Western Magery Academy
		5. The Dawn School
		6. The Az-junin
	C. Adept Orders
		1. The Jade Flame
		2. The Citadel of the Iron Soul
		3. The Farspeakers Guild
		4. The Order of the Dancing Shadows
		5. The Order of the Inner Eye
		6. The Clan of the Night
		7. The Circle of Fear
	D. Mercenary Companies
		1. The Warmakers
		2. The Red Talons
		3. Hannigan's Heroes
		4. The Shadow Falcons
		5. The Gold Gryphons
		6. The Iron Shield Company
		7. Grayson's Grey Rangers
		8. The Maelstrom
		9. The Riders of the Light
	E. "Special" Groups
		1. The Black Lantern
		2. The Crescent Warriors
		3. The Unchained
		4. The Dragon Cult
		5. The Az-agkar
		6. The Brotherhood of the Fallen
		7. The Lords of Fire
VII. TIMELINE
VIII. CALENDAR (ONE YEAR)
IX. THE GAME
	A. (0.0) Introduction
	B. (1.0) Characteristics
		1. (1.1) Primary Characteristics
		2. (1.2) Derived Characteristics
	C. (2.0) Campaign Options
		1. (2.1) Racial Packages
		2. (2.2) Skills
		3. (2.3) Talents
		4. (2.4) Perks
		5. (2.5) Derived Characteristic Enhancements (DCEs)
		6. (2.6) Shaintar Martial Arts
	D. (3.0) Complications
	E. (4.0) Magic
		1. (4.1) Mages
			a. (4.1-A) Mage Spell List
		2. (4.2) Druids
			a. (4.2-A) Druid Gift List
		3. (4.3) Adepts
			a. (4.3-A) Adept Discipline List
			b. (4.3-B) Shaintar Mental Powers Plug-In
		4. (4.4) Priests
			a. (4.4-A) Priest Miracles List
		5. (4.5) Necromancers
			a (4.5-A) Necromancer Spell List
		6. (4.6) Demonimancers
			a. (4.6-A) Demonimancer Spell List
		7. (4.7) Ritual and Greater Magics
			a. (4.7-A) Sample Rituals
		8. (4.8) Items of Power
			a. (4.8-A) Sample Items of Power
		9. (4.9) Alchemy
			a. (4.9-A) Sample Potions and Powders
	F. (5.0) Combat
		1. (5.1) Basic Combat Maneuvers
		2. (5.2) Range Modifiers
		3. (5.3) Other Notable Modifiers
	G. (6.0) Combat Equipment
		1. (6.1) Shaintar Weapons List
		2. (6.2) Armor, Helmets, and Shields
X. BEASTIES, CRITTERS, AND DENIZENS (OH MY)
	A. “Typical” Characters
	B. Personalities and Notables of Shaintar
	C. The Shaintar Bestiary
XI. SCENARIOS AND PLOTLINES IN SHAINTAR
	A. Death of a Village
	B. The Cauldron Boils Over
	C. Other Adventure Hooks and Greater Storylines
XII. THE APPENDICES
	A. Appendix I - Glossary
	B. Appendix II - Luck
	C. Appendix III - The Magic System and Spell Construction Rules
	D. Appendix IV - Fantasy Items List
	E. Appendix V - Common Phrases and Sayings in Shaintar
	F. Appendix VI - Movements Rates for Long-Range Travel in Shaintar
	G. Appendix VII - The Designer’s Notes and “House Rules”
XIII. INDEX