Shaintar RPG
Sections by Aaron Rosenberg

Chapter Five: People and Their Places
Shaya'Nor (The "Shadowlands")
The northeast corner of the continent is aptly named the Shadowlands. Here the sun never pierces the clouds and fog creeps across the land at all hours, shrouding it in soft gray tendrils, muting the day and deepening the night, muffling sound and sight and reducing the world to a land of vague impressions and jumbled, flattened images. This is Shaya’Nor. Its residents rarely leave, and even rarer are those who dare enter. For Shaya’Nor is the home of the shayakar, the shadow Fae, and of the vampires.

Facts in Brief
Shaya’Nor was created by Vainar to house his Necrolords and their allies.
At one time Shaya’Nor’s forces dominated the world.
Outsiders still curse when they hear Shaya’Nor named, or invoke one of the Ascended for protection.
Necrolords and vampires still rule in Shaya’Nor.
Shaya’Nor is the only land in Shaintar that openly worships Vainar.
The land is bounded by the sea to the east, the Shanais River to the west, the Frostwall-to-Gol’Shakar wall to the north and the Bloodhold-to-Gol Bokhor wall to the south.
The sky over Shaya’Nor is never clear.
The undead outnumber the living in Shaya’Nor.

GM-to-GM 
[Sean]

Historical Overview 
[Chrystyne]

Society
Shaya’Nor is a kingdom of rigid social boundaries, divided into four classes: shayakar, shayakeim, kiraheim, and terraheim. Class is determined by birth and is rarely altered—a handful have risen to the next class through dint of personal power and accomplishment, just as a handful have fallen to the class below through atrocities, crimes, and ill favor. In all Shaya’Nor’s history only one being, the vampire Kalanokos, has changed status by more than a single class.
The Shayakar, or “shadow walkers,” are dark Fae. Their ancestors followed Vainar when he fell from his Ascended position and became the Necrolord, and to this day the Shayakar bear that taint in their dusk-black skin. They are the nobles of the kingdom, answering only to the Dark Council, and it is from Shayakar stock that most vampires rise. Only a few Shayakar rule cities themselves but in every city they form the ruling class and assist in the management of the lands and the people.
The Shayakeim, or “shadow brethren,” are descended from the Shayakar but not of pure stock. They are the illegitimate children and mixed-marriage offspring of the dark Fae and possess more vitality than their pure parents but less affinity for magic. The Shayakeim hold many important civic and military positions and can become wealthy and powerful. Some have attained enough respect to approach the status of the Shayakar, though the nobles never allow them to forget their polluted blood.
The Kiraheim, or “Feared brethren,” include any monstrous or corrupt or undead race besides the Necrolords themselves and the Shayakar and Shayakeim. Shaya’Nor’s borders are open to anyone born of or dedicated to chaos, corruption, and undeath, and many such creatures flee here for safe haven or use the kingdom as a base of operations. They are accorded respect by the Shayakar, though most Kiraheim do not stay long enough to establish themselves in the community. Those who do, including vampires and werewolves, can rise to positions of authority over the humans and even over other Kiraheim. In rare cases a monster has distinguished himself enough to earn a position exerting control over the Shayakeim as well.
The Terraheim, or “earth brethren,” are Shaya’Nor’s human citizens. They are the lowest class in the kingdom, mere peasants, and comprise both the majority of its population and the vast bulk of its manual work force. Terraheim have few rights in Shaya’Nor, and can in fact be killed with impunity. Each Terraheim has a Blood Price, however, and if killed that amount (several gold coins) must be paid to the individual’s surviving family. Some Terraheim, particularly those unable to work any longer, wander the streets late at night, unarmed, hoping to be killed so that their Blood Prices can be paid. These are called Offerings, and the practice is not discouraged as it helps weed out the unfit.
Shaya’Nor does not welcome other races, such as dwarves and fae. Those who do enter the kingdom are persecuted openly, and most flee or are killed before long. Dwarves in particular are hated, and those who dare trespass upon Shaya’Nor are hunted and executed without restraint. The exceptions to the nation’s xenophobia are the necromancers, who are considered Kiraheim regardless of race.

Titles and Ranks
The Thirteen Necrolords, princes and princesses all, form Shaya’Nor’s Dark Council. They control every element of the kingdom, from religion to taxes to farming to the military. Many of the Thirteen rule cities, but Shaya’Nor has more cities than Necrolords and Shayakar (and, in the case of Bloodhold, a Kiraheim) govern the other cities. A city ruler is called Dominus, so Lord Nicholai Eternos, the greatest of the Thirteen, is also called Dominus Shard because he rules the kingdom’s capital city.
Beneath the Domini are the Magisters and the Consuls, who handle each city’s daily affairs. A Magister maintains the city’s physical structures, making sure the buildings and roads are kept in good repair, while a Consul handles the inhabitants, hearing grievances and inspecting businesses, farms, and families to make sure all social structures run smoothly. Each city also has its own guards, led by a Praetor and broken down into ten-person units controlled by Decurions.
The Shayakar have a system of noble ranks: duke, baron, count, and lord, in descending order. Their rank denotes how much land they control—most of the kingdom outside the cities is divided into estates—and, though that, how much wealth they possess. Cities are not part of these estates and a Dominus is considered the same rank as a duke—within his own city a Dominus outranks anyone except a member of the Thirteen.

Important Factions and Families
When Vainar succumbed to the lure of the Abyss and joined the Necrolords, many of the Fae followed him and gave themselves to the Nether as well. Over a thousand Fae accompanied Vainar and became the first Shayakar. With a few exceptions all of the Shayakar came from the same five Fae clans, and one family dominated each group. That has not changed—down through the centuries these five families have aggressively maintained their hold on their clan and are still the most powerful houses of the Shayakar. Of course, over the centuries intermarriage has occurred among the houses and even among the clans, so that most Shayakar owe allegiances to two or even three of the great houses. This has made the rivalry more political than genealogical—since every Shayakar has some tie to each clan the ruling houses do their best to win loyalty through ideals, goals, and attitudes rather than pure blood-ties.
The five ruling houses are:
House Drakaar: These Shayakar control Shaya’Nor’s military. Most of its officers are Drakaar, and only twice has the army had a Dux (general) from a different house. The Drakaar are the kingdom’s most vocal advocates for expansion, and are constantly requesting permission to push Shaya’Nor’s borders beyond the Shanais and Camon Rivers. They are determined to tear down the wall blocking their northern border and spill forth into the lands there, crushing any opposition. Not surprisingly, it was a Drakaar Dux who led the legions when Shaya’Nor swept across the continent, and the house elders have never forgotten that moment of glory.
House Yantar: The Yantar are powerful merchants and claim they can conquer more territory with trade than the Drakaar ever could with violence. Their traders travel far and wide, and as a result the Yantar are both the most knowledgable and the most comfortable with other races, particularly the nonhuman non-Kiraheim beyond the kingdom’s borders. A Yantar is typically chosen whenever the Thirteen need to send an emissary to a neighboring kingdom, or when dealing with a visitor important enough to treat politely. The Yantar have strong influence in the cities, and treat both the Drakaar and the Shehazim as crude, uncultured cousins.
House Shehazim: The Shehazim control the nation’s agriculture. Every Shayakar house has estates, and many of those estates grow crops, but the Shehazim hold Shaya’Nor’s farms and orchards and groves. Many of them work the fields alongside the Terrraheim, and other Shayakar often ridicule the Shehazim for forgetting their place and fraternizing with inferiors. The Shehazim are less aggressive than the Drakaar or the Yantar, both personally and politically. They are not interested in expansion, only in cultivating the lands Shaya’Nor already possesses.
House Filikene: The Filikene dominate Shaya’Nor’s church, and most of the nation’s clergy belong to this house. Though they make a great show of piety, many Filikene are merely pragmatists, joining the church because they recognize its control over the nation’s people. The Filikene are closest to the Thirteen, and to the Nether in general, and have more necromancers than any other Shayakar house. Many of its members spend their days worshipping the Nether, communing with it, and drawing both power and advice from its depths. The Filikene control less property than the three other great houses, since most of their family are bound to the church, but the church itself has estates and the Filikene maintain these in Vainar’s name.
House Gerat: The members of House Gerat feel that Shaya’Nor’s fate does not lie with the Shayakar or even with the Necrolords. Its destiny lies with its middle class, those creatures often spurned or ignored by the other nobles: the Kiraheim. House Gerat feels that these feared brethren can be shaped into a mighty army, stronger than even that which claimed the continent for Vainar centuries before, and that this army can reclaim the world for their dread lord. It is Gerat’s duty, they say, to teach these Kiraheim and mold them and guide them in their development. House Gerat has estates, but most of its members live in the cities or in the forests, where the Kiraheim can be found in great number. Drakaar calls Gerat members fools, saying no mere monster could be more effective than a trained warrior. Yantar agrees that non-Shayakar are important but places more emphasis on races outside the kingdom. Shehazim is more interested in the Terraheim than the Kiraheim, and less for war than for tending the land. Filikene considers the Kiraheim important but only as fodder and pawns.
Each of the houses has its patrons among the Thirteen. Lord Nicholai Eternos has strong ties with House Yantar, while Lord Direfang supports House Gerat. Lady Tamira Blacksword lends her name to House Drakaar, while Lord Vachnis Evermore surprised everyone when he stated that House Shehazim was a noble family doing good works. The rest of the Thirteen have not tied themselves exclusively with one great house, and so the five houses squabble for their favor, fighting amongst themselves for attention and praise like puppies scrabbling for a treat from their master.

Of Special Interest:
Shaya'Nor Military: Shaya’Nor has a strong army composed of mostly Terraheim and Kiraheim, though the officers are almost entirely Shayakar. The Dux rules the army and beneath him are the legates. Each legate controls a legion. Legions are broken into centuries (under centurions), which are divided into cohorts, each controlled by a praetor. These are divided into units. The soldiers are given chainmail shirts, shields, helms, spears, and swords or axes or maces. Those selected for archery are given longbows or heavy crossbows instead of spears. Officers receive finer armor and weapons. Soldiers are allowed to substitute their own items for the army’s offerings, which means many Shayakar and even some Terraheim fight in ancestral armor and carry noble weapons from the nation’s bloody past.

The Everdark Forest: This massive forest fills much of Shaya’Nor’s eastern landscape. The trees here are massive oaks and redwoods and other hardwoods but their trunks are far darker than normal and their bark smoother and almost slick. The trees’ leaves are large and dark and fall rarely—even during the nation’s harsh winter the foliage remains, though it curls in upon itself as if the leaves sought protection from the cold. Several cities exist within the Everdark, including Ey’Mord, the ancestral home of House Gerat. The forest teems with life and many of the nation’s Kiraheim have settled here, building villages among the trees where they can escape the scorn of their Shayakar masters. The Targon and White rivers cut through Everdark, crossing at Ey’Mord’s foot. Major caravan roads run beside both waterways, though the paths must be recut frequently because the trees and bushes grow back rapidly, as if the forest itself did not enjoy allowing such easy access.

Ironwood: This forest is large except when compared to Everdark, and stands near the center of Shaya’Nor’s western border. The Black River, which splits off from the Shanais, runs into Ironwood and ends at the city of Kayus. This forest is renowned for its trees, which are tall and straight and incredibly strong. Most of the nation’s wooden implements, particularly its weapons, are fashioned from ironwood. Just above Kayus is a small mountain ridge, the Darkhammers, and workers mine it for dark iron ore and other metals.

Deadwood: This smaller forest sits on Shaya’Nor’s southern border, between Shard and Shulor, and just above the Bloody Pikes. Deadwood was once a thriving evergreen forest but it was too close to the outer world and became the site of a heated battle between Shaya’Nor’s necromancers and outside forces. The necromancers claimed victory by casting a linked spell that drained the life of every creature within the forest. The trees were affected as well and became mere husks, still standing and still bedecked with leaves but no longer truly alive. Few dare to venture within the Deadwood now, as even Shayakar are frightened by these ash-grey trees with the spectral leaves that flutter on an invisible wind.

Doom Peaks: This short, high mountain range cuts off the northeast corner of Shaya’Nor, separating the outpost at Gol’Shakar from the rest of the nation. A single road has been chiseled through the peaks, connecting Gol’Shakar to Doom on the opposite side, and between the mountains themselves and the two heavily fortified cities no one can trespass from that direction. Rumors say that the mountains are filled with precious gems and valuable metals but they have never been mined. Almost everyone who has attempted to scale or scout the Doom Peaks has perished, and few bodies were ever recovered.

The Targon: Several rivers cut into Shaya’Nor but the Targon is both the largest and the most important. It flows from the Shanais to the sea, right through the Everdark Forest, and bisects the nation. The Targon is wide, deep, and swift, its waters a glistening black chased by silver and white tips. Boats sail its length, from small scout canoes to large ferries, and many goods are carried along it to the various cities and towns placed by its banks. Fish and other aquatic creatures live within the Targon’s depths, and fishermen perch along the shores or sit in small skiffs near the banks—their efforts provide much of the nation’s fish and seafood.

The Church of Vainar, The Shadow God
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Shaya'Nor Towns, Cities, and Strongholds
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Shard (capital city, middle of the kingdom’s southern border)
A

Gol’Darak (on the east coast, facing the sea)
A

Bloodhold: This city, which stands at the nation’s southwest corner, is ruled by Karanokos the vampire. Karanokos was born a mere Terraheim peasant but upon reaching adulthood he convinced a vampire to convert him. Then the new vampire, adopting the name Karanokos, infiltrated a human fortress built to spy upon Shaya’Nor. Over the next fortnight Karanokos waged a campaign of terror and bloodshed against the fortress’s inhabitants. By the end of that period he had slaughtered every man in the place. He then strode into Shard and presented the Dark Council with the fortress commander’s head on a platter. The Council members were impressed by his ruthlessness and elevated him to Dominus, awarding him command of the former fortress. Karanokos dubbed the place Bloodhold, as the walls and floors were now permanently stained by the blood he had spilled. He has since repopulated the keep with lesser vampires and a few Kiraheim as servants and staff—everyone else there is human. Karanokos maintains Shaya’Nor’s defenses against the kingdoms beyond and protects his people from any external threat. His subjects have learned to live with his peculiarities, and with the fact that he tithes in blood.
A

Theak-Var (not far from the east coast, level with the Bloody Pikes)
A

Ironspear (in the Gorgons, built by dwarves?)
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