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Player's Guide

Edoardo DallaVia
Player's Guide
Author: Edoardo Dalla Via

Credits
Published by GG Studio
Production: Gionata Dal Farra
Graphics and Layour: Matteo Ceresa and Luca Basile
Translation: Annarita Guarnieri
Cover: Dinmoney
Inside Graphics: Aimee Pepper, Allison Kaho Chan, Andrea Danielson,
Antonio Bonanno, Dinmoney, Jesika “Sakuyasworld”, Lia “Pechan”
Perrone, Wen Yu Li

Acknowledgements
Thank you to all players, supports, fans, intrigued readers... to all those who come to
Enascentia. You have made me a valuable gift, that of your time, and you deserve at least to
be thanked for this.

This game references the Savage Worlds game system,


available from Pinnacle Entertainment Group at
www.peginc.com.
Savage Worlds and all associated logos and trademarks
are copyrights of
Pinnacle Entertainment Group.
Used with permission.
Pinnacle makes no representation or warranty as to
the quality, viability, or suitability for purpose of this product.
©2015 GG Studio, Enascentia and all related marks and logos
are trademarks of GG Studio.
All Rights Reserved.
Produced under license by Studio 2 Publishing, Inc.
The Studio 2 logo is a trademark of Studio 2 Publishing, Inc.
Contents
Chapter 1 Gromsh of Dejama................................... 57
Gromsh of Si-An....................................... 58
Setting....................................................... 6 Gromsh of Si-Neb..................................... 59
Newly Generated Basic Knowledge........... 9 Appearance................................................ 59
The Kami................................................10 Genesis....................................................... 60
Magic: the Veil.......................................10 Civilization................................................ 60
The Ten Tribes........................................11 Behavior and Customs............................. 60
The Lost Tribes......................................12 Game Features.......................................... 61
The First Generated...............................13 Relationships with the other Tribes......63
The Capital Cities..................................13 View of the Ways....................................63
The Ways................................................13 Famous Characters................................... 65
The Symbol............................................15 Janahs.....................................................68
The Faceless Ones..................................16 View of the Kami...................................... 68
The Genesis............................................17 The Three Elders....................................... 72
Flora and Fauna.....................................20 Crossroads................................................. 74
Masters, the World is yours!.................... 21 Janah's Return........................................... 75
Cooking and Nutrition................................22 Janahs of Artanty...................................... 76
Technological Progress..........................24 Janahs of Dejama...................................... 76
Intimacy.................................................25 Janah of Si-An........................................... 77
Janah of Si-Neb......................................... 78
Chapter 2 Appearance................................................ 80
Genesis....................................................... 80
Characters...........................................26 Civilization................................................ 81
Ferua......................................................29 Behavior and Customs................................. 81
View of the Kami...................................... 29 Game Features.......................................... 83
The Conquest of Si-An.........................................32 Relationships with the other Tribes....... 84
The Counterattack of the Resistance ..... 35 View of the Ways...................................... 85
Feruas of Artanty...................................... 38 Famous Characters................................... 85
Timeline of the Conquest of Artanty........ 39 Kronoss..................................................89
Feruas of Dejama...................................... 40 View of the Kami...................................... 89
Ferua of Si-An........................................... 42 The New Kronoss..................................... 91
Feruas of Si-Neb....................................... 42 Satnio's Plan.............................................. 93
Appearance................................................ 43 The alliance with the Whispling............. 95
Genesis....................................................... 43 Kronoss of Artanty................................... 97
Civilization................................................ 44 Kronoss of Dejama................................... 97
Behavior and Customs............................. 45 Kronoss of Si-An...................................... 98
Game Features.......................................... 45 Kronoss of Si-Neb..................................... 99
Relationships with the other Tribes....... 46 Appearance.............................................. 100
View of the Ways...................................... 47 Genesis..................................................... 100
Famous Characters................................... 47 Civilization.............................................. 101
Gromsh..................................................50 Behavior and Customs........................... 101
View of the Kami...................................... 50 Game Features........................................ 102
Gromsh of Artanty................................... 55
Relationships with the Tribes................ 102 Relationships with the other Tribes..... 122
View of the Ways.................................... 103 View of the ways..................................... 122
Famous Characters................................. 103 Famous Characters................................. 123
Lumian.................................................107 Menoosh...............................................126
View of the Kami.................................... 107 View of the Kami.................................... 126
The Keepers of the True Light............... 111 First Council of the Royal Races.......... 129
Lumians of Artanty................................ 115 Second Council of the Royal Races...... 133
Lumians of Dejama................................ 116 Menoosh of Artanty............................... 134
Lumians of Si-An.................................... 116 Menoosh of Dejama............................... 135
Lumians of Si-Neb.................................. 118 Menoosh of Si-An.................................. 136
Appearance.............................................. 119 Menoosh of Si-Neb................................. 137
Genesis..................................................... 119 Appearance.............................................. 138
Civilization.............................................. 119 Genesis..................................................... 138
Behavior and Customs........................... 120 Civilization.............................................. 139
Game Features........................................ 121 Behavior and Customs........................... 139
Game Features........................................ 140 Civilization.............................................. 195
Relationships with the Tribes................ 141 Behavior and Customs........................... 196
View of the Ways.................................... 142 Game Features........................................ 196
Famous Characters ................................ 143 Relationships with the other Tribes..... 197
Oscurian...............................................146 View of the Ways.................................... 197
View of the Kami.................................... 146 Famous Characters................................. 198
The Scarlet Vengeance........................... 148 Whisplings
The Guild of Free Trade......................... 150 Childrens of the Wind, Disciples of the
Oscurians of Artanty.............................. 152 Father...................................................202
Oscurians of Dejama.............................. 153 View of the Kami.................................... 202
Oscurians of Si-An................................. 154 Whisplings of Artanty............................ 210
Oscurians of Si-Neb............................... 154 Whisplings of Dejama............................ 211
Appearance.............................................. 155 Timeline of the Third Era....................... 211
Genesis..................................................... 155 Whisplings of Si-An............................... 213
Civilization.............................................. 156 Whisplings of Si-Neb............................. 214
Behavior and Customs........................... 156 Appearance.............................................. 214
Game Features........................................ 157 Genesis..................................................... 214
Relationships with the other Tribes..... 158 Civilization.............................................. 215
View of the Ways.................................... 158 Behavior and Customs........................... 215
Famous Characters................................. 159 Game Features........................................ 216
Composer of Lies, LI 5........................... 161 Relationships with the other Tribes..... 216
Rok'Nars...............................................163 View of the Ways.................................... 217
View of the Kami.................................... 163 Famous Characters................................. 218
The First Elemental War........................ 166 The Ways..............................................222
The Relationship with the Veil.............. 168 Guild of Free Trade..............................222
The Second Elemental War................... 170 Defenders of Free Will.........................223
Rok'Nars of Artanty............................... 173 Playing a Defender of Free Will............ 224
Rok'Nars of Dejama............................... 174 Inquisition of the Blazing Arrowl.......225
Rok'Nars of Si-An................................... 174 Followers of the Mosaic.......................227
Rok'Nars of Si-Neb................................. 175 Faceless Ones.......................................228
Appearance.............................................. 175 Warlords..............................................230
Genesis..................................................... 176 Playing a Faceless One.......................... 230
Civilization.............................................. 176
Behavior and Customs........................... 177 Chapter 3
Game Features........................................ 177
Relationships with the other Tribes..... 178 Player's Options............................. 232
View of the Ways.................................... 179 Altered Skills........................................234
Famous Characters................................. 179 Removed Skills.....................................236
Senduars...............................................182 New Abilities........................................236
View of the Kami.................................... 182 Need and Usage of the Components..... 238
Dunesia, the wandering capital............ 184 Tribal Recipes......................................... 246
Beyond known borders.......................... 187 Hindrances...........................................252
Senduars of Artanty............................... 191 Rank........................................................ 252
Senduars of Dejama............................... 192 Required Skill.......................................... 252
Senduars of Si-An................................... 193 Tatoo Name............................................ 252
Senduars of Si-Neb ................................ 194 Duration................................................. 252
Appearance.............................................. 195 Effect........................................................ 252
Genesis..................................................... 195 Success..................................................... 252
Raise........................................................ 252 New Weapons......................................... 299
Removed Hindrances..........................253 Unusual Weapons................................... 300
Genesis Campaign: Existing Mundane Items....................................... 301
Hindrances...........................................254 Scrolls....................................................... 302
Genesis Campaign: New Hindrances.. 255 Potions..................................................... 303
Post Genesis Campaign: Existing Mundane Items Table............................. 304
Hindrances...........................................255 Vehicle Table........................................... 306
Post Genesis Campaign: New Tattoos...................................................... 306
Hindrances...........................................256 Vehicles.................................................... 306
Edges....................................................256 Poisons..................................................... 307
Background Edges: Alterations...........257 Other kinds of mounts........................... 307
Background Edges: New......................258 Magic Objects......................................... 308
Combat Edges: Variations...................259 Possession EL Table................................ 309
Combat Edges: New.............................259 Creating an Enchanted Object.............. 311
Leadership Edges: New........................260 Creation EL Table................................... 312
Power Edges: New...............................260 Objects Created by the Defenders of Free
Professional Edges: Variations............260 Will........................................................... 313
Professional Edges: New......................262 Armor Enchantments............................ 314
Social Edges: New................................267 Weapon Enchantments ......................... 315
Weird Edges: New................................267 Acid Application.................................... 316
Legendary Edges: New.........................268 Mundane Items Enchantments............. 318
Powers..................................................269 Unique Objects....................................... 319
Arcane Background.............................269
Spells....................................................269
Removed Spells....................................269
Altered Spells.......................................270
New Spells [General]...........................271
Exclusive Spells....................................271
Feruas Exclusive Spells........................272
Gromsh Exclusive Spells......................273
Mutation Table....................................... 276
Janah Exclusive Spells..........................278
Kronoss Exclusive Spells.....................279
Lumian Exclusive Spells......................281
Menoosh Exclusive Spells....................282
Oscurian Exclusive Spells....................284
Rok'Nars Exclusive Spells...................... 286
Senduar Exclusive Spells........................ 287
Whispling Exclusive Spells.................... 288

Chapter 4
Gears...................................................290
Gear......................................................292
Armor...................................................... 292
Weapons.................................................. 293
Armors.................................................... 293
Weapons.................................................. 294
Chapter 1

Setting

N
“ ame?”
“Arusha”
“Tribe?”
“Rok’Nar”
No sooner had he posed the question than the Kronoss felt a sudden awkwardness, a rare
warm feeling of unaccustomed discomfort. In truth, the question about the Tribe was just
routine, intended mainly to get confirmation from the candidate himself, which was far more
diplomatic than the indelicacy of asking to see his or her Tribe symbol. Such a thing would
have never been tolerated in a Ferua village and was inconceivable in the elegant parlors of
Sir Ateron.
Although necessary, however, the question was redundant, given the peculiar somatic traits
typical of each Tribe. A complexion as dark as a moonless night was unmistakably Oscurian,
especially if they were on the short side. Similarly, the races that resembled them physically,
such as Lumians, Janahs and Menoosh, could also be identified in most cases by the color
of their eyes, hair and clothing. To say nothing of the Rok’Nars, equal only to the Gromsh,
perhaps, in terms of being easily recognizable.
Even the most creative being would have needed the wildest imagination to attribute a body
made of stone to any other race. In that instance, the effort would have been even greater
because the Rok’Nar in question was a female. In fact, the females of that Tribe loved to proudly
flaunt the luxuriant vegetation growing in the cracks of their very hard skin, obviously a gift
from Mother Earth to her beloved daughters. The vegetation was usually well cared for and
arranged so that it would cover what might have been considered embarrassing—by others—
such as parts of the body that were usually covered or the symbol of their Tribe.
Ivy covered those and most of the remaining parts of Arusha’s body. Female Rok’Nars could
exert a level of control over the growth of their flora and accelerate it until they were fully
covered by it in a matter of just a few days. They used to do this when they were about to leave
for one of those places others viewed as the most ‘civilized’ villages.
Arusha just averted her eyes, shook her head and waited for the next question, which she
knew was going to be as obvious as the previous one.
“Job?”
“None.”
“Community village, I suppose.”
“Yes, that’s correct. Each of us does what the Mother requires, every day. We are fully capable
of adapting in order to take care of each other’s needs.”
“Do you know the conditions with regards to the path you are about to embark upon,
Arusha of the Rok’Nar?”
“To tell the truth, I don’t, nor do I care about them. You required the presence of a member
of our Tribe, and I was chosen by the Mother to fulfill this duty. If called upon, Rok’Nars
won’t back down, but we will continue to comply with the laws of nature, irrespective of the
conditions you impose on the others.”
“I suppose this is an acceptable answer. I shall trust your word, Disciple of the Mother. Do
you hereby relieve Sir Ateron of all responsibility, then?”
“Without question. He’s just a temporary guest of this Earth, after all.”
Following procedure was important, of course, but knowing how to adapt it to the person
being questioned without altering its form or validity was the specific job of the interviewer.
The usual question about how to dispose of Arusha’s body in the event of her death was in this
instance extremely inappropriate because in death, each member of the Tribe was reunited
with the earth. He decided he would make every effort not to look ridiculous in her eyes.
While the Kronoss was putting the documents away, Arusha allowed a few branches of ivy
to slide down so smoothly and naturally that it looked incidental and made direct contact with
the ground. No matter how thick the walls of a building, if Mother Earth was beyond them, a
Rok’Nar could always sense her and establish contact with her. She could already feel it, albeit
weakly, beneath her feet, and as the vibrations ran along the branches to the roots of the plant,
that feeling grew tenfold.
Contact with the Mother could relax one’s nerves like nothing else. At the village, when they
decided to send an Elder to represent the Tribe, as the Kami required, all eyes turned to her. As
an ambassador who had often traveled among the other races, Arusha knew how to interact
with them. Above all, she was better able to endure being forced to live surrounded by walls
and artefacts that drove people away from the very essence of their own habitat. This was
because she was one of the Mother’s beloved ones. Even through thick artificial layers, she could
feel her distinctly and hear Her call, Her ever-sweet melody.
Sir Ateron’s servant pulled out the Cube and put it down slowly on the table before him.
Arusha observed it carefully. It was a lidded wooden box with metal hinges. She knew it
definitely was not wooden because nature’s voice would have resonated through it, but it was
still barely a whisper, reaching her through layers of marble. So why make it look like wood?
What did its creator have in mind? She summoned her ivy back around her hands to receive—
without being seen—information about the nature of the object before touching it.
Her craggy fingers never managed to reach the mysterious geometric object. The moment the
first ivy leaf brushed the Cube, the whole room changed. Furniture, colors, odors…everything
was different. Arusha did not notice those details immediately; she did not even look around
because she was prey to an unfamiliar anguish, and anxiety was taking her breath away, while
her heart throbbed in her chest like the persistent banging of a hammer. Throughout her long
life, she had always felt the warmth, the familiar melodious harmony of nature that pervaded
her whole being. To learn the meaning of cold and silence at the same time was devastating.
She struggled to breath, panting, as if she had forgotten how to breathe. She let herself fall to
the ground on all fours and pressed her hands to the decorated floor. Nothing. She lay down,
desperately trying to embrace the ground. Nothing. She extended every branch and leaf of her
ivy to find that contact again without success. Her bond with the Mother had been severed;
there was no longer any trace of Her anywhere.
Player's Guide

J ust imagine a world where men and


women are neither born nor grow
old, a fantastic place where magic
a match in the surrounding reality.
He already knows how to walk, run
and jump; he knows the grass is soft
pervades everything and everyone, and the earth hard, but he has never
where life’s first experiences are not trodden on either. Likewise, he knows
learnt but are something you have how a rose should smell, but he never
never been taught and yet somehow smelt one; he knows he can grab and
already know. Welcome to Enascentia. throw a stone, but has never felt its
While conventional natural law weight in his hand.
here applies to both flora and fauna, He has all the knowledge a person
people are outside them somehow. between twenty and forty years of age
They do not reproduce as animals is supposed to have, but he has no
do, nor do their bodies grow old with memory of past experiences, because
time. Instead, they are generated in he actually never had any. Physically,
one of the many Gardens of Life, a he looks between twenty and forty,
conventional name to indicate the and his looks will never change with
place where everything begins, no time. Concepts such as ‘growing old’,
matter to what race the individual ‘son’, ‘mother’—just like any other
belongs or any other factor. In fact, connected to natural conception and
these are not real gardens (some birth—are known only because they
of them are actually devoid of any exist in nature and apply to animals.
vegetation), and the origin of their
name has long been lost. The only On Enascentia, a person could,
thing they have in common is a theoretically, live for years, centuries,
wide polished stone about three even millennia: its inhabitants are
feet in diameter. It is a finely carved potentially immortal, at least until
pedestal, engraved around its base illness, poisons, spells, or even a
with some inscriptions in a never- commonplace blade come into play.
before-deciphered code. Each Newly Being ageless, he cannot prevent
Generated appears out of thin bleeding or choking to death.
air, right on the stone, without an
accompanying phenomenon that
might signal his coming. There are no
sounds, lights or anything: he simply
appears, standing on that stone. His
clothes and his gear—minimal—are
in the style of the Tribe to which he
belongs.
When a new person opens his (or
hers) eyes for the first time, his brain
is already filled with notions seeking

8
Setting
• All normal motor skills, even the
most complex ones—such as climbing
a mountain or a tree—and sometimes
Newly Generated Basic the use of one or more weapons.
Knowledge • Two languages, the common language
spoken by all Races, and the one
They know:
spoken only by his Tribe. At the time
• The weight, shape, colour and smell of
of their Genesis, only the members of
common objects and animals, of things
two Tribes do not know how to read or
that can be found in nature or that can
write: the Ferua and the Gromsh. All
be built —flowers, plants, weapons,
the others have this knowledge.
tools, etc.—as well as the taste of edible
• Awareness of their character and
and easily available foods. They will
nature, as well as of their Tribes’
not be able to recognise an extremely
fundamental ideology. From the very
rare flower, however, or the taste of
beginning, the way they see the world
some very refined dish made by a
will be conditioned by their affiliation
famous cook.
to a specific Tribe. As time goes by,
• Animal calls and cries, natural
however, each individual may follow a
sounds and those produced by contact
markedly different path of his own.
between two or more elements.
• A general idea of Kami and their own
• The geography, flora and fauna of the
precise vision.
area where they have been generated.
• The presence of nine other Tribes
A Newly Generated from Dejama,
besides theirs; the Newly Generated
for example, is aware of the presence
know little about them other than
and general characteristics of the
a brief description of their general
Black Desert, the Rakar and the star
aspects and a few notions about
videnya. Conversely, he knows nothing
their nature.
about Si-An, the Varnha Desert or the
• The past existence of other Tribes.
Silver Aredea. He knows, however, that
A Newly Generated knows nothing
on Enascentia there are dry and ice-
about them, but he is generated with
covered lands, jungles and swamps,
the awareness that other races trod the
and that the snow falls on the highest
earth before the present ones.
mountains. He ignores the names of
those places far away from where he
was generated, particularly those
on other continents, as well as of
their cities and specific places, but
he is aware there are other lands
whose number and nature are
unknown to him.

9
Player's Guide

The Kami laws governing it because it is a sort


of raw arcane force: it is a dormant
magic potential, a supply of power
Among the notions a Newly Generated there for those who can tap into it.
possesses, there is that of ‘Kami’. More Just imagine it as a thin, transparent
than an abstract idea, it is a broad veil that covers everything, always
term with countless meanings and present, but never studied in detail;
interpretations, depending on who only some skilful tailors know how
analyses them. To some, the Kami is to work it and sew clothing and cloaks
the origin of everything: the source of for themselves with that precious Veil.
life, whatever decided a specific living Enchanters never create anything
being should be in a determined place from thin air; they simply alter the
at a specific moment. To others, it is magic essence surrounding them,
a creed, a set of righteous precepts to manipulating it in a way that best
be followed devotedly in blind faith. suits their needs. It will be the Veil
Others still see it as a figure to be itself that will unravel its own knots
held as a model on which to shape and flow back down to where it was
one’s lifestyle, or as an ideology, a originally. Those who can emanate
set of feelings, a hope. There are heat from their own hands or
some who believe in all this and change their appearances draw from
some who maintain the Kami is that natural raw power. At times,
something else altogether. however, they also make use of
It is difficult, and in the end useless, their own magic potential, because
to define it. What really matters is everybody is, in fact, enveloped by
that via its view of the Kami, each that arcane cloth.
Tribe finds its own answers to life’s However, the Veil doesn’t cover all
great questions—those questions Enascentia’s surface evenly. Through
that immediately require an answer the centuries, tailors equipped with
because of how their life began. special scissors have cut away small
At times, some Newly Generated pieces which the original cloth was
decide they are not interested in never able to replace, while others
finding an answer. added patches that never completely
blended with the whole. If, on the
one hand, it is true that natural
Magic: the Veil laws rule everything—from gravity
pushing water down a waterfall to
Magic permeates everything and the instinct that makes a hare run
everybody on Enascentia. Its power away from a wolf—on the other hand
is everywhere, but it does not alter it is equally true that there are places
either the landscape or the natural where water flows up rock faces or
the hare hunts the wolf.

10
Setting

The Ten Tribes


Each Newly Generated who appears
on Enascentia belongs to one of
the following ten Tribes (a detailed
description of each can be found
from page 28 onwards):

Ferua: A Tribe whose members are


all female, anthropomorphic, lethal,
feline predators. They live according to
the laws of nature and specifically the
survival of the fittest, and despise any
kind of technological progress. They
usually fight with fangs and claws, but
they aren’t above using a good bow or
a blowpipe.
Gromsh: The members—all male—of
this Tribe can be recognised as such
at a glance: they are large in size, with
exposed bony protrusions and other
possible anomalies such as a scaly tail
and a third eye in a randomly chosen
part of the body. They follow the
precepts of Chaos—which, to them, is
a synonym of Chance—and thus turn
themselves into real time bombs that
are always ready to detonate.
Janah: Typically, they have darker-
than-normal skin and usually jet-
black eyes and hair. A fighting
race, the Janah set themselves a
goal and do their utmost to achieve
it, even relinquishing themselves
to a tireless alter ego. They try to
better themselves through direct
confrontation and by overcoming
ever greater self-imposed obstacles.

11
Player's Guide
Kronoss: This is the most rational purple to black—complexion and
among the Tribes, with a tendency are small; their specialty is selling
to study and logically analyse any information, be it true or false.
interesting subject. They see the Rok'Nar: These rock-skinned beings
Kami as Time and devote all their are considered the defenders of the
efforts to thoroughly research this earth, which they simply call the
subject. Not prone to fighting, they Mother. Being in contact with the
are instead very skilled enchanters. ground is of utmost importance
Lumian: Loyalty, uprightness, to them, just as it is to care for and
generosity and honesty are just some respect normal natural cycles. The
of the virtues guiding a Lumian’s life. women also grow a plant on their
They follow the light in all its—mostly bodies—a different one on each—
symbolic—manifestations. They are which is a sign of the Mother’s favour.
easily recognisable by their extremely Senduar: Tireless travellers, they
fair complexions and blond hair as believe that life’s purpose is to
well as by their heavy armour and accumulate sensorial experiences,
their weapons of choice: all known and that to do it, it is necessary to be
kinds of swords. always on the move and visit as many
Menoosh: They are free spirits, places as possible. Experiences need
aesthetes devoted to any form of to be first-hand and to be assimilated,
artistic expression. Theirs is also a which is why Senduars are not very
race that more than any other explores open to dialogue; they are good
and expresses its own sexuality. listeners, but hate to speak. Their skin
Their major physical characteristics is the same texture as wet sand.
are their flaming-red hair and Whispling: Disciples of the Wind,
an aversion to wearing clothes. which is what they call their Fathers,
Skilled scribes, they are usually they are free creatures who cherish
chosen as ambassadors because their ability to improvise. Blue-
they maintain good relationships skinned, with hair that blends with
with all the other Tribes. the air, they are the only race that can
Oscurian: If you need something— fly. They prefer ranged weapons and
any kind of object or service— prefer closed, restricted places.
the odds are that you will end up
turning to an Oscurian. For the most
part mercenaries and merchants, The Lost Tribes
Obscurians always meet people with
a ready smile and a dagger to plunge The above-listed Tribes are not the
in their backs as soon as they turn first ones ever to appear on Enascentia,
them. They have a very dark—from and they might not be the last. It is
common knowledge that ten Tribes

12
Setting
are always generated at the same time,
but little is known about the dynamics
The Capital Cities
of the Genesis.
The only known fact is that other It is said that the First Generated
races existed in the past and that of the existing Tribes also founded
their numbers dwindled drastically, each tribe’s capital city, so called
also because of the lack of any because they were the very first
Newly Generated. The few surviving example of their civilisation, which
individuals go under the common shaped the structure of most mono-
name of Lost Tribes. They are quite Tribe existing villages. There are no
rare and usually held in very high proper geographic borders dividing
esteem because they are the keepers Enascentia’s peoples from each
of mostly unknown information. other. Instead, the different races
mix more or less uniformly on the
different continents. Therefore,
The First Generated when we speak of ‘capital cities’, they
must not be thought of in terms of
borders or ‘nations’, because they
If a Newly Generated does not
are just a representative symbol.
belong to any existing tribe, he
is then considered as the First
Those First Generated still alive
Generated of his race, which will
are usually busy running the capital
be named after him. His coming is
city they built or watching over it in
never an isolated event, but it opens
the case of more complex political
the door to the coming of his people
structures.
to Enascentia. Such events occurred
in the past, but they happened so
long ago—and so seldom—that
their very memory got buried over
time, and they are now unknown to
The Ways
the majority of the people. Enascentia’s peoples are not divided
Usually, the adventurers by Tribe or village. They also follow
impersonated by the players have lifestyles or ideologies promoted
no detailed knowledge about by wider organisations, whose
each existing First Generated, but members belong to different Tribes
the members of a specific Tribe and villages. These organisations
might know something about their are called the Ways.
progenitor, particularly if they have Choosing a Way is totally at the
long been on Enascentia and even character’s discretion and will lead
more if they live around the capital him along a very precise path. Some
city of their Tribe. Ways build whole villages where their
members lead a communitarian life

13
Player's Guide
under the same banner, others build those of all the Tribes is best suited to
real military headquarters, while them, and once they make a choice,
some wander from place to place and they start on a new path, devoting
their members, when they gather, themselves to their new Kami.
always form small groups. Inquisition of the Blazing Arrow:
Below, you will find a list of the The members of this Way devote their
existing Ways (you can find a detailed whole existence to just one goal: erase
description from page 101 onwards): the threat posed by the Faceless Ones.
Guild of Free Trade: These are As it often happens, fear generates
merchants, united by their hunger violence. A group of Inquisitors can
for material assets and the benefits be found in many densely populated
derived from joining the Guild. mixed villages to watch over their
Many who are not interested in other inhabitants.
causes, or have their own well-being Followers of the Mosaic: They
very much at heart, join this Way. maintain that the perception of the
Defenders of Free Will: They Kami is, by definition, incomplete,
maintain it is wrong to be bound to but that it can be part of a bigger view
a vision of the Kami as soon as one is if put together with the other existing
generated. They take time to ponder points of view. It is only by collecting
over which point of view among and harmonising them all that it is

14
Setting
possible to reach the right perspective The body area it occupies rejects any
and understand the meaning of it all. kind of ink or pigment, and not even
From this perspective, finding the magic can alter it, nor can shape-
Lost Tribes is of utmost importance. changing spells; it will remain on the
Warlords: All the tribes and some new shape as well, possibly in the
of the other Ways look for answers same position as before. Should the
about the beginning, the origins of new shape be quite different, the
it all and the truths that the past may symbol will appear on an equivalent
hide, and in doing so, they lose sight body part—on a wing, for example,
of the real important perspective: if the person bore his symbol on his
a view of the end. If times were arm and has now turned into a bird.
always peaceful, people wouldn’t die, Even wounds tend to heal faster
and overpopulation would quickly than usual on the symbol’s specific
consume all available resources, area. (This implies no variations
dooming everybody to starve to from the point of view of the game;
death. This is why war is necessary the scar will disappear gradually, but
and the Warlords are its fierce heralds. the wound will remain the same.)
All the races share a strong sense
of modesty where the symbol is
The Symbol concerned, far stronger than going
around naked—a feeling so strong, it
might seem irrational to an observer.
The Newly Generated do not arrive
Showing one’s symbol is seen as
with just the basic knowledge and
reprehensible behavior by anybody,
gear they are generated with when
even the Gromsh, and nobody would
they appear on Enascentia. Each
ever ask to see someone else’s symbol.
wears a brand on his body: the symbol
Violating this taboo means—at the
of the Tribe to which he belongs. It is
very least—incurring the wrath of the
not just a tattoo but a clear black mark
person involved.
that seems to be embedded in the skin
The impulse to keep one’s symbol
itself. This brand can be anywhere on
covered is not just an obsession or
the body; some wear it on the napes
a way to hide to which Tribe one
of their necks, some on their torsos or
belongs since that association is
on the palms of their hands.
revealed not so much by the symbol as
The true nature of this symbol is
by the different physical traits of each
unknown. It is not magic, since it
Tribe. A Rok’Nar hiding his symbol
does not react if tested for magical
in an effort to pose as an Obscurian
properties, but it also has unique
would be quite naive, to say the least.
characteristics. In fact, it is not
No, this is mostly a self-preservation
possible to remove, alter or disguise
instinct because the symbol is what
it in any way; it can only be covered.
connects an individual to his Kami:

15
Player's Guide
losing it would mean losing one’s to the enslaved victims of the Kami.
roots and sense of belonging. It is Those who suffer this practice are
then a primeval instinct, somewhat often unable to come to terms with
tempered by the awareness of the it, however; instead of joining the
symbol’s eternity and rejection of any Faceless Ones, they become wandering
permanent alteration. Any, but one. outcasts unable to fit in anywhere and
often end up making some rash and, at
times, ultimate gesture.
The Faceless Prejudice against such individuals
has not always been this deeply rooted

Ones in the Tribes. At first, those who openly


admitted their misfortune, claiming
themselves to be innocent victims of
A cross between a Tribe and a Way, but violence at the hands of the Faceless
being neither, the Faceless Ones are Ones, were allowed back into their
outcasts who fight against the concept Tribe. Most times, however, this was
of Kami itself and what they believe to just a technique devised by the Faceless
be its direct effect on all living beings: Ones. According to well-informed
subconscious and unavoidable slavery. sources, in fact, the first ‘Liberations’
They have discovered an infallible were made by the Faceless Ones with
method to deface their symbols the precise intent of infiltrating the
permanently. This act results in the villages and inducing the inhabitants
individual being automatically banned to lower their guard. By lying about
from his own Tribe, a practice the their situation—which, contrary to
Faceless Ones call ‘Liberation’. Its first what they said, was the result of free
direct consequence is the loss of any choice on their part—they could
power or peculiarity acquired through deface symbols undetected, knocking
the Genesis: the Whisplings will not be out their victims before striking. Of
able to fly anymore, the Gromsh will course, they counted on their victims
lose access to their visions, enchanters never to denounce another Tribesman
will no longer be able to cast spells who had suffered the same fate.
and so on. Moreover, whoever
realizes an individual has disgraced This trick was discovered soon
himself by defacing his symbol will enough, but by then it was already
persecute him as a Faceless One and too late. The ranks of the Faceless
an enemy of his people. Ones had been swollen by hundreds
As the name itself implies, such a of unwilling new recruits, and the
‘Liberation’ is not seen as cruelty by situation had become unmanageable.
those who grant it. On the contrary, Nobody trusted a Faceless One
they see it as an act of mercy, which anymore or lent a sympathetic ear
generously gives a new beginning to his heartbreaking story, and fear

16
Setting
prevailed. So, the Liberated saw their individuals become a reference point
choices dwindle exponentially: they for their Tribes and their villages, not
could either embrace the Faceless only because of their vast experience
Ones’ cause or surrender themselves and knowledge, but also because
to a life of subterfuges as outcasts. of another specific factor. Each
It is not known what the Faceless community has its own Elders, that
Ones are planning or why. The only is, not just people who have reached
obvious assumption to be drawn from a particular age, but people who—
their actions is a total lack of devotion within a group—have lived longer
to any Kami; on the contrary, they than the others. The reason for this
seem intent on waging war against the is simple: those individuals whose
concept of Kami itself. Genesis took place in the past receive
visions from the Kami. Such ‘visions’
are not clear images, but a sort of
The Genesis trance, a multi-sensory experience
that leaves the chosen vessel with a
set of sensations, information and
Since they do not age and die—like
instincts that will guide him to a
animals do—people on Enascentia
new Genesis. In fact, each vision is
can live to be hundreds or even
bound to the appearance of a Newly
thousands of years old. As years
Generated in the immediate vicinities.
go by, these extremely long-living

17
Player's Guide
It is allowed, according to parameters exact number of Newly Generated or
chosen by the Kami, and never fully anything else. In fact, in the latter case,
understood by Enascentia’s peoples, the Elder in question cannot even
but it will certainly involve the new determine for certain if the newcomers
individual’s Elders and the proximity will all belong to the same Tribe.
to the place of the event. The Elders are Usually, only one Elder in each Tribe
often given many consecutive visions receives visions about the forthcoming
that will gradually guide them to the Genesis, so it is almost certain no
right place. At times, the chosen vessel other delegations will be sent from the
may already know that specific Garden same Tribe. A ‘mixed’ Genesis—that
of Life, and at other times, he will have is, a Genesis involving more than one
to find his way there, guided only by his race—is an extremely rare event which
mystic experience, waiting for another generates all sorts of rumors. Some
vision to help him. Each Tribe has its see it as a message of peace among the
own customs and traditions regarding Tribes, some as a dangerous anomaly,
the Genesis and the reception given and there are even those who swear
to the newcomer. Most Tribes— that the coming of new Tribes was
there are a few exceptions—however, always heralded by mixed Geneses
usually put together a group that and that it is a sign the present Tribes’
will escort the Elder to that specific time is coming to an end.
Garden of Life, both to protect him Whatever the truth, when
when he has a ‘vision’ during the delegations belonging to different
journey and to ensure he will keep tribes meet in a Garden of Life, they
gathering information without which agree on sending a number of people
it will be impossible to find the Newly from each Tribe equal to the number
Generated. Of course, there are Elders of members of the smaller delegation
who prefer to rely on Chance, which is to greet the Newly Generated.
why Gromsh Elders always undertake In the past, there have been attempts
this journey alone. Upon reaching the at different ways of welcoming the
designated place, the delegation will Newly Generated. Whole armies have
instruct the newcomer and escort him been deployed around the gardens of
back to their village or wherever the Life, either to preserve the members
members of higher rank within the of their Tribe and kill all the others
group will decide to take him. or to prevent such a thing from
A Genesis usually involves a single happening. Inexplicably, however,
individual, but it may be that more those Gardens of Life thus surrounded
than one subject is involved. The vessel always remained empty for days and
has no specific information about the even months until the different groups
nature of the Genesis he is seeking, surrounding them would give up and
either the gender or the physical leave the area. Then, in a matter of a
appearance of the newcomer, or the few days, the Geneses would resume.

18
Setting
An attempt was then made to build guide who has come to welcome him
villages, inhabited by only one Tribe, can rely only on few, fragmented and
either in the immediate vicinity of vague pieces of information. But, it
the Garden or even all around it as if is also far from easy for the Faceless
it were the village’s main square. The Ones to pinpoint the right moment
immediate result was the same, but in and place to strike because they have
time, things changed. The first of these no vision or information to rely on.
villages was Ereldia, a Janah outpost. Their usual technique consists of lying
Its inhabitants finished building in wait by some village, following a
it, but then most of them left after delegation from there and ambushing
months went by without the advent its members before reaching their
of any Genesis. Semi-abandoned, destination. The Faceless Ones then
Ereldia became a sort of waystation welcome the newcomer themselves
for travelers, and eventually, a mixed in their own way. In the past, the
population resettled there, with Faceless Ones also tried to ambush
people belonging to different Tribes the delegations in the immediate
sometimes opting for a prolonged vicinities of the Gardens of Life, but
stay there. When that ethnic blending the only result was that they waited in
reached its peak, the Garden of Life vain for days until they gave up and
started working again; at present, went away.
Newly Generated belonging to each In the past, the Faceless Ones
and all Tribes appear on that stone slab and the more radical Tribes tried to
on a regular basis. circumvent that problem with an even
Later on, Legis was built on the same more drastic solution: by destroying
principle around another Garden of the Gardens of Life. These attempts
Life. It serves as headquarters and a only taught them a very hard lesson,
meeting point for the five existing and one that is still handed down orally as
officially recognized Ways. a warning to whomever might want to
Although it is now a rare thing to try to do the same. The stone of each
find a village or garrison around a Garden of Life is bound to a being
Garden of Life, the number of mixed made of pure energy: a yak’maat,
cities built by a Garden has recently more commonly known as the
grown. Both this phenomenon and Guardian of the Garden. The presence
many other measures stem from of such Guardians makes the Gardens
the same intent: to counteract the impregnable and indestructible. Up
increasingly widespread presence of to now, each attack always awakened
the Faceless Ones. the Guardian, who slaughtered most
If possible, they try to strike at the of the assailants. Since a yak’maat is
moment of Genesis itself, when their closely bound to a specific place and
target is overwhelmed by a large cannot leave it, some of them could
amount of muddled input and the escape its blind fury, but those who

19
Player's Guide
can boast of accomplishing such a feat from dawn to sunset, then it closes on
are few indeed (for a full description itself. This is not just a reaction to heat
of a yak’maat see Chapter 7: Bestiary or sunlight, however, but a real state of
on Game Master's Guide). deep slumber. In fact, the flower can
be seen rocking gently and regularly,
just like a breathing mammal. This
Flora and Fauna flower protects itself from the many
people—mostly Menoosh—who
try to pick it by releasing a cloud of
It is possible to find the same animal
soporific spores whenever a living
and vegetable species on Enascentia,
being gets within a range of ten feet
familiar to us, but there are others as
from it: whoever finds himself within
well. The main difference between
a Medium Burst Template must make
our world and Enascentia, the Magic
a roll in Spirits to avoid falling asleep
Veil, changed, developed and evolved
for 1d6 rounds. Upon waking up, the
for centuries without any outside
victim of the spores will feel confused
interference, thus generating totally
and will not remember why he is
new species and surreal landscapes,
there, just wanting to get back home
often as a consequence of its use by
and rest.
the Tribes.
Artic Strawberry: This strawberry
Toward the end of this manual, in
has an unusual blue color. Those
the Bestiary, it is possible to find a
who might think the color is the only
detailed description of most of the
difference are sorely mistaken, for
unusual creatures you may encounter
artic strawberries grow by the sea
wandering through these lands,
in an environment where the soil is
together with game statistics and
rich in sulphur. This gives them their
notes on their natural habitat.
peculiar taste, partially similar to that
As far as flora is concerned, you will
of some kind of fish. Some northern
find listed below a few examples of
Tribes use artic strawberries to make
Enascentia’s unusual plants.
a sauce used as a dressing to many
Citrweet: A peculiar kind of citrus
dishes.
fruit, divided into two halves: half the
Fool’s Lemon: It looks vaguely like
peel and pulp are among the sweetest
a fool’s cap in shape. Menoosh like it
substances existing in nature, while
very much and use it at their parties
the other is one of the sourest. True
because its sour, peculiar pulp causes
connoisseurs eat this fruit two slices
those who eat it to feel giggly. It is just
at a time, one sweet and one sour.
like being a little tipsy, but without
Elinia Nipadia: This flower looks like
any side effects. Unfortunately, this
a fuchsia and yellow-striped black lily,
fruit does not blend well with alcohol,
and it has a unique characteristic: it
which nullifies the fruit’s effects, so it
stays open, showing off all its beauty,
cannot be used at banquets.

20
Setting
Snake Apple: This fruit has the same
shape and dimensions as an apple,
but it has purplish peel and greenish
pulp. It is called snake apple because Masters, the World is
eating it causes a rash similar to that yours!
caused by a snake bite.
Spout Eggplant: It is a kind of In these pages you’ll find ideas and
eggplant which has a sort of sealed suggestions about recurring common
side spout and a peculiar liquid pulp elements in the ruleset and the novels
which contains the seeds. The texture based on this setting. On the other
of the peel allows it to be heated on hand, this world is so wide and the
the fire; at that point, it is possible effects of the Veil and its alterations
to cut the spout and taste the liquid are so unpredictable, they leave ample
inside: an eggplant-flavored drink. room for your creativity. Therefore,
This is one of the Senduars’ favorite Masters, feel free to see Enascentia
plants because of its practicality. as the ideal container for your more
Mutorange: This fruit, whose peel is bizarre creations.
very similar to that of an orange, is
seen by the Gromsh as a blessing of
the Kami because while the peel is still
the same, the pulp inside may be that
of any kind of fruit, such as a kiwi or Screaming Tomato: This big
an apple. Because of this peculiarity, tomato has folds that look a little
mutoranges are not used in recipes like a humanoid face, complete with
but are considered an amusing way to eyes, even. It is extremely tasty and
finish a meal. nourishing, but it has a singular
Cidered Pear: This fruit bears a vague defense mechanism: it has some gas-
resemblance to a pear, but its peel is as filled internal pouches. If touched, the
hard and rough as that of a walnut. Its tomato releases the gas through the
pulp tends to ferment because the seeds folds, generating a piercing whistle
germinate in alcohol, which produces a that frightens most herbivores.
taste similar to pear cider. Victis: This fruit has a thick,
Plenulia: It is a long-stemmed flower yellow-striped red peel and grainy
with intertwined, very thin, ice-blue pulp. It helps blood production and
petals which smell like morning breeze. coagulation, so it has some medical
Purplepome: These fruits look uses. If a patient ingests the juice
exactly like a tomato, but they are a of a whole fruit, he can add +1 to a
vivid purple color and taste quite Healing roll made within ten minutes
sour. They often make an unusual side of drinking it.
dish or are distilled to make powerful
digestive liquors.

21
Player's Guide
Videnya: This is a small white- times, videnya’s smoke mixes with the
flowered plant that flourishes in Veil and that the visions it gives are
mild climates, mostly in Dejama and just past, present or future events.
Artanty. It is used to make a sweetish Airborne Pumpkin: This is an
cream used for cooking. Its rarest elongated, snow-white kind of
specimen is the “star” videnya, so pumpkin. Its name comes from the
called because of its large, blue, five- plant on which it grows, a parasitical
pointed flowers. Star videnyas grow creeper that grows only on the highest
in places with harsher climates, such treetops. This fruit is poisonous and,
as the highlands of Artanty or the if ingested, will cause nausea and
Rellenok Mountains. If dried and headache for twenty-four hours.
then burned, their flowers release a
thin purple hallucinogenic smoke.
Any character within a Medium Cooking and
Burst Template from it must make
a roll in Spirits with a -4 penalty to
Nutrition
avoid suffering from hallucinations Both nutritional habits and cooking
for 10 minutes, then he has to make traditions, as well as the recipes
another roll. The effect will not last themselves, differ a lot from Tribe
more than an hour. Some say that, at to Tribe. There are, however,
some elements common to every

22
Setting
inhabitant of Enascentia and some meat or fried food, ending with an
peculiarities that must at least be abundance of desserts and, finally,
mentioned to understand some key some fruits.
aspects of everyday life. There are different kinds of
Breakfast, lunch and supper— culinary art, from the typically
the three main meals—are seen scientific one of the Kronoss, who
as an important part of the day. mix the different flavors carefully
This is reasonable in a world where so that they blend properly with
life, supposedly eternal, can end each other to the Senduars’ practical
due to starvation or any illness one, ruled by their need for non-
caused by poor eating habits, and perishable food that can be eaten
food therefore acquires a sort of while traveling, and the decadent
symbolic value. Furthermore, such a customs of the Menoosh, who love to
prolonged lifespan tends to generate take the concept of flavor—whether
two different schools of thought: on sweet, sour or spicy—to the extreme.
the one hand, the Newly Generated— Something that is always present
but for the Menoosh—tend to be on a Menoosh or Kronoss table is
frugal in their habits and to eat in tea, unsweetened and hot, of which
the healthiest and most balanced there are scores of blends, enough
way, while on the other hand, longer- to satisfy everyone’s tastes. There are
living subjects are always in search schools of thought even with regard
of new tastes and recipes with which to drinks: the midday meal is usually
to break the dullness of their long accompanied by low-grade alcoholic
lives. The most typical dish, which drinks such as beer, brewed from any
can be found at any inn, is made kind of cereals, from millet to corn.
of an abundant portion of rice and At supper, however, people favor
spiced meat—usually fowl—and higher-grade alcoholic drinks such
some sugarless tea or a low-alcohol as wine, pulque brewed from agave or
drink, usually beer. Everyday meals different kinds of cider: apple, pear,
do not have a first or second course; medlar or quince cider. The latter
banquets are a different matter is quite rare and much appreciated.
and are dealt with according to the The evening may then end with a
customs of each Tribe as far as the nightcap that varies according to the
arrangement of plates, cutlery, and kind of spirit more common to the
careful choice of dishes is concerned. area, such as brandy or grappa in
Most renowned are Menoosh areas rich in vineyards or cider spirit
banquets, in which the sequence where apples and pears abound.
of courses begins with the lightest An interesting fact that may shock
(raw vegetables, soups, fowl or fish), a Newly Generated is the origin of
followed by richer dishes such as red spirits and brewing, which is typically
a Kronoss art. Drinks are, after all,

23
Player's Guide
one of the few culinary components They build small mechanical devices
that grow better with time, which to measure the flow of time and
validates their in-depth analysis of have created special lenses that
the subject and their enjoyment of compensate sight problems that
a good drink at the same time. The surface after decades and centuries
Kronoss’ approach to the production of life, most of all within their Tribes
of alcoholic beverages reached its and in those among them who spent
peak with the learned Antonius, most of those decades in a library.
who created the so-called blending Discoveries in the Archipelago
technique, the scientific art of mixing also seem to prove that one of the
different kinds of spirits with other Lost Tribes once built complex
substances to create palatable drinks. contraptions. Some even describe
In some circles there are those who creatures made of iron and lead that
say there is also an “arcane” version could move and walk by themselves
of this science, which can create without creating any distortion in
potions powerful beyond compare. the Veil. As far as the other Tribes
Of course, more nuances must be are concerned, the most complex
added to all this, depending on the tools they can handle are, at most,
Tribe one chooses to study in detail, musical instruments and ranged
which holds true for all Tribes but weapons such as bows, crossbows,
the Gromsh, who by nature answer and perhaps catapults.
any questions about their eating If we include magic—and the
habits with a simple: “Is it edible? use the Tribes make of it daily—in
Then I’ll eat it!” the picture, however, we obtain
dramatically different results:
traveling on flying ships that can
Technological cover long distances and living in

Progress airborne fortresses are just some of


the feats of which those who use the
Veil and the Elders of each Tribe are
The term “technology” immediately capable. Magic is used in everyday
evokes images of machinery, life, both in the most common and
mechanisms and firearms, objects most delicate situations. It can be
we tend to associate with progress. used to treat wounds, to move across
In doing so, however, we simply otherwise unthinkable distances
think back to our past and to the and, of course, as heavy artillery
steps we took to become what we in those warlike situations a mere
are today. From this point of view, cannon could never deal with.
Enascentia’s technological progress
is just dawning. The Kronoss are
undoubtedly the most advanced Tribe.

24
Setting

Intimacy in conversations and in its physical


expression. The Menoosh, however,
have a diametrically opposed view
Sexual lives and relationships are and advocate the utmost freedom
totally different in a world where and sexual exuberance toward
sexual reproduction does not exist. anyone in whom they happen to be
As often happens, each Tribe has its interested. Always forthright, they
own customs and traditions, but most never harass anyone, however; on
of them—with a few exceptions— the contrary, they always ensure that
have some common habits. by expressing their own freedom,
In the Tribes whose members they do not end up denying someone
belong to both genders, males and else’s, and they always know very
females are physically attracted to well when to stop, thanks to their
each other just as in species which innate ability to act as ambassadors
develop such attraction as a natural and mediators between Tribes.
drive toward reproduction. On the On the other hand, there are
other hand, here, the sexual act is other Tribes which show no interest
an end in itself, seen by some as the whatsoever in all this, considering
climax of a relationship, while for the whole matter inconsequential
others it is just a pleasant pastime. or even a fruitless waste of time.
Couples usually come into being First among these are, of course,
within the same Tribe, most times the Senduars: sexless and taking
because of alliances, enmities no interest in the matter. Then
and very detailed, not always there are the Rok’Nars: much more
compatible, customs. interested in spiritual than physical
Homosexuality is not a cause matters. A sex life is not a matter
of surprise or even less of scandal of great importance to the Gromsh
within most Tribes, with the and Feruas. The first are, of course,
exception of the Lumians, who at the mercy of what Chance tells
see the man-woman couple and them to do in any given situation,
relationship as something sacred, which means they are quite fickle
established by the Kami. in their tastes. The feline hunters,
This is in fact the most conservative though, do not really care about a
and traditional among the Tribes sex life, and in any case, they always
as far as sexual relationships are prefer the company of one of their
concerned. The celebration of a own to mingling with some furless
union is of the utmost importance alternative choice.
to them, and they see the sexual act
as the most important expression
of love between two people, but at
the same time they consider it taboo

25
Chapter 2

Characters

J
ust look how many recruits we have to assign positions to today.” The First among
the Four of Luminia was walking back and forth in front of the orderly row of
Newly Generated who had reached the capital the week before.
He was a sturdy Lumian, his angular strong face framed by an unusually unkempt
beard; his bushy blond eyebrows almost hid his small blue eyes, and his ruffled hair
was too short to soften that strange bristly face.
“This time, the Kami surpassed himself with his generosity, didn’t he?”
Demien, who had arrived in Luminia the previous day, had never seen anyone
behave in a more informal way than Vegard (the Genesis name of the city’s official).
In spite of the merciless summer sun beating down on them, everyone wore regulation
full-plate armor, and the choice of the city’s main central square wasn’t making things
any easier, as the first shadow was at least fifty yards away. The recruits’ foreheads had
been beading with sweat from the very beginning of the official’s trivial chatter, while
neither Vegard nor the other high city officials seemed to mind the heat—perhaps
because they were accustomed to it.
“The light is beautiful, just like everything else, but right now, I’m envying the
Oscurians.”
Eskil whispered those words to the man standing to his right, but the official’s
hearing was clearly better than he thought. His steps ominously slow and his face
grim, Vegard walked toward the slender Newly Generated, who, by now, was feeling
a growing impulse to change Kami and become invisible, as he had heard the enemy
Tribe’s members could do.
As he came face to face with the slender recruit, the official let his eyes linger on
his neat long hair and his pronounced aquiline nose; he then took two breaths before
speaking again…just a few syllables entrusted to the wind with obvious effort.
“Name, recruit.”
“Eskil, sir.” The young man replied in the same whispering voice, realizing belatedly
how low it was.
“Louder, recruit.”
“ESKIL, SIR!” This time he yelled the two words so loudly everyone in the square
turned to stare.
“Say it again, recruit.”
“Sir, I didn’t mean—”
“Say. It. Again. Recruit.” The order came out in a distinct, extremely slow whisper,
each word a dagger piercing the naïve youngster’s chest.
“Right now, I’m envying the Oscurians.”
“Louder, recruit.”
“Sir, please, it was—”
“LOUDER, I SAID!” Sweat was not the only thing beading Eskil’s face now; it had
been sprayed by the official’s spittle.
“I ENVY THE OSCURIANS!” Such a sentence, shouted in front of everyone in the
middle of Luminia’s main square, was going to be the cause of unforgettable shame for
the Newly Generated as well as an exemplary punishment, but Vegard didn’t deem it
to be enough.
“Very well, recruits. It would seem we have someone among us who feels out of
place. We don’t like secrets and deception, do we? Of course we don’t! So, this is what
you’ll do, Eskil. You will walk slowly around the headquarters’ perimeter, continually
repeating your brilliant remark. How’s that for you?”
The young Lumian’s face was now a frightened mask. His wide, unbelieving eyes
couldn’t hold his superior’s gaze, and his hopes seemed to be escaping through his
half-parted lips.
“The Kami of Light and Compassion doesn’t tolerate those who humiliate their
fellow beings, sir!”
As he spoke those words, a tall, handsome recruit, who was frowning constantly,
stepped forward so that the official could identify him easily; in spite of his determined,
ringing voice, his uncertain step belied the self-confidence of his brave gesture.
Vegard swung around, his expression changing as he asked in an amused tone, “And
what would be the name behind such a brave statement?”
“TRYM, SIR.”
“Well, at least you aren’t lacking a voice.” The official moved back a few steps so that
he could see all the recruits and give Eskil some breathing space.
“Eskil. One step forward,” he ordered. Eskil hastened to obey, not wanting to
exacerbate an already critical situation.
Player's Guide

I n this chapter, we will equip you


with all the necessary instruments
to bring your characters to life in
The Ways section is about your
hero entering a certain organization
and thus choosing a specific
Enascentia, along with the necessary lifestyle or ideology. There are
devices and new ways of personalizing no supplementary game rules for
them, making them unique. this option, the aim of which is to
The way a character is created is provide personal information and
still the same as in Savage World’s contribute to the personalization
core rules, but in each specific of your Character and make it look
section, you will find solutions to more ‘real’.
help you take the most advantage Skills, Edges, Hindrances, Gear and
of that material, adding new game Powers follow the traditional Savage
options and discarding those that World’s pattern; the eventual changes
agree less with the setting of your from the core rules are listed at
choice. the beginning of each new subject,
In the Races section, we describe followed by their new characteristics.
Enascentia’s different Tribes; that Some of them are described in detail,
is, all the races you can use in the such as the introduction and use of
game. The concept of ‘human’ does magic objects.
not exist here, just as the other, well-
known fantasy races are all non-
existent. In their places, you will
find Feruas, Gromsh, Janahs and
all the other races described in the
following pages.
In the ‘Game Features’ paragraph
for each Tribe, you could find the
term, ‘bonus’ Edge/Hindrance.
It simply means an Edge gained
without spending any power points
or a Hindrance that will not matter
in the usual count (one Major and up
to two Minor Hindrances) and will
not give you any additional power
points. Of course, already having the
bonus Hindrance Illiterate, a Ferua
cannot pick Illiterate as her Minor
Hindrance to get a power point.
Similarly, a Menoosh with the bonus
Edge Attractive cannot choose it
again to cumulate its effects.

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Characters

Ferua
Felids - Predators

View of the Kami


In nature, the survival of the fittest is the rule. The Kami is merely the
strongest among us, who can make decisions on behalf of the others, but only
until they get the upper hand.

“I remember well the moment of her Genesis: it was the beginning of terror. A dread
that was unfounded when you consider I always keep a safe distance when I observe.
And yet, the maelstrom of fangs and claws that destroyed the perennial quiet of the Rijia
jungle that day still haunts and upsets me, yet with curiosity and fear, pulls my mind
into a distasteful threesome. I beheld it all, because I wasn’t allowed to do otherwise. I
saw every truncated limb, each body torn to shreds, each lifeless face disfigured by the
violence with which it had met its end. I pitied them, helped them in hating the injustice
of their fate. I did it for them because they had no time to do so, as everything happened
at an unnatural speed. I lost her image and then found it again so many times that I
wouldn’t have known if she had remained in the same place for longer. The speed of
what I glimpsed was such that I couldn’t even be sure of her shape. What I knew for
sure was that the luxuriant jungle landscape had soon turned into a far more barren
place and that she had moved to the inhospitable desert. There, she experienced her
first moments of rest. But it took much longer for my limbs to stop shaking”
From the journals of Oricros, the Beholder

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Player's Guide
The Genesis of Ferua in the of wild beasts under the control of
northernmost Garden of Life in Si-An their temporary pack leader. This was
marked the end of all the Tribes in the not the case with those civilizations
northern part of the continent, swept settled near the Varnha Desert,
away by her merciless killing spree. however, whose members were killed
A rampant predator, she hunted as if only until the insatiable trance of the
her very life depended on it, as if what First Generated ended and whose
actually nourished her was killing her buildings were spared from her
prey, not devouring it. Her unnatural hunger only for sentient beings.
‘hunger’ targeted any living person in Upon regaining consciousness,
the vicinity, but she never attacked Ferua found herself surrounded by
an animal. Just like the Tribesmen vast expanses of sand as far as she
could not save themselves from her could see. She started wandering
lightning-quick claws, so the whole through the desert, exhausted by
fauna had to obey her. Charmed by her previous frenzy and from lack of
her dominating presence, each beast proper food, and she soon had her first
in the Rijia jungle followed her in vision of a new Genesis. She did not
her fast march toward the south, know if it was induced by her present
becoming part of her personal Pack state or something else. She only knew
that gathered without any order it finally gave her direction and she
from her. They traveled at different did not care where it might lead her.
speeds because she was faster than Mustering whatever strength she had
any specimen in her Pack, but each left, she tried to follow her instincts,
of them followed her relentlessly, but the more she walked, the less her
destroying any life form that was not body seemed to comply. Unusually, it
part of their Pack. was the Newly Generated who found
There was only one place where her Elder. Although barely holding
they did not follow her: the desert. onto life, she did not beg for help: she
When the Pack reached the dividing required it and was obeyed. For three
line between vegetation and the days and three nights, Maylea—the
desert, she was already far away, name of the lynx newly emerged from
and the bond between her and her the Garden of Life—looked after her
Pack weakened until it was broken First Generated with great dedication,
by the instinct to survive. After days nursing her wounds and seeing to
of unusual silence as its inhabitants her every need. Once she recovered
disappeared, the jungle gradually her strength, Ferua did not thank
came back to life. The destruction her Tribeswoman but forced her to
the Pack had left in its wake had her knees and, looking down on her,
swept away any form of civilization, scolded Mayela for not overpowering
buildings included, which had been her when she was too weak to react.
literally trampled beneath the paws As her punishment for serving her,

30
Characters
she would have made her continue as
the healer of her Pack, since she had
at least proved her talent as a shaman
and enchantress. But she was never
going to leave her side, nor have a
Pack of her own until she proved to
be stronger than her. Maylea did not
take exception to the decision because
it had been made by the strongest
among them, and by her side, she was
would be ruling over everyone else.
Together, they gathered the first
group of their kin, following the
visions that led them to the Gardens
of Life of Si-An. Then they moved
north, where the geneses were
becoming more frequent. The first
real Ferua Pack settled in the Rijia
jungle where everything had begun.
They were bubbling with excitement
in anticipation of new conquests,
and their nature made them restless
and eager to assert their superiority.
However, first, they had to live with
those feelings while the Pack grew
in number and strength. Meanwhile,
they built Felinea as their foothold:
just a few huts and wood bridges
hanging among the dense vegetation
of the jungle, all rigorously built using
natural materials and without altering
the natural balance.
Ferua spent her initial years
hunting, exploring and reasserting
her superiority as pack leader with
each Newly Generated brought to
Felinea by the Elders. With each
new moon, she could be found at
the encampment, where she proved
her strength in a hunting expedition
in which she triumphed. The

31
Player's Guide
performance of the other participants promising were selected and sent to
was important, too, and those who the south to join the main Pack or die
outshone the others became leaders trying to reach it. The less talented
of the different pack units, albeit still ones remained in Felinea to carry out
under the rule of their leader and her humbler tasks nonetheless necessary
strength. Contests for dominance to the everyday life of the camp.
were infrequent and quickly decided.
They served mainly as a deterrent for
the onlookers, should they have felt The Conquest of Si-An
like issuing their own challenges in Within a few months, the Felids
the future. conquered all the north-eastern part
Barely ten years went by before the of Si-An, taking advantage of the
jungle was filled with pulsing Ferua local vegetation, so similar to their
hearts. Led by their pack leader, own environment where they feared
they marched to the south with firm no rivals. As time went by, however,
intentions of conquering it. The ability their enemies became shrewder and
to influence the fauna, which the First changed tactics. The few survivors
Generated used at the beginning of generated in the forests and those
her existence, was common to all who had been lucky enough to be
Feruas. So many wild beasts followed generated in the mountains and
them that most of them had mounts valleys surrounding the Lakes of the
on which to travel, which varied from Skull banded together and gave life
the more akin wild beasts, such as to the first Resistance. In the same
panthers and other felines, to rhinos way, those Generated south of Melvor
and even hulakans. Meanwhile, headed for the Varnha Desert, where,
the Gardens of Life kept producing led by the Senduars, they learned to
Newly Generated belonging to each favor natural dangers rather than the
of the ten Tribes newly arrived on Predators’ raids.
Enascentia. The Feruas spared no one: And it was her old enemy—in
they included every Newly Generated the form of sand dunes and lack of
Ferua in their Pack and left behind water—that forced Ferua to stop
the bodies of anyone else they met. for a second time. The fortress the
Part of the original group remained allied Tribes were using, which
in Felinea under the leadership of had certainly belonged to some
Thané, who belonged to the leopard Lost Tribe, was far enough south
race. Her task was to coordinate the to deplete the Pack’s strength from
journeys of the remaining Elders long days spent marching before it
as they received new visions of new delivered the finishing blow in the
Geneses and to train any Newly form of well-fortified walls. There, the
Generated entering the base camp. Feruas had to fight on open ground
Within a few months, the most

32
Characters
with no protection against the arrows aiding the Survivors’ Resistance—as
raining on them from the ramparts. the allied members of the other Tribes
They were forced, therefore, to retreat called themselves—in exchange for
to the north, where flora and fauna free access to the forests under the
still flourished. There, they stocked Felids’ control. Discussing the matter
up with a larger supply of food and over some herbal tea was enough for
at the same time sent the cheetah and both races to realize how important it
leopard races to recce the east and was for them to preserve the natural
west before deciding on their next balance of the surrounding natural
move. When the scouting expeditions environments, thus reaching an
came back, they finally decided to agreement. This and the fact that the
surround the desert to cut off all their Sons of the Earth had no ambitions
enemies’ outside contact, thus turning whatsoever to conquer.
their greatest strength into something Meanwhile, Ferua was not idle
potentially lethal. The battle for the and took advantage of an unusual
bordering lands went on for years, occurrence on the Reruna plain,
and soon Ferua realized that one west of Varnha. In the course of her
Tribe could not last long against nine conquests, there had been one race
others. They had been naïve to apply in particular who had caught her
the same principles of the hunt to war. attention—fighters who longed for
War was totally different, and wars battle and excelled in it: the Janahs. In
between people lasted much longer 20 P. G., when the Pack found a group
than fleeting attacks against animal formed exclusively by members of
prey. Moreover, each garrison could that Tribe in its path, Ferua halted
count on continual reinforcements her Pack’s advance and demanded
because the enemy troops kept to see the enemy commander. She
growing in number in each damned felt somewhat disappointed when
Garden of Life, and while the ratio she saw they were not led by the
was still in favor of the Predators, most robust amongst them but by
there were far too many hostile Tribes a slim, agile individual with a long,
for the Felids to match their number. braided, black beard, who introduced
Then Maylea drew up the first himself as Thanit. Ferua challenged
covenant, thus showing the First him. The stake was the leadership
Generated how brute force was not of both armies which, regardless of
the most important thing in the the outcome, were to join forces to
long run. In 19 P.G., the shaman conquer Si-An. Thanit was glad to take
formed an alliance, or rather, a pact up her challenge. It was a memorable
of non-aggression, with Nyame of the fight, the first in which Ferua had to
Rok’Nar Tribe, called the Voice of the push herself to the limit and the first
Mother by her people. They agreed she really enjoyed. Since she did not
on a truce and that the Rok’Nars stop want to lose equally interesting future

33
Player's Guide
challenges or such a valiant fighter, than the original push to the north a
she decided to celebrate the occasion few years earlier mostly because Roua
and adopt a custom that belonged was in no hurry and wanted to take
to her defeated opponent’s race: she advantage of her supremacy over a
spared his life and asked him to lead specific area before abandoning it for
his Tribe as part of her Pack. From the next one.
that day forward, the sight of Thanit Then, in the Grol area, her
and his warriors among the ranks of advance came to an abrupt stop by
the Felids was enough to induce other the magical prodigy known as the
Janahs to embrace their cause…after Breath of Gromsh, feared by anyone
an enrollment challenge, of course. who got near it. Roua entered Grol
The Pack suffered heavy losses to the alone and challenged the Sorcerer
east, where the ranks of the Survivors of Chaos, You-Therefore-I, spiritual
had gathered to defend their most leader for the Chaos-worshipping
important strategic positions: the community. Her victory earned Roua
ports of Jared and Vefed, coastal cities the admiration of some members of
on the Great Western Sea from which the Gromsh Tribe, who were not in
the Survivors received their supplies the least bit distressed by the loss of
of basic necessities from the south, their Sorcerer. They started following
mostly from Areida. Years of conflict her in large numbers, the only
followed—battles fought along the apparent reason being, “As long as
border of the desert in which Ferua Chance wills, we follow who defeated
always managed to defeat her enemies Chance.” When she returned to her
but found it increasingly difficult to Pack, Roua added to it the substantial
manage and coordinate a vast army. Gromsh contingent that had followed
During the same period, in the her, which made her forces noisier
southern part of the continent, a and significantly more dangerous.
similar situation was developing. In 53 P.G., Ferua and Roua and their
From the coastal region, another respective armies met on the western
conqueror was emerging: Roua, a coast of Si-An, midway between Grol
Felid belonging to the tiger race, who and Varnha. Both grateful to their
was conquering the south-western Kami because they had finally met
coastal area, village after village. a worthy opponent, they fought for
However, she had no clear strategy more than an hour on the banks of
for conquest; she was merely showing the River Garemas, in what history
off her superiority, always in search of would remember as the Battle of
new opponents to face and defeat. The Annexation. At the end of that battle,
other Feruas saw her as their natural the First Generated triumphed over
pack leader and followed her willingly her opponent—albeit with great
as she challenged each new village difficulty—and bestowed upon her
chief. Their advance was far slower the honor of becoming her chief

34
Characters
assistant as well as commander of remaining Tribes tried to escape
her storm troops, thus becoming the beyond the desert to find refuge in the
third leading element together with Resistance bases near the dunes, but
Maylea. Proud as she was, however, most of those generated beyond the
Roua saw it only as a temporary honor borders died in the attempt. Outside
and was more determined than ever Geneses did not last long because of
to challenge the First Generated again the prevalence of races now existing
as soon as she felt strong enough to on the continent and the unbalance
defeat her. this caused in its center. They ceased
Strengthened by her alliance completely in the year 56 P.G.
with the Rok’Nars and the Janahs,
Ferua now controlled the northern
lands, and Roua held the southern The Counterattack of
territories, thanks to her alliance
with the Gromsh, however uncertain
the Resistance
its duration. The Felids therefore Ferua dominated Si-An for almost
decided to cut off all means of supply three centuries. During this
to the Varnha desert and starve its apparently static interval, both
occupants by patrolling its borders. dominators and dominated—still
They crossed the continent to the east prisoners in the heart of the continent
coast in search of the port from which from which they could not escape—
the ships loaded with cargo for Yered established substantial contacts
and Vefel set sail. When their forces with the populations of the other
reached Areida, its population was continents. The coasts of Si-Neb and
caught totally unawares and could Artanty were soon conquered by
not put up any defense. The siege of Felids reaching them by ship from the
the city was one of the bloodiest ever east, who established many outposts
seen. Afterwards, Ferua had the heads in those territories. Their main goal
of the dead hoisted on stakes. The was to establish safe ports from
sight of that grisly fortress upset the which to set sail toward their empire
crews of the ships returning to port so so that they could rescue the Newly
much that it was largely responsible Generated who appeared inland or
for giving those ruins the reputation along the western coasts, most of
of being a cursed place. Very few all in the light of the persecution
survived that sight, but they were that had begun halfway through the
enough to spread tales of fear among third century.
the inhabitants of Si-An. The hunt for Feruas started
Varnha was thus cut off from the officially in 247 P.G. when the first
rest of the continent, now totally Whispling flying ship, the Blue Hope,
in the hands of the Ferua, Rok’Nar, successfully breached the enemy
Janah and Gromsh alliance. The lines. They managed to put together

35
Player's Guide
a crew of Elders so numerous and two Tribes were the first to lead
skilled, they could afford to make decisive attacks against the Feruas’
just one miraculously successful outposts on the northern continent,
stopover on the Lakes of the Skull, with the help of the Oscurians—well
the only other no-man’s land that paid for, of course. They also had
had been kept secret with the help a sizable contingent of Janahs on
of the Rok’Nars. Actually, Nyame’s their side, attracted by the prospect
people wanted to preserve the natural of facing very worthy opponents,
environment but at the same time did no matter on which side they were
not want to persecute those who were fighting. They reconquered their
merely trying to find refuge from the coasts easily enough, but landing
slaughter by the Predators, by now on the enemy’s continent was not
completely out of control. After its so easy. In 251 P. G., the conquerors
fortunate docking, the Blue Hope left from the north settled successfully
for Artanty, guided by rumors stating on the Lakes of the Skull, giving new
that the Whisplings’ and Kronoss’s strength to the Resistance in that area,
capitals were on that continent. Those whose members were finally able to
come out of hiding.
At the same time, ongoing attempts
were made to establish communication
with the other continents. Flying
ships were sent to Dejama and Si-
Neb, but unfortunately, most of those
who risked a direct course to those
lands never left Sit-Tabthi’s skies. For
half a century, reinforcements from
the south allowed the Felids to hold
their own against the invaders from
the north, but the advent of the joint
forces of Lumians and Menoosh,
which came from Dejama to break
the Predators’ rule, hit them hard and
forced them to fall back to the coasts
of their own continent and from there
to the Gromsh’s lands. Unbeknownst
to them, the invaders not only gave
new hope to the Survivor’s Resistance,
but also restored the balance of the
races present on the territory, with
the result that Geneses resumed for
all the Tribes, starting in 289 P.G.

36
Characters
What really tipped the balance of the her. Thus, Maylea inherited the role
situation, however, was Ferua’s sudden of keeper of the destiny of the whole
disappearance in 339 P. G., an event Ferua Tribe.
that took both alliances by surprise. The joint forces of Lumians,
She did not confide in anyone or leave Menoosh, Senduars and Janahs
any legacy or directives to her people. advanced from the south, with no
The truth is that she never cared interest in Grol and its uncertain
about having a people to begin with. inhabitants, whose commitment to a
Command responsibilities, guerrilla long-lasting alliance was akin to an
warfare and logistical issues: all these empty promise. Kronoss, Whisplings,
secondary matters brought about by Oscurians and other Janahs kept
the war overshadowed the ones that their hold firmly on the north-west
had originally induced her to declare territory, from where they launched
it. She no longer savored the taste a series of attacks, aiming to extend
of individual victory, the pleasure their influence to the south and join
of a direct challenge or of hunting forces with their allies in the center
irresistible prey. The Pack had turned of the continent. All Maylea could do
into a burden, and she left it as such, was withdraw her forces time after
heading for more interesting shores: time, not knowing how to ward off the
she set sail alone to Sit-Tabthi, where looming threats, until the survivors in
legends were commonplace. Varnha saved themselves using their
It goes without saying that the Tribe own means.
plunged into chaos. Roua and Maylea In 342 P.G., the wandering city of
had completely different points of Dunesia left the desert heading north
view; the former was determined toward the Lakes of the Skull. Thus,
to find the First Generated, and the the Ferua Pack was split in half, and
latter concentrated on containing in time, the southern half, unable
the defeats Feruas were suffering to procure reinforcements from
along their borders. Long arguments the Rijia jungle, was overwhelmed.
ensued, after which Roua decided Their spiritual guide, now in decline,
to resume what she did best: trapped in the worst area at the worst
defeat opponent after opponent in possible moment, was forced to
individual challenges, as she did not withdraw to the east coast, where in
find war as fulfilling. More similar 349 P.G., she died among the ruins of
to the First Generated than either Areida, thus permanently reinforcing
realized, she followed in her footsteps its notoriety, a place shunned over the
unwittingly, bent on continued self- centuries by anyone with any sense.
improvement so that she could one The members of the former
day find, challenge and vanquish the Survivor’s Resistance, now the new
only person who had ever defeated rulers of Si-An began to split. The
group from the south was pressing

37
Player's Guide
for a peaceful solution of the war who best fit her aims. Building their
now that the threatened invasion had capital in Si-An was seen as a sign
been warded off, while the liberation from the Kami.
group from Artanty was for a more In the centuries that followed, the
radical solution of the problem: the Ferua kept following their Kami,
extermination of the Feruas. During learning an important lesson: the
the diplomatic meetings held between greater the fight, the greater the
353 and 354 P.G., the intervention strength in numbers. Being the best
of Nyame and the whole Rok’Nar individual fighter carries little weight
nation was again crucial to the push when you have to face a hundred
for a peaceful solution in which the opponents. Survival of the fittest
Felids would be given a limited area does not require sacrificing yourself
to which they could retire and an end without reason, but creating a contest
to all hostilities. It was not easy for in which victory is possible, thus
the Rok’Nars to explain their point demonstrating one’s supremacy.
of view to the others, namely that The Ferua Elders will never forget
the Predators had actually acted as the conquest of Si-An, and the
their nature dictated, following their memory of what they learned then
own principles and character. The heavily influences the lifestyle Feruas
presence of Lumian and Menoosh developed subsequently on all four
ambassadors made the difference in continents. Today, they choose their
the final decision, together with the wars carefully, weighing up when to
Rok’Nars’ commitment to watch over assert themselves as predators and
the Predators within their natural make the most of their characteristics.
boundaries so that the balance The choice of battlefield is crucial in a
would be preserved. Thané agreed fight, as is taking the initiative. On the
to these terms only because of the basis of these factors, all Enascentia’s
original alliance between Maylea and forests have become their hunting
Nyame and because she was smart grounds, where they share those
enough to realize the Feruas were places blessed by the Mother with the
defeated. Since that day, however, her Rok’Nars and enforce survival of the
resentment continued to grow, and fittest on anyone who forgets those
she lived for the day when one of their principles they shed blood to learn.
best leaders would return and she
could take her revenge. Meanwhile,
she sent her most trusted eyes and Feruas of Artanty
ears to all four continents so that she While in the east the Felids have to
was always apprised of any potentially face the resentment of the usurped,
useful change. The first of those was the Elders on this side of the sea
undoubtedly the flourishing of the experience the very opposite. They
Ways, most of all of the Warlords,

38
Characters
Timeline of the Conquest of Artanty

Year Event Place


Discontinuance of Geneses outside the
56 P.G. All of Si-An
Resistance territories
The Blue Hope reaches Artanty: the hunt to Whisp and
247 P.G.
the Predators begins Khrone
251 P.G. The Resistance occupies the Lakes of the Skull Lakes of the Skull
Menoosh and Lumian reinforcements land on
288 P.G. Southern Coasts
Si-An
289 P.G. Geneses resume all over Si-An All of Si-An
339 P.G. Ferua and Roua disappear Si-An
Dunesia leaves the desert and gathers the
From Varnha to
342 P.G. ranks of the Resistance at the Lakes of the
the northern lands
Skull
349 P.G. Maylea dies in Areida; the Pack scatters Areida
Urmen and the future Warlords arrive with the
351 P.G. Southern Coasts
Resistance reinforcements
Negotiations begin to decide about the
353 P.G. Si-An
defeated Feruas’ fate
Peace is sanctioned in Si-An; the Feruas are
354 P.G. Si-An
isolated in Melvor and Rijia

have the sad privilege of rightfully of the fittest while being the weaker
calling themselves usurped. Few of of the two. Though this is usually
those who were in Artanty when seen as an affront to their beliefs,
the persecution began survived to some of them have adapted and now
tell the tale. The survivors of what let their instinctive nature surface in
is historically known as one of the otherwise intolerable circumstances,
bloodiest ethnic cleansings ever, never such as mercenary jobs or fights in the
forgot the massacre. Hate breeds hate, arena. Harnessing such potentially
but no one can bear a grudge like a dangerous killers is always risky, but it
defeated Ferua forced to flee. certainly bears fruit for the duration.
The Ferua population generated on The eastern area of the continent
this continent often had to face the is sparsely populated by the Tribe,
other side of the coin portraying their with a few exceptions in the more
Kami: they had to submit to survival luxuriant areas around Lake Lenali.

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Player's Guide
The first large communities can be Lumians and Menoosh. Halfway
found in the most densely populated through the third century, in fact,
mixed cities or in the vicinity of the they had to send reinforcements to
Peaks of the Moon. halt the advance of the Predators, but
One of them in particular, they never blamed their whole Tribe
established in the woods by that for that. After all, what role could the
mountain chain, is the seat of a three- Newly Generated have ever played so
century-old resistance movement, far away from the aberrant leadership
providing an alternative to the many of the First Generated? ``
Felids constantly hunted down: During the first century, the Ferua
the Clan of Roarers. The leader of Elders seized several areas of the
this organization is the enchantress continent, mostly ideal hunting
Menehune. She is a real rarity in her grounds such as the Silent Plain and
Tribe, especially when you consider luxuriant areas like the Forest of Vuril
her pilgrimage to Si-An and that to the south and the woods north-east
she is five hundred years old to of Luminia and north-west of Lake
better understand the essence of her Nolache. Beyond the northernmost
people’s first shaman. Upon coming boundary of these woods, there is
back to the place of her Genesis, she an island that has become legendary
founded the clan to offer comfort to among the folks of Dejama. In fact,
her Tribeswomen who had sought it would appear that only Ferua
refuge in the woods. These days, the ships can get anywhere near it; any
Roarers are a force to be reckoned member of the other races trying
with by any oppressor willing to to do so would be making the last
carry on the hostilities against the mistake of his life. The local Elders
Tribe. The Moon Forest has become call it the Last Challenge, and only
a point of reference for all the Ferua those Feruas ready to undertake
enchantresses on Enascentia, where their last adventure are allowed to
they are free to use their gift with the go there. Anyone setting foot on its
blessing of their Kami and acceptance shores becomes both hunter and prey
from their sisters, who become in a survival contest that is a fight to
accustomed to seeing magic as a the death. It is the mistaken opinion
strength instead of a coward’s easy of many that Ferua herself is on the
way out. island to challenge any unlucky
visitor, far away from her duties.
Many are the Felids belonging to
Feruas of Dejama the panther race who settle in the
In this part of Enascentia, the conquest richest mixed cities to take better
of Si-An and its consequences did not advantage of their stealthy nature,
affect most of the Tribes other than even accepting assignments for
commission or entering into Ways

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Player's Guide
usually ignored by most members of in the eyes of the other Tribes facing
their Tribe. According to those Felids the monstrosities that emerge from the
living on the other side of Sit-Tabthi, Breath of Gromsh from time to time.
too much wine and too much music
have mellowed and even tamed them.
Feruas of Si-Neb
Ferua of Si-An This is perhaps the worst part of
Enascentia where a Ferua can be
The Feruas living on this continent generated. The welcome by the
knew a period of extreme prosperity, Elders is the same as in Artanty,
followed by the worst downfall in the the difference being that here, the
history of their Tribe. Following the persecution against them started
armistice negotiated by Nyame, the later and ended sooner than
only acknowledged hunting grounds elsewhere. However, this is the most
remaining are the Forest of Melvor inhospitable land of Enascentia, with
and the Rijia jungle, although there scant hunting grounds and most
are Ferua villages scattered all over of the land occupied by mountains
Si-An. The Elders of the other Tribes and rocky ground. The only real
haven’t forgotten… they never could. advantage is the alliance with the
Here, it is commonplace for a Newly Rok’Nars, finally sealed in Si-An even
Generated to have to face prejudices though a very special connection had
of those who still remember the always existed between these two
atrocities perpetrated by her peoples, both determined to respect
predecessors’ hunger for conquest. natural balance, albeit with different
Such bitterness fueled conflict goals. The only real forest of any
through the centuries, so much so note is Katmaton, to the south-east,
that in 996 P.G., the scars from those where there are a few outposts that
battles are still fresh. The core of survived the march undertaken by
each battle array remains inviolate, Lumians and Menoosh to save their
though, whether it is protected Tribesmen, which led them through
by vegetation, lack of water or the the Field of Fog, bypassing the
mountains. The Newly Generated in southernmost lands.
the southern part of the continent Some Feruas, however, appreciate
often choose to enlist at Kor’Maresh the other main feature of the area,
to be free to tear some target apart namely the abundance of bizarre and
with their claws without the risk of even monstrous creatures that can be
being hunted down because of their found in the underground burrows
actions. Some of them therefore have of Si-Neb. Speaking of which, around
an opportunity to redeem themselves the year 990 P.G., some local Janahs
and Rok’Nars spotted a Ferua, Roua,

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belonging to the tiger race, who was Feruas’ hair is very different from
heading into the Mehara Mountains specimen to specimen. Some develop
looking for the legendary Guriags a full mane while others have thick,
(Game Master's Guide p. 92) to flowing hair, and the heads of others
challenge them. are just covered with the same downy
hair covering the rest of their body.
They dress scantily when necessary
Appearance or totally forego clothes when they
would be a hindrance. Since Feruas
Female predators of unparalleled are mostly fighters and predators, they
skill, the Feruas are anthropomorphic usually remove all unnecessary items
felines whose physique makes it even for the sake of practicality. The only
easier for them to perform the task quality Feruas look for in choosing
for which they seem to have been any garment is its usefulness. If they
generated: hunting. have to wear armor, they choose a
Endowed with the same degree of leather one.
agility on either two or four legs, they No one has ever met a male Ferua.
can cover remarkable distances faster
than most of the other tribes.
However, when not necessary, they Genesis
prefer standing on their hind legs; the
pads on their feet make landing softer Feruas’ process of learning has its
when they jump from one height foundation only in practical acts and
to another or to the ground. Pads examples. The Elders give any Newly
also muffle considerably the sounds Generated three pieces of information
produced by their quick movements. before letting her act: you are Ferua, in
Feruas also sport the most common nature, the survival of the fittest is the
feline physical traits, such as whiskers rule, and the Kami is the strongest
and tail, used mostly to improve among us. They then hand her a
balance and agility. bone knife and a cub, possibly a
Their muscles are lean but well boar or a delak or any dangerous
developed. You almost never find a adult animal and order her to kill
fat Ferua; the lazy ones usually die it to remind her of her predatory
well before they get fat. In appearance, nature forever. They then explain
Feruas may look like any of the many there are only two categories of
different feline species. For the most living beings: the hunters and
part, aesthetic similarity matches the their prey. This done, they release
weight/height average of that species. the mother of the cub she has just
Tigers are sturdier, for example, while killed, who immediately attacks
panthers are usually leaner. her, pushed by its primeval need

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Player's Guide
for vengeance. The new Ferua has Civilization
to kill her to learn a fundamental
principle: kill or get killed. Feruas are divided into clans
If she survives this ritual, the depending on the feline with whom
Elders take her to their village, they share their main traits, a factor
where she joins a ‘Pack’—a group of that also influences their behavioral
seasoned hunters—for three lunar patterns. For example, tigers are
cycles, enough to learn what is formidable fighters in a melee,
necessary from more experienced while panthers are known widely as
hunters but not to become part lethal assassins, and lynxes are great
of the Pack. With the new moon, markswomen or enchantresses.
the elders choose a particular prey Feruas live in close contact with
for her: a specific animal easily nature: they build their shelters in
recognizable from some detail or the trees or by some cave. They see
belonging to a rare breed, difficult their village as a large community,
to find or catch. If the Ferua returns in which every member must do
to the village without her prey, she something useful for the whole
is executed at once. group; belonging to a Pack is a great
honor, granted only to those who
earn it. It is not unusual to gain your

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place in a Pack by killing a previous themselves, they communicate via
member, an excellent demonstration plain signs left on the bark of trees—
of the fundamental principle: nothing more than simple scratches,
survival of the fittest is the rule. which are far less complex than any
real graffiti. They get the Illiterate
additional Hindrance.
Behavior and Customs
Protruding Claws
Fangs and claws are the Feruas’
perfect natural weapons, always In fighting, Feruas love to exploit
available and ready to use. Often, the gift their Kami has literally put
before attacking an unwary victim, in their hands. They start with a d6
they coat their weapon with their own in Climbing and are not considered
saliva, a poison they can secrete at weaponless in unarmed combat. An
will and to which, of course, they are enemy wounded by their claws suffers
immune themselves. At times, they a Str+d6 damage.
also use carved bone knives, mostly Poisonous Bite
to show off their hunting trophies.
Besides claws, Feruas have another
Their ranged weapon of choice is the
formidable weapon: their fangs.
blowpipe or the bow.
Therefore, they are considered armed
Food chains and natural cycles are
when they try to bite an enemy, and
sacred: without them, there would be
if they succeed, they inflict a For+d6
no balance and the world itself would
damage. In addition, their bite is
collapse. Feruas speak the same
poisonous to the other Tribes: if
language as the other Tribes and are
Shaken or bitten by a Ferua, a victim
reasonably civilized, but they don’t
has to make a Vigor roll not to be
like to mingle with the other races.
paralyzed for a 1d6 round. Feruas can
also poison their weapons coating
Game Features them with their saliva: in this case,
follow rules on p. 243.
Feline Agility Bloodthirsty
Feruas’ physical traits give them a Feruas are naturally bloodthirsty
head start on the other races in terms predators and do not take prisoners
of agility. They start from a d6 in unless absolutely necessary. They
Agility instead of the usual d4. get the Bloodthirsty additional
Hindrance.
Illiterate
Having no contact whatsoever with
the other races, Feruas cannot read
or write in any language. Among

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Player's Guide
Feline Senses Allied with the Rok’Nars
Feruas get a +2 bonus when making “They are true representatives of
a Notice roll based on the sense of Mother earth, nature’s emissaries and
smell. They can also see in dimly keepers of everything we hold sacred.
lit conditions as if constantly under If in need of a trustworthy ally, they
the basic (no raise) effect of the know whom to call.”
Darksight spell.

Feline paws Indifferent to the Seduars


“They travel to the borders of creation
Feruas are naturally gifted runners.
itself for unknown reasons. We
They add 2” to Pace and roll 1d10
certainly don’t blame them if they want
instead of 1d6 when running. Having
to use their time observing what their
pads under their paws means they
Kami has to offer them.”
can start with Stealth d4.
Indifferent to the Whisplings
“They ignore their origins, erecting
Relationships with the opulent glass walls around Mother
other Tribes Nature’s magnificent work, but it’s
none of our business.”
Allied with the Gromsh Enemies of the Kronoss
“They are strong. Not for long, but “When we decide their race has become
strong. They won’t last long on this redundant on this earth, we’ll know
earth…fighting them now would be a where to find them. What will they do
useless waste of strength.” when our claws appear amongst their
books?”
Allied with the Janahs
“They act victorious, and if their Enemies of the Lumians
philosophy succeeds, we’ll have an “The deeds they perpetrate in the name
honorable and epic final confrontation of their Kami are vile even to the eyes
with them. Till then, our mutual of the most ferocious wild beast. What
respect shields us from the unworthy.” more will they be capable of, hiding
behind their faith and false ideals?”
Allied with the Menoosh
“Like us, they appreciate earth’s gifts, Enemies of the Oscurians
even if they are way too enamored with “They are not at the service of natural
them. At times they lack pragmatism, balance. They exploit it to their own
but at least they know of what we advantage, using, mangling and
speak.” altering it to their liking. If we must
push our way through the other Tribes,
let’s start with these treacherous night
creatures.”

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Characters
View of the Ways Famous Characters
Inclined towards the Warlords
“Confrontation is necessary as a Roua
demonstration of the rule of the One of the very first Feruas, she is
survival of the fittest. Death by generated on the south coast of Si-
starvation would be an intolerable An where she spends her first few
curse.” months of life. As a member of the
tiger race, she is stronger than most,
Indifferent to Defenders of Free
which makes it easy to understand
Will
why she is the main predator in her
“Anyone can understand the rule of the
area as well as the natural pack leader
survival of the fittest. We trust those
for any other Felid she finds in her
who teach it not to forget to follow it.”
path. There is something special
Indifferent to the Blazing Arrow about her, however—a glint in her
Inquisition eye when she fights that sets her apart
“Weak is the one who falls prey to the from any of her followers: passion.
Faceless Ones. We see no reason to fight She does not hunt to feed nor does
those who test us, but we have nothing she challenge her opponents to win.
against those who do.” What she needs is to fulfill her need
to feel stronger than any foe. She does
it because nothing else thrills her in
Indifferent to the Followers of
the same way.
the Mosaic
She leads the Feruas south to join
“My vision of the world may not be
forces with the First Generated and
complete, but this doesn’t upset me in
faces the first defeat of her life at her
the least.”
hands. Since that day, she becomes
Prejudiced against the Guild of her right-hand person and her
Free Trade champion, spending most of her
“Explain to me why should I care for life between the Rijia jungle and the
trinkets other Tribes love so much. I Forest of Melvor, with Felinea as her
can’t stand any waste of time.” base camp. When Ferua disappears,
she is perhaps the one who feels her
loss the most. She leaves the Tribe in
Maylea’s hands and sets off in search
of the First Generated, challenging
any opponent crossing her path so
that she can hone her fighting skills
and finally defeat Ferua when she

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Player's Guide
meets her again. She is presently on they experience elsewhere. Every
the Rallenock Mountains, hunting for member of the Tribe tries to dissuade
the Guriag. her from achieving her goal: that is to
Tribe: Ferua; Rank: Legendary; Way: cultivate her innate talent for magic,
None. following the path of Maylea, which
Attributes: Agility d10, Smarts d6, the Elders still consider the only true
Spirit d10, Strength d12+2, Vigor shaman the Feruas ever had.
d12+2 In her pilgrimage to find inspiration
Skills: Climbing d10, Fighting d12+2 by going back over the most important
(+2 swords), Intimidation d12+1, moments of Maylea’s life, she heads
Knowledge (military) d8, Notice d10, south of Varnha and finally reaches
Survival d8, Swimming d6, Throwing Areida, where her unwitting mentor
d10, Tracking d6. is buried. She spends a few months
Charisma: -; Pace: 8 (running d10); meditating among the ruins, twice
Parry: 12; Toughness: 13 the scene of bloody massacres and
Hindrances: Arrogant, Bloodthirsty, shunned by all because of the legends
Illiterate, Stubborn, Vow (defeat told about it. There, she sifts through
Ferua). the few remains of those momentous
Edges: Ambidextrous, Block, Brawny, battles, at first looking more for
Dodge, Florentine, Frenzy, Giant inspiration than for a specific object
Killer, Improved Block, Improved Taking advantage of her knowledge
Dodge, Improved Frenzy, Improved of magic and her innate affinity with
Level Headed, Improved Nerves of the Veil, she recognizes as such a few
Steel, Improved Toughasnails, Level magical objects spared by the ravages
Headed, Nerves of Steel, Sword of time. She buries all but one among
Artist, Sword Master, Toughasnails, the ruins: a pendant made of fangs
Two-fisted Fighter. and claws, a special reminder of
Special Skills: Claw (Str+d6), Bite the tales about the shaman. She has
(Str+d6, poison), Ferua Poison (vigor been wearing it since then, unaware
roll or paralysis for 1d6 round)*. of its real nature but convinced she
Gear: Long sword (Str+d8) x2 has proved worthy of carrying on
Maylea’s moral legacy.
Menehune Back in Artanty, she founds the Clan
of Roarers without going through the
Belonging to the lynx race, she is typical ritual challenges but offers
generated in 587 P.G. in Artanty, herself as a guide for the refugees
but in the first years of her life, she seeking shelter in the Moon Forest
heads for Si-An, where the armistice- ( p. 40). With time, she learns there
granted territories of the Forest of are other necklaces like hers and vows
Melvor and the Rijia jungle allow to challenge anyone wearing one: she
Feruas to live free of the persecutions is the only true heir of Maylea.

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Characters
Tribe: Ferua; Rank: Heroic; Way: Powers: Abandon Oneself to the
None Beast*, Animal Friendship*, Animal
Attributes: Agility d8, Smarts d8, Kinship*, Deflection, Greater Healing,
Spirit d12, Strength d6, Vigor d6 Healing, Intangibility; Power Points:
Skills: Climbing d6, Fighting d8, 20
Healing d10, Knowledge (arcane) Special Abilities: Claw (Str+d6), Bite
d8, Knowledge (beasts) d6, Notice (Str+d6, poison), Ferua Poison (vigor
d8, Persuasion d6, Spellcasting d10, roll or paralysis for 1d6 round)*.
Stealth d6. Gear: Long Staff (Str+d4, +1 Parry,
Charisma: -; Pace: 8 (running d10); reach 1, 2 hands), Wild Beast Fangs
Parry: 7 (6); Toughness: 5 Necklace LI4 (p. 325)*.
Hindrances: Bloodthirsty, Illiterate,
Vow (Maylea’s legacy).
Edges: Arcane Background, New
Power (x4), Power Points (x2), Rapid
Recharge.

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Player's Guide

Gromsh
Children of Chance, Children of Chaos

View of the Kami


Kami is Chaos. He does, smashes, breaks things or puts together, and you can’t explain.
We can’t see what now he does, we trust all him. You think you better can understand?
You do not know because no use you know. If you think you know, you just idiot.

“It’s impossible to describe him. If you haven’t seen him you don’t know what I’m
talking about. Can you imagine seeing your comrades in arms turned to jelly
before you, to be devoured by their own weapons turned into anthropomorphic
fish? No, you don’t.”

“I will never forget the anguish I felt at the sight of that gargantuan creature and
its numerous eyes staring at me as if they wanted to pierce my flesh with the
intensity of their stare. I fled as fast as I could, so frightened that the memory of
it is all a blur. I only know I looked back after a while and that thing, whatever
it was, wasn’t there anymore.

“A discordant jangling rose from my body: teeth, armor, hands and feet,
everything was shaken by my trembling, most of all my spirit. I had no options:
behind me, there were solid stone walls, in front of me, all the nightmares I never
had the courage to have packed into one impossible entity. I tried to break down
the walls one, ten, one hundred times. Then, I forced myself to move forward,

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toward him. I closed my eyes…if the mere memory wasn’t still frightening me
to death, I’d have laughed at my own stupidity because that was the only way
I could force myself to walk forward. I screamed, exhaling all the air left in
my lungs. I don’t know whether I meant to frighten him, embolden myself
or whether I had just left all reason behind. I only know my feet managed to
take one step after the other, quickly. I reached the exit and crossed it. The
monstrous mass of flesh and eyes hiding it from my sight simply moved over
and let me go. I did not hang around to look. I never looked back. And yet,
I’m sure he was amused.”

The survivors account of Gromsh’s slaughter

There is seldom any real truth in the of each other and resting on a central
Gromsh’s rambling words unless they iron pole. Happy and entertained, he
work actively to create it. Yet, their turned toward the smooth stone on
explanation for the absolutely unique which he had been standing up to a
phenomenon known as the Breath few moments earlier and tried again.
of Gromsh (Game Master's Guide, All he got was the awakening of the
p. 81) is actually the correct one, for Garden’s guardian, the yak’maat
it really is a ‘gift from Gromsh in bound to it. The ensuing fight was
person’. One should also say, however, the most amusing of his whole life.
that the Gromsh will give the same Gromsh threw anything Chance put at
explanation for anything else they his disposal at his opponent drawing
cannot explain in any other way in with no strategy whatsoever from
the span of a few seconds, but this is the power granted him by his Kami
another matter altogether. The ‘gift’, with each eye, laughing hysterically
as it is called, is clearly unintentional, amidst the clamor of the battle. What
but it was the first of a number of he did not yet know about his power,
random events of which the First and which perhaps he never realized
Generated was the protagonist. The fully, was that the sacrifice of each
Breath, in fact, is simply all that is eye allowed him to mold Enascentia
left of the Garden of Life by which at will. The uniqueness of the fight
he was generated. As he appeared on rested in the different origins of the
Enascentia, with his body covered objects he chose as targets of his
with eyes, he instinctively tried to strange pastime.
close one of them. The power thus The battle lasted one whole day
released was such that it totally and night. During that time, nothing
altered the shape of object he had in kept its shape for more than the
front of him: a tree was now a cluster duration of one hourglass, and the
of shining spheres, each containing opponents themselves changed shape
dozens of porcupines heaped on top and dimension many times. Then,

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Player's Guide
the fight no longer amused Gromsh, first case was that of the mallaresh
and he decided to bring it to an end. (Game Master's Guide, p. 189), who
He closed fifty eyes at the same time, plunged into the semi-liquid pool
leaving one hundred eleven of the in the shape of a Gromsh seeking
initial two hundred plus and vomited the blessing of Chaos and who after
a multi-colored stream at the foot of receiving it admitted he would
the Garden of Life, swept away by have preferred a curse. The hand of
a geyser of the same matter which fate crept toward other astonished
soon erupted from the earth. As it Tribesmen, among those who were
fell back to the ground, it produced singing its praises until it killed them
a lake of the same colors around and altered all life around it, while
itself. It is not easy to identify the other Gromsh threw themselves into
substance those liquids are made of the multi-colored pool looking for
because they mutate constantly, and a similar—or even better—fate, but
the two phenomena are called ‘geyser’ finding only death. The snake heads
and ‘lake’ for the sake of simplicity, of the mallaresh continued to strike,
since they are vaguely reminiscent not at their supposed victims but at
of them but can appear as anything the Veil itself, tearing it apart. Each
else with each new visit. The yak’maat head would produce different effects,
dissolved in the initial eruption, and as indicated by the name later given
the imbalance all this created in the to it: murder, anger, deceit, complex,
Veil was beyond imagination. destiny. These protuberances
Each Weaver in the vicinity felt the suddenly closed into a tight ball,
compelling need to rush to repair and the whole creature disappeared,
the new breach and hurried there, leaving behind what could literally be
only to find eternal rest from their described as Chaos.
task. Even now, the Weavers in the Over the years, the Breath of
southern reaches of Si-An still feel Gromsh has been an important
the inescapable call of the Breath of place of worship, the destination of
Gromsh and are impelled to embark pilgrimage for the followers of Chaos.
on their final journey there, where What happens there cannot really be
they dissolve into sprays of pure controlled, but a contingent of the
magic energy, thus giving the place its Warlords is always there patrolling
name: the Weavers’ Cemetery. its perimeter, eager to kill on sight
One other thing has contributed to the many monstrosities that try to
the fame of this place over time. The penetrate the hinterland of Si-An or to
constant changes in the area around reach its southern coasts. According
the Breath have not always been to the usual well-informed gossipers,
defined. They extended formerly to only three creatures have managed
creatures who could wander through so far to leave the ever-changing lake
all Si-An or even all Enascentia. The unscathed, and that was before the

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Player's Guide
Warlords were founded. They even The direct consequence of these
managed to dodge the Ferua army events is the self-taught nature of the
at the time of their control on Si-An Tribe, whose Elders reach the vicinity
in the early centuries. They are: the of the Garden of Life they saw in their
mallaresh, the first nirupa and the vision of Genesis, but are not that
gargantuan koopash on the shell of upset if they do not find the Newly
which Dunesia was built. The latter Generated. The Gromsh have always
managed to escape because it did not been like time bombs to anyone in
start to display its peculiarity until their vicinity, whether they arrived at
miles away from the source of it, the gates of a mixed city or of a hostile
growing exponentially until it reached capital: to them, one destination is
its present size. By then, it had already just like any other. It is true to say that
reached the Varnha desert, which is it has been possible to build mixed
why it has a strong bond with it. cities, thanks, too, to people such as
Amused by the whole matter Gromsh and Senduars, driven by their
of creating the Breath, Gromsh nature to develop settlements that
closed another eye and disappeared, were neither permanent nor limited
reappearing on another continent to just one Tribe but open to a variety
where he sowed destruction among of options, integration included. The
the Lost Tribes before repeating the only communities Gromsh cannot
same process again and again. His develop are those populated only by
constant coming and going wreaked fellow Tribesmen: it is as if they were
havoc everywhere, making their task each carrying a flaming torch in one
easier for the other First Generated on hand and an explosive in the other.
every continent but S-An, the Ferua’s Alone, they can think of touching
conquest of which was certainly made one to the other, but if there are many
easier by the absence of another Tribe Gromsh in the same place, sooner
led by its First Generated. Gromsh did or later someone’s torch will light
not even survive till the end of that someone else’s fuse.
first week during which the powers of How such a Tribe with such
the First Generated were at their peak. dangerous habits can survive
He disappeared, never to be seen without causing its own extinction
again, when he closed his thirteenth is a constant source of interest, and
eye. The most acknowledged theory is the Kronoss carried out extensive
that among the many effects he could research on the subject. It would seem
generate were some that were harmful that the number of Gromsh Newly
to him, too, and that—as happens to Generated is way above average, thus
the Sorcerers of Chaos—he simply balancing the heavy losses caused by
ran into one of them. their thoughtless behavior. For the
same reason, the average lifespan of
a Gromsh is only about fifty years,

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Characters
and they are considered Elders, who he did not even have time for his first
receive visions of Geneses, before the teleportation and the subsequent
end of their first century of life. choice of a name and introduction
into the chaotic Gromsh community.
His name, in fact, is linked to his
Gromsh of Artanty extremely brief existence, which
Among Gromsh’s numerous lasted exactly a heartbeat, the time
impromptu and destabilizing—to say it took him to look around, open
the least—apparitions, one of the most his third eye and explode, the likes
impressive has written about a city of which had never been seen, due
that is perhaps the most influential probably to his propensity for magic.
on the whole continent: Legis (Game Bards from every race and city still
Master's Guide, p. 61). In 624 P.G., the tell that story and give it different
five officially acknowledged Ways lay connotations depending on their
the foundations for the construction culture. It is as epic for the Gromsh
of their first shared headquarters, as it is tragic for the Servants of the
with the aim of protecting one Light, but it is equally unforgettable
Garden of Life and using it as a tool for them all. Since that day, in any city
for non-coercive recruiting at the developed around a Garden of Life,
same time. Legis’s first design had all houses are built at a safe distance from
the buildings of the different factions the stone itself. An occurrence like
built against each other in the vicinity this has never taken place again, but
of the fateful circular stone, a choice while the Gromsh Tribe is present on
that had forced the representatives of Enascentia, it is still better to be safe
the more compliant Ways to hours of than sorry. Legis, in particular, after
exhausting diplomatic negotiations to suffering many unpleasant attacks
please every single hothead. Initially, to its outer walls, has been rebuilt
everything worked well, with the almost from scratch, with high walls
Newly Generated arriving in the city both between the inner and outer city,
square where representatives of the and around the Garden of Life at its
different Tribes and Ways convened center; the main area of the city has
to educate the newcomers about their been developed on above-ground
existence, the choices open to them platforms that can be reached only by
and to give them some guidance. means of a flying ship. It is said that
All this lasted till the year 627 P.G., they rebuilt the new city directly on
or rather until In-A-Heartbeat top of the ruins of the previous one,
arrived. His name might sound like leaving them undisturbed, thus laying
a traditional Gromsh name, but the the foundations for what would
truth is that it was given to him with become Legis’s underground level,
some thought posthumously because eventually to be forgotten.

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Player's Guide
Among the many mixed Tribe cities team; their physique can outweigh
where they tend to settle, Ereldia is other usually important factors, such
among those with the largest Gromsh as team play or strategies worked out
population. This is partly due to its before a game. The art of improvisation
healthy economy that has grown seems to have been developed for
because of the favorable trade with them, and there are many occasions
them as they are wont to raise or on which they manage to outdo
lower the price of an item with no careful Oscurian game plans. One
consistency or any empirical basis at of the most renowned champions is,
all, but it is due also to their physical in fact, a follower of Chaos, Ouch-
prowess. Because of their size and Get-Up, who played ten seasons as
unusual strength, they are the ideal impeder in the Wurnung category,
athletes to compete in the Earth breaking any previously established
Hammers tournaments, a team sport record and more than a few players of
that requires only a few players in each the other teams, bouncing from one

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Characters
disqualification to the next. Many when somebody wants you dead. The
used to go to the stadium just to see Gromsh accepted, on the condition
him in action. he could also have a huge greenhouse
Another Gromsh distinguished in which to keep the new additions to
himself within Ereldia’s walls, but for his extremely important collection of
totally different reasons and qualities, feathers, his personal obsession.
the Sorcerer of Chaos Wise-Much-
Feather. He came to Ereldia from
Si-An—by chance, of course—in the Gromsh of Dejama
year 989 P.G. and decided to allow Being one of the continents with
himself a vision before lying down the highest number of mixed cities,
for the night in one of the city streets. Dejama always hosted a good number
Forced to forego his desired rest to of Gromsh, distributed mostly in
comply with the wishes of Chaos, Vesoelm, Durandia, Jundali and
he turned into a crow and, flying by Kartali. In the vicinity of the latter, one
an open window, he sneaked into can witness an event quite rare in any
Erte’s own bedroom, the Oscurian other part of Enascentia: a gathering
patron of the Earth Hammers, in the of partying Gromsh, with all the
dead of night. Under the astonished consequences this entails, the most
gaze of this influential personality harmless of which is rendering the
and his bodyguards, he regained Silent Plain into a contradiction of its
his usual shape and punched one of name. Intent on reaching the capital
them right on the mouth, decking of entertainment, many Gromsh
him with just one blow. The unlucky travel alone to the coast, aware that
Sorcerer was immediately seized by their Kami will guide them to the
the other guards and questioned by right place at the right moment. Of
the dumbfounded Erte who, far from course, they are soon attracted by all
satisfied by a simple ‘Chaos wants sorts of events, from a simple binge to
me do’, had the unconscious guard the unfortunate opening of their third
searched. They found a vial of Liquid eye. At times, such events culminate
Nightmare on him, a poison that in meeting other fellow Tribesmen, an
induces a deep sleep, administered to occasion that requires a celebration
victims so that assassins can act while even before they reach the city. Very
poison takes effect. Not knowing if few Gromsh actually manage to
the Sorcerer’s act had been voluntary reach Kartali to celebrate their Kami.
or not, Erte repaid his savior by Unfortunately, Pole-Never-Sleeps,
gifting him with a plush residence well known for convincing Falusa to
in the most elegant area of the city, organize a Gromsh festival in his city,
a very generous gesture that would belied his name a few months ago
increase his reputation within the city, while celebrating on the ‘Silent’ Plain.
as well as being a smart move to make

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Player's Guide
In the southernmost part of the Gromsh of Si-An
continent, the Gromsh presence is
much more sporadic, concentrated When a Gromsh learns about the
mainly in the vicinity of the existence of Grol and the nearby
Forrest of Vuril, on the Rallenock Breath, his reaction is usually to
Mountains or along the southern undertake a pilgrimage there. Few,
coasts, particularly in the Wenma however, manage to remain true to
Archipelago and the land around it. themselves for the time necessary to
The Gromsh are literally fascinated by reach their destination.
the asymmetric shape of the rocks that Those who are generated on
break the surface of the sea, forming a this continent are normally at ease
plethora of little islands unsuitable for with the local vegetation, which is
colonization. This does not mean the a constant source of inspiration to
Gromsh did not try to settle there, of them when it comes to finding new
course. Right there, on the southern ways to please their Kami without
coast, is a shining example of their having to deal with the other boring
architecture, continually improved Tribes. In particular, because of
by any builder passing through the their distorted way of thinking,
area. In their case, of course, the term they see the area between their
‘architecture’ means to ‘pile up stones’, capital and Kor’Maresh as the most
and a builder is ‘anyone who wants hospitable because it presents the
to do it’. The common aim is to build highest number of errant alterations
a huge idol to Chance, to celebrate caused by the Breath. It is not rare
its greatness, but the structure is to witness clashes between groups
lacking any basic design or strong of Gromsh looking for the greatest
foundations, and consequently, any expressions of their creed and
new attempt to expand or ‘fix’ the patrols of the Warlords, who are
structure only leads to a new collapse there specifically to destroy such
of the heaped stones. After years monstrosities.
of contributions on the part of any There was one particular Gromsh
Gromsh inspired by the common who repeatedly caused trouble for
cause, the end result is actually a huge armed patrols from the fortress-
monument to Chance, which is as city, a war leader known among
good as the most princely Lumian or his people as You-Too Much-
Janah palace. At least, with regard to Speak. A majestic example of
its size. physical prowess carefully blended
with a considerable amount of
unscrupulousness, You-Too Much-
Speak saw his name as a Chance-
induced destiny and embraced it
fully. His name became one of the

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Characters
few sentences he ever uttered, a because one can never know what
cross between a calling card and a a given member of their Tribe has
sentence to death, followed by far in mind as entertainment.
more significant actions, as violent One of the most long-lived
as his mood dictated. More than members of the Tribe, the
any other, You-Too Much-Speak unusually moderate Uh-Oh-
was able to dominate the impossible But has been wandering on the
creatures scattered in these lands northern coast of the continent
to the point that they obeyed his for a long time. He spends
orders just as the Lumians did with most of his time fishing and is a
their subordinates. The year 789 reference point for travelers and
P.G., the same year when You-Too the Senduars in the area, who find
Much-Speak gathered his troops him a silent drinking companion
and led them to Kor’Maresh, is still and an always-well-stocked trader
remembered with the utmost respect of all kinds of fish. Uh-Oh-Ma,
by the defenders of the city. It was however, does not limit his activity
one of the most fulfilling sieges a to the sea alone but also likes to
madman ever dared attempt. There use his enchanted fishing rod to
were never any doubts about the attract the Newly Generated to
outcome, but in spite of this, You- him and then throw them in the
Too-Much-Speak’s monstrous army air to give them a name in the
never retreated—not once: a real style of the Tribe, an activity that
ode to both Chance and War. earned him the nickname of ‘fisher
of Gromsh’. According to legend,
boats sailing near the shore are
Gromsh of Si-Neb often ‘fished by mistake’ and
Not even the Gromsh find the shipwrecked with just one throw.
desolate southern continent
attractive because they are
easily bored by its monotonous Appearance
landscape, even though it is mostly Among the present ten Tribes, the
the end result of the monstrous Gromsh compete with the Rok’Nars
mutations caused by their magic. for the title of ‘most conspicuous
The Gromsh generated here are race’. Their burly, imposing
both a source of entertainment physique (they are seldom less
for the other Tribes because they than six and a half feet tall and
are constantly in search of new usually weigh at least three hundred
ways of amusing themselves, and a pounds) is not the only immediately
constant danger to their own safety noticeable characteristic. Their
sneering faces fully complement

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Player's Guide
their general grotesque appearance, the Garden. In the first instance, the
distinguished by horn-like bone young Gromsh is entitled to receive
excrescences protruding from a Gromsh name, otherwise he will
different parts of their bodies as choose one himself. Later, the Elder may
randomly as their third eye. Usually decide—always by chance, of course—
closed, it is said to be a gift of the to give him a permanent name.
Kami that, when open, it allows In order to choose it, the Elder gets
them to have visions sent from from his Kami the power to teleport
Chaos. Their brightly colored eyes himself and the Newly Generated to a
glisten constantly with a glint that place chosen at random: the first three
teeters precariously between madness words they hear after teleporting will
and passion. They usually shave their form the Newly Generated’s name.
heads, considering hair a useless and
unpractical adornment; they wear
large breeches and cover their naked Civilization
torso only if it is very cold or if their All over Enascentia, there are very
Kami orders them to do so. few Gromsh single-Tribe villages, and
Nobody has ever met a female it is highly unlikely to find them in
Gromsh. groups of more than ten individuals
because their very philosophy of life
Genesis would bring about the death of most
of the group. This is the main reason
The Elders among the Children of it is very unusual to find examples of
Chaos receive a confused vision from Gromsh architecture that are more
their Kami about the time and place of than a disordered pile of boulders.
the new members’ Genesis. They then There are no conventions regulating
head for the specified Garden of Life barter or trade among Gromsh. Even
and randomly choose a place in which their idea of personal property is
to camp. As a matter of fact, everything quite vague: if they want something,
within this Tribe is controlled by they just take it without any qualms.
Chance, including the length of their
stay there.
A Newly Generated Gromsh is left Behavior and Customs
alone at the moment of his Genesis. Chaos is to be blamed—or thanked—
From the very first moments of life, he for everything. Rationality is left to
finds himself plunged into his Tribe’s those who look for an explanation
basic philosophy: “If Chance wants, or are too weak to accept the natural
Chance will be”. On the basis of this course of things. If the Children of
principle, he may or may not find the Chaos like something, they take it;
Elder waiting for him in the vicinity of if something hinders them—or they

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Characters
dislike it—they destroy it. They do to make what he has seen become
not make too much of a distinction real, to allow the ‘future’ to come true.
between Chance and Chaos. The trouble is, nobody will ever know
The Gromsh will literally make if some events would have really
use of anything in a fight. Weapons happened without the intervention of
abandoned on the ground, steel rods, the Children of Chaos.
even tree trunks…virtually any object
the Kami sends their way.
Their third eye is the cornerstone Game Features
of their creed: they tend to keep it
covered and unveil it only when Illiterate:
they want to contact their Kami, Knowing how to read and write is not
who bestows upon them visions that one of the priorities set by Chance:
are a double-edged sword. They are in fact, no Gromsh is Generated
fleeting images of the future sent by with such ability. They can learn to
Chaos, and a Gromsh will do his best

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Player's Guide
read and write at a later date, but it is is a gift of their Kami. At character
very unlikely they well be assiduous creation they get Str d6, instead of the
enough. They get the Illiterate usual d4.
additional Hindrance.
Bulk of Gromsh
Blessing of Gromsh The Children of Chaos must be easy
Apparently always favored by luck, the to spot, or at least this is what they
Gromsh give their best in unforeseen believe. The Gromsh are larger in size
circumstances. A Gromsh character than most of the other races, which
can choose one among the following gives them a Size +2 bonus.
bonus Edges: Dead Shot, Mighty
Blow, or Powersurge. Eye of Gromsh
Each Gromsh can open his third eye
Ugly up to three times a day for visions. If
Since it is never advisable to anger any he goes a whole day without doing
Gromsh, we could say euphemistically so, the eye will open while he sleeps,
that they do not meet the other tribes’ merging visions with his dreams.
beauty standards. They get the Ugly What a Gromsh sees is not necessarily
additional Hindrance. the real future: it is what Chance wants
the future to be. A Gromsh will do
Disciple of Chaos his utmost to make it come true. The
From time to time, a Gromsh will description of the vision is entirely at
make a decision to entrust himself the Game Master’s discretion: it can
to Chance. He should do it about be connected with the ongoing story,
two or three times per session for have no relevance within it or simply
his performance to be accepted and be an amusing sketch.
not to incur in any penalty in the
distribution of EPs. Gift of Gromsh
Chance blesses each of its children
Luck of Gromsh with some skill, different each time.
It should not come as a surprise that After spending your 15 Skill Points,
the Gromsh are extremely lucky randomly chose 1 Skill among those
because of their peculiar creed. They with at least a d4 value, and increase
get the bonus Edge Luck. the die type by one step.
A Gromsh character is not easy
Strength of Gromsh
to play, and it is not easy to make
The Gromsh can be quite different
him a Hero in a campaign. The
to each other, both physically and
choice of this race by a player must
mentally. What they have in common,
always be approved by the Game
however, is the size of their large
Master.
bodies and innate strength, which

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Characters
Relationships with the Enemies of the Rok’Nars:
“He like candle that you light and
other Tribes sends Chaos away as if darkness. I bad
Gromsh if I not blow candle out, am I?”
Allied with the Feruas:
“Good beasts, think little, do much. If
Chance wants, we drink together then
View of the Ways
we bash others together!”
Inclined towards the Guild of
Allied with the Menoosh: Free Trade:
“AHA, AHA they enjoy! Make free is “They many things shiny have, their
fun, no clothing more fun!” noises I like, their colors I like. I crystal
give you, you brush give me, yes?”
Allied with the Oscurians:
“They always move, confusion around Inclined towards the Defenders
them always. One small black makes of Free Will:
more Chaos than many big ones of “Chance is best of things, yes? If you
other colors.” want learn, I explain you, very easy
Allied with the Whisplings: and very nice, yes? If one stops believe i
“They do what they want, they right! I n Chance, I think this because Chance
always liked I can move in air like they wants it. Then he does. See, I explain
do. I wake up this morning, and think you already.”
this…I think.”
Inclined towards the Warlords:
Indifferent to the Janahs: “In follow way of Chance I many times
“I do like them, I have no fun! You smash things or people. But I think it
try roll dice, then hard head: that I right, because if no war, then I have
understand, yes!” problem smash people. Now I drink!”
Indifferent to the Senduars: Indifferent to the Followers of
“I not understand if they follow Chaos the Mosaic:
or they avoid him. But they no problem “They always seek others, ask things
for Chaos, I no problem for them.” and try put together all things. But I
say them, if you have vision of Chance,
Enemies of the Lumians: why you try find other visions?”
“Laws? Rules? YOU TAKE ME NOT
FOR A RIDE!” Prejudiced against the
Inquisition of the Blazing
Enemies of the Kronoss: Arrow:
“I understand them not, but they bug “If Chance wants other Gromsh not
me much. Always talk, never do. If thing follow Chance anymore, he makes
works not, I break thing and throw him, and other Gromsh changes. If he
away, right?” does, why I should smash him?”

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Player's Guide

64
Characters
Famous Characters immediately earns Erte’s favor by
sheer chance. Since then, he has been
living in his plush residence in the
Wise-Much-Feather richest area of the city, accumulating
more and more precious pieces for his
Generated in Dejama, in a forest south collection that he procures with great
of Durandia, in 934 P.G., he meets relish.
the Elder by sheer chance, guided to Tribe: Gromsh; Rank: Heroic; Way:
the area by the vision of his Genesis. Followers of the Mosaic
After receiving his Gromsh name, he Attributes: Agility d6, Smarts d8,
becomes obsessed by it, believing that Spirit d10, Strength d6, Vigor d10
wisdom, in any form, is kept within his Skills: Fighting d6, Healing d6,
feathers. He then extends the concept Knowledge (animals) d10, Knowledge
beyond birds and feathers to the leaves (trees) d8, Notice d8, Spells d10,
of the trees—their feathers—and Taunt d8, Throwing.
animal fur. He starts to collect them, Charisma: -2; Pace: 6 (running d4);
seeing himself as a wise person blessed Parry: 5; Toughness: 10
by the knowledge he carries with Hindrances: Delusional (everything
him at all times, tangible proof of the is made out of feathers), Illiterate,
wonders he can work. In other words: Obese, Quirk (collects feathers).
his spells. Edges: Arcane Background, New
During the first years of his life, he Power (x4), Power Points (x2),
ends up in Durandia and is dazzled Powersurge, Rapid Recharge, Sorcerer
by the profusion of visual stimuli it of Chaos*.
offers, so much so that he decides to Powers: Blast, Gromsh Explodes!*,
stop there for some time to learn more Gromsh Shifts! Gromsh Strong!,
about it. Upon learning about the Growth/Shrink, Healing, Shape
Followers of the Mosaic, he believes Change; Power Points: 20
Chance guided him there, aware of Special Abilities: eye of Gromsh (3/
the mosaic he already means to create day)*, Size +2.
with all the feathers of Enascentia. He Gear: Reinforced staff (Str+d4+1, +1
sets off again after joining the Way. Parry, reach 1, 2 hands).
When possible, he stops in the villages
that follow his same vision of things,
offering his services as a scholar, unless Uh-Oh-Ma
Chance decrees otherwise, of course. Generated five centuries ago, in 459
He decides to head north to add P.G., he is one of the Elders of his
some rare, different-colored pieces to Tribe. There are only two occasions
his collection, certain he will find an on which the thirst for blood coursing
abundance of blue and white feathers. through his veins gets the better of
He reaches Ereldia in 989 P.G. and him: when his Kami forces him to

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Player's Guide
give in to it during the daily opening of the ‘wrong-say’, which is what he
of his third eye—usually when called those who mispronounced
he wakes up and when someone his name, he has forsaken the larger
mispronounces his name. Should communities—which is very easy in
someone pronounce it as a single Si-Neb—and has taken to wandering
word by mistake without putting the along the coasts, where he cultivated
necessary emphasis on the pauses his real passion: fishing.
separating the different exclamations As years passed, he began to have
heard when he first teleported, that visions of the Genesis and decided
unfortunate person will become the to combine duty with pleasure. He
target of the fury of one of the most climbs the nearest hill or tree and casts
long-lived Gromsh. Because of his his line to see if the Newly Generated
congenital deafness, initially, he often will bite. Since he cannot perform
left behind either pain-ridden bodies spells, he cannot give a Gromsh name
or those eternally free from pain. to the Newly Generated, as required
Annoyed by the constant mistakes by tradition, so he has developed his

66
Characters
own method. He assembled the largest Hindrances: Delusional (name
fishing rod ever seen, complete with pronunciation), Illiterate, Hard of
weights and spools, made of natural Hearing, Quirk (fisher of Gromsh).
materials obtained from the area’s Edges: Champion of Chaos*,
scant vegetation. He had it enchanted Frenzy, Improved Frenzy, Improved
by Are-Where-Understand, a Toughasnails, Improvisational
Sorcerer of Chaos well known for his Fighter, Mighty Blow, Steady Hands,
expertise in creating magical objects, Toughasnails, Woodsman.
which ended tragically when he Special Abilities: Eye of Gromsh (3/
turned into a Weaver after persisting day)*, Size +2.
to try to alter a compass magically. Gear: Extendable Fishing Rod
The enchantment makes the fishing (Str+d8+1, LI 3), leather armor (1).
rod extendable at will, which also
increases its weight considerably,
making it a very efficient weapon for
an improvisatorial fighter like Uh-Oh-
Ma. Delighted with the result, Uh-Oh-
Ma has since taken to attaching the
amused Newly Generated to the huge
metal hook, throwing them toward
the first people who come into view.
Upon hearing their first three words,
the Newly Generated then pull on
the rope, and Uh-Oh-Ma reels them
in to hear their new names, which he
misinterprets, of course, because of
his impaired hearing.
Tribe: Gromsh; Rank: Legendary;
Way: None
Attributes: Agility d6, Smarts d6,
Spirit d6, Strength d12+2, Vigor d12
Skills: Climbing d12, Crafting
(fishing tools) d10, Fighting d12 (+1
improvised weapon), Knowledge
(fish) d10, Notice d8, Repair d6,
Survival d12 (+2), Throwing d10
(+1 improvised weapon), Tracking
d10 (+2).
Charisma: -2; Parry: 8; Pace: 7,5;
Toughness: 13 (1)

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Player's Guide

Janahs
Followers of Determination, Relentless One

View of the Kami


The Kami is the greatest obstacle, and our goal is to meet and defeat him.
The greater the ambition, the greater will be our accomplishment. We can
push beyond our limits only ignoring and surpassing them.

“There wasn’t a single First Generated who wasn’t up to his unavoidable task,
each via the greatest expression of his Kami. Try to imagine, then, the greatest
expression of a race who has always given itself goals, with the sole purpose of
surpassing its limits. It wasn’t a case of escaping him anymore…merely the hope
of not being his next target.”

From the journals of Oricros, the Beholder

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Characters
Janah appeared in the west of Si- places protected by the Bearers of
Neb, gifted with the same main Peace or accessible only with the
characteristic of his people: to share consent of a Key Keeper were open
his body with Determination. He to him. After killing the last Inim’Ur,
did not turn from mere fighter to he found himself at his starting point,
merciless, white-eyed hunter. His eyes on an empty continent, but he did
were white from the very beginning. not care and set off again, destroying
Janah was not going to relinquish any building between him and the
his control over Determination, horizon.
because he was Determination itself. Then something unexpected
However, he soon discovered he could happened: Janah met Senduar and did
abandon himself to a second entity not ignore him. When they appear
burning inside his soul: Absolute on Enascentia, the First Generated’s
Determination. He changed in shape only goal is the extermination of the
and size according to his chosen pre-existing populations to pave the
target; he grew disproportionately way to the generations each of them
when he wanted to destroy physical represents. They are, therefore, not
obstacles and turned into pure interested in each other and most
energy when normal attacks were of the time, do not even notice the
useless against a specific target. Each presence of the others. At most,
decision he made was a reality that absorbed in their common task,
would soon come true. When he saw they unwittingly end up working
the first village, he decided to raze it together. However, each of them is
to the ground, and not one column also the embodiment of the Kami
was left standing in his wake. Then he worships. Just as Chaos spared a
he saw a city and wanted to uproot it few potential victims along Gromsh’s
from the ground, and there is now a path, so Janah could not get out of
crater where it once stood. Then he doing what he did best: challenge
saw a Tribe’s capital and decreed that whomever he found in his way. The
its inhabitants had to become extinct. first blow caught Senduar unawares
If it is highly improbable these days to and overwhelmed him completely.
meet a member of a Lost Tribe, then What followed was incredible—a
the chance of meeting an Inim’Ur in spectacle without witnesses. On
the flesh vanished with those words. one side, a being who could reach
He found them all, one after the any opponent, on the other the
other, and appeared before each one embodiment of ‘travel’ itself. Their
to spear him before going for the clash turned into a historic pursuit.
next, relentlessly and mercilessly. He No matter how much they tried to
scaled every mountain and entered outchase each other, they always
the deepest of caves, but no hiding ended up catching up with each
place was safe from him. Even the other and engaged in close combat

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Player's Guide
before parting again. Then, Senduar he received in his dream, he reached
came up with a possible solution: a Garden of Life, where he found not
he dissolved his body into countless just a Newly Generated waiting for
grains of sand and spread himself in him but a delegation of Elders too.
all directions, denying his opponent a His sleep had lasted longer than he
tangible target. Janah began to chase thought. He recognized them as fellow
each fragment of his target, frustrated Tribesmen, and after telling them
by his failure to do so but unable to his story, he took his rightful place
even conceive surrender. All this as their leader. Integration was not
happened during the last day before easy, however. Among all the Tribes,
their powers started to wane, an event theirs was one of the less close-knit
that deprived Janah of his Absolute ones, right from the very beginning,
Determination, forcing him to allow because of the Janahs’ resourceful
himself the rest that follows each nature and their individuality. The
achieved or, in his case, failed goal. First Generated made no exception
During his daylong sleep, Janah and concentrated mostly on his own
received a vision of the Genesis, and goals and future battles, caring very
he awoke in the place where he had little about the needs and aims of his
fallen unconscious: on a cliff in the people, who soon started to complain,
Mehara Mountains. His first reaction even though nobody ever dared say
was to look for his latest opponent, anything to him: in spite of their
but he could not find him, as he had nature, no Janah risked challenging
disappeared. Following the directions their First Generated. For his part,

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Characters
Janah did not make war with a goal was unsuccessful. He soon realized
nor out of thirst for conquest: he he was being followed by one of the
was driven by his sheer desire to face Elders: Braska. He tried to send him
other opponents, to get to know the away, but he did not answer. Then
limits he had to overcome. His first Janah threatened to challenge him,
opportunity for confrontation was but Braska showed he was ready
offered by a Rok’Nar encampment, for the confrontation, if necessary.
one of the many in that area, which Finally, Janah asked him why he was
stood on the path the Disciples of following him and received a wise
Determination were following to the answer. “If we aren’t prepared to follow
next Genesis. One battle was enough the one who represents us, how will
to demonstrate the truth to everyone we ever understand ourselves?” When
and teach them the true meaning of Braska added he had set himself that
the word ‘fear’. Janah’s ‘opponents’, goal, Janah understood he could only
peaceful defenders of nature who suffer his presence or kill him. While
had no intention of falling for his tempted by the second alternative, he
provocation, were swept away by what was curious about how things would
was left of his Absolute Determination develop, and having someone with
in all its viciousness. Some Janahs him would have put his self-control
were appalled by his actions, unable to the test. They crossed the Mehara
to understand how such fury could mountain range, defeating many a
have any meaning, while others were percikan and bajaran, with Janah busy
inspired by it, ready to deploy with fighting them and Braska equally busy
that supreme fighter. It was their last writing his journal. It later became so
action. Lacking any control, Janah universally famous that even today,
attacked his allies and opponents any bard worthy of his name can tell
with the same fury, killing anyone the story of how the First Disciple of
who stood between him and his goal. Determination defeated the patriarch
Upon regaining consciousness, he of that monstrous race, thrusting his
found himself surrounded by dead arm into its flames and ripping out
bodies and disgusted expressions. the dying beast’s entrails through its
He did not wait for them to forsake burning mouth. Since that day, Janah
or—even worse—betray him in the has been displaying his arm proudly,
future. He left of his own accord, burned but still able to kill, reaffirming
without a word. He changed direction his dislike of armor because, in his
and headed east on the roads he had opinion, it merely impedes a fighter
traveled when he was not within and is a barrier to the scars of battle,
himself, determined to follow a while such wounds are a badge of
personal journey with the aim of merit no true Janah should ever
finding answers to the overwhelming forgo. During their stay in those
questions in his mind. However, he lands, Janah and Braska learned other

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Player's Guide
invaluable lessons: in particular that of each ship was seen as the perfect
it was necessary to study one’s enemy place to hold duels, and all sorts of
before a showdown. A careful study improvised competitions took place
of phoenixes, for example, showed there, while the captains themselves
they really did come back to life after vied against each other to be the
each defeat, which actually made first to reach the coast of the western
it impossible to kill them properly. continent. Each on a different ship,
When they reached the foot of the the three leading Elders had their
last mountain, the First Generated hands full with keeping such volatile
thanked Braska for the first time, potential under control but also had
thus giving him credit for helping the time to talk with their people and
him better understand who he was discuss important matters beyond the
and give a clear identity to each of skills of swordplay.
the two entities coexisting inside him. On Caleb’s ship, the Fire Plough, the
His travel companion just smiled and most heated discussions focused on
updated his journal. Together, they the Janahs’ own pugnacious nature,
then started following the visions of and if the most important thing really
Genesis again. was to wield a weapon better than
anyone else, if there was more to aim
for or if they were free to choose their
The Three Elders goals. After all, why limit their choices
There were three particular Elders to selecting different opponents, one
who stepped in to take the reins of after the other? To pass the time, many
the situation on the day the First of them, who were skilled craftsmen,
Generated left his Tribe: Caleb, tried to compete in different areas of
Urmen and Veltarr. Under their expertise, even of an artistic nature.
guidance, all the Janahs, who up until Thanks to Urmen’s contagious
then had gathered on the Mehara solemnity, the topics discussed on
Mountains, headed west toward the Unsinkable were more profound.
Dejama, driven by their desire to They centered on the differences
move on. When they reached the between the Janahs themselves and
coast, they began to build three ships all animals, which where inexplicably
to navigate the Wenma Archipelago, a subject to organic deterioration and,
harder challenge than they expected. finally, death, without even enjoying
Facing the ojombas and even the the honor of one last battle. It did not
kesuls they met on their journey was take long for any comparisons to the
far from the worst part of the voyage; animal kingdom to be considered as
actually, it was a welcomed relief for the worst possible offence, usually
the boredom of a people who did not followed by a challenge to cleanse
know what patience was. The bridge sullied honor.

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It was in the galley of the Wild Beast, similar to the one they had left behind,
however, that Veltarr finally brought a long trek that led them finally to
up the thorniest subject, which was an ideal place, a land offering all the
probably on everyone’s mind but resources their civilization needed
that only he dared voice: Janah had to flourish. The real challenge was to
betrayed them. The First Generated, get there united. The attitude of the
whose name defined their whole crews on the Unsinkable and the Fire
Tribe, was no longer with them, nor Plough had altered only partially, with
were their companions, slaughtered the former paying more attention to
by his folly. Both persuaded by his the surrounding world and the latter
arguments and in need of some sort trying to mold it according to their
of explanation, the whole crew soon nature, but the others were no longer
shared his resentment. Those Janahs the same, so scarred by their hatred
began to question every concept that a rift between them and their
they knew at the moment of their fellow Tribesmen was unavoidable.
Genesis…all but the Kami, who was They were called ‘Ventarians’ by the
their only real certainty after the others to mock their compliancy to
way the First Generated had acted. their guide and soon became easily
If their aim was to push themselves distinguishable on sight, wrapped in
beyond their limits, to set a goal and layers of leather and metal to protect
achieve it, why impose any limits on their bodies, having lost any interest
themselves to begin with? Why fight in displaying their battle wounds
honorably or challenge the opponent with pride. Even the challenges were
to a duel when a fighter’s best weapon becoming less and less frequent,
is the element of surprise? Why spare because the only opponents were
the life of the defeated opponent? now the wild beasts and the other
After all, the fear of death was what Tribes, since the practice of duels
would drive a fighter to hone his skills and challenges within the Tribe
not the winner’s humiliating stare. was becoming obsolete. Once they
Each night, frustration and plans of crossed the desert, upon reaching the
revenge were lost in a haze of alcohol, banks of a river, the Janahs decided
only for them to surface again the to stop there and build their capital
following evening. The situation before the Tribe ended up completely
continued until they finally reached divided. A rocky cliff overhanging a
the mainland. precipice offered the perfect location.
When they landed on the shores The fortress-city they built there was
of Dejama, each crew was far more majestic proof of their carpentry skill,
close-knit than it had been when they born of a seed sown by those first
set sail, but the Tribe as a whole was discussions on board the Fire Plough.
more divided than ever. They headed Over the centuries that followed, the
north, along a new mountain range

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Janahs conquered the lands around chose a path of personal growth; it
Jandia, and their community kept did not matter if it involved combat
growing until the first secessions. or not. Taking advantage of the
situation, Veltarr tried to gain the
support of Newly Generated and
Crossroads Elders. Anyone who rejected the
The first to leave was Caleb, in 254 First Generated was welcome among
P.G. The new military plans developed his followers. There was a promising
by Veltarr and his supporters were youth among them, Triglav, who
not compatible with his vision of the stood out because of his skill in close
Kami, far larger than the one existing combat and his ruthlessness when
within Jandia’s walls. It was the reason striking an opponent.
he set off on a solitary journey to In 296 P.G., Urmen left the capital,
better understand himself, and in so too, along with others. Over the
doing, he could not help but think decades, the existential dilemmas
back to the separation from the First debated by the crew of the Unsinkable
Generated. His situation had not been had become a priority to some
very different from his own, after all. Janahs. They had developed their
As years went by, he moved steadily own theories, which became a clear,
northward until he reached the city, well-structured school of thought,
Kartali, where he still lives, renowned also nurtured by the contribution of
for its festivals and the presence of the other races they met while scouting
best blacksmith on Enascentia. Upon the areas around Jandia. They spent
winning the tournament that now their time focusing on the purpose
carries his name, Caleb finally retired of their lives, either in an attempt to
because he realized what he really give some meaning to their actions
wanted to do and committed himself or out of sheer laziness. Even the
firmly to the realization of that goal: theories about the Kamis involved
forging the perfect weapon. People different viewpoints about life and
from every continent came to him, the origins of everything, but no
asking for his services and offering one was thinking about the end or
all sorts of riches, but he remained created theories about death. It was
faithful to his objective, taking on just a subject they avoided, perhaps
only those jobs that stimulated his out of fear, but the issues that could
creative streak or required some have arisen were countless: why were
new technique that still needed to Tribesmen and animals different
be perfected. in death? Why did everything else
After Caleb, many other Janahs around them have an exact beginning
left Jandia. Driven by the Elder’s and end, while their lives did not
enterprising spirit, many of them have a well-defined arrival point?
And was death really the end or just a

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transition to something else? Urmen for Janah to come full circle and admit
had not found the answers to those his faults to those who paid the price
questions, but with his followers, who for their consequences. In 618 P.G.,
did not yet have a common banner— Janah and Braska set off westward,
he was the only one to ask them. So, across the Mehara Mountains, to find
Urmen and the others decided to go their people, wherever they had gone.
elsewhere and set off to the north. Upon arriving in Dejama, they met
Now that he was the older among the first Janahs generated there. When
the Elders left in Jandia, Veltarr ruled he learned about Veltarr’s reign and
the fortress-city, imposing his vision ideology, the First Generated almost
on its people. Many Janahs left when caved in, thinking that his original
he declared himself the monarch of the intentions were now pointless. It was
capital and only Veltarians remained the year 621 P.G. when Braska did the
and those willing to become one of deed that gave its name to the place
them. Diplomatic relationships with where they were, making the phoenix
the neighboring Tribes deteriorated living on the top of that dormant
rapidly, proportional to the speed volcano as his goal. Taken by surprise,
with which the Janahs widened their Janah asked his companion of so
borders. In 514 P.G., the Janah, who many journeys the reason for such a
more than any other had encouraged foolish action, and the answer was,
dishonorable combat tactics, reaped “Impossible is just a word, the name
what he had sown: Triglav killed his we give to something no one has yet
own mentor in the throne room, been able to do.” From now on, he
claiming the throne for himself. The would be bound to the volcano to
last words Veltarr heard were those fight his opponent at every new dawn
whispered by his disciple, who told in an attempt to become the person to
him that power had always been his defeat a simple word. Doubt vanished
aim and he had laughed every day from Janah’s heart forever, now filled
while his mentor paved the way for with Determination more than ever.
him to what was to become his reign. When he entered Jandia, the sight
of him startled many a Janah. No
introductions were necessary and
Janah's Return everyone immediately guessed who he
During the years in which Janah and was. Triglav recognized him, too, and
Braska were exiled in Si-Neb, Genesis had the presence of mind to exploit his
after Genesis, the Janahs on the advantage over his enemy initially by
continent gathered under the same attacking him from behind. The first
emblem, but this time the selfishness blow did not kill him, nor the second
of the First Generated did not nullify nor those that followed. Then it was
their work. On the contrary, it was time Janah’s turn to counterattack. The
fight lasted just a few seconds before

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the Veltarian screamed, begging for followers of Determination often wear
mercy. The First Generated regained protective clothing and layers of strong
control of his body immediately and metal, very probably not just because
spared him, as decreed by his Kami. of the harsh climate of these lands.
Triglav was allowed to leave Jandia,
never to return, and some of the
others followed because by this time, Janahs of Dejama
they believed in what he represented. The situation is quite different here
Those who stayed crowned the one from when Jahan was crowned
who should have sat on the throne in Jandia in the seventh century.
from the very start as their new king. The capital is governed by a war
council, formed by the best twelve
Janahs of Artanty fighters, elected every five years by a
tournament open to any member of
Through the centuries, the Janahs of the Tribe. They make any decision
Artanty have not behaved so differently concerning the management of
from their brothers beyond the eastern the reign. While sitting among
sea: as in Si-An, here the Tribe has them at a place of honor, the First
gathered around the worthiest leader Generated takes no part in any
to seek the most exciting fight, too. discussion. He lives in the fortress-
It has been a common occurrence city to contribute to the cause of his
in the past to see contingents of the people, but he believes that it must
Disciples of Determination as part of not depend on the decisions of the
both formations on opposite sides of a Elders and that the youths should
battlefield. be the ones to determine its future.
Those Janahs who have come in As far as Braska and Caleb are
close contact with the threat of the concerned, they still follow the path
Faceless Ones will probably join they chose centuries ago.
Morken and the Inquisition, seeing There are still many Veltarians on
the Faceless Ones as a perfect goal on the continent, even if they do not have
which to concentrate their energies, as a reference figure anymore, not after
well as a more-than-worthy opponent. Triglav’s devastating defeat. In spite
The northern continent is also of this, they are still faithful to the
where Triglav now lives, having ideals of the developer of their school
retreated there to plan his revenge of thought and either concentrate on
against Janah and regain the throne. the need to wear armor in battle or
The well informed maintain he is in resort to any kind unscrupulousness
contact with the Kronoss, but these are to overcome any obstacles.
just unsubstantiated rumors. The only
sure thing is that in these regions, the

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Janah of Si-An reach Artanty in 351 P.G., and after
the peace treaty, in 354 P.G., they
Until the end of the Ferua head south and meet the inhabitants
dominance, the Janahs were seen as of the fortress-city of Kor’Maresh,
allies of the Felids on this continent still neutral at the time. Its ruler,
and therefore persecuted because Serod, one of the few surviving
of the alliance formed by Thanit, Transmuters, seems to share the same
but this phenomenon did not last uncertainties as the Janah Elder. He
long, as many members of the same started having doubts five centuries
Tribe came from the northern and before Urmen did and developed a
southern coasts of the continent as considerably more theories on the
reinforcements for the Resistance. subject. The debates between the
Among them are also Urmen and two leaders and the merging of their
his followers. Their number has grown respective forces finally give birth to
in the meantime and can therefore the Way of the Warlords, officially
form a contingent of their own. They founded in 359 P.G. with the aim of

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Player's Guide
intervening wherever it is possible to particularly noteworthy: the rivalry
bring war to the peoples and spread a between Simar, a Janah fighter and
truth they all tend to ignore. Sooner enchanter, and Laran, a Lumian on
or later, there will come a time in a personal crusade against anything
which resources will not be enough magical. Their personal challenge
for all the Tribes anymore, and they continued in between battles to the
will meet the same end as the beasts, frustration of the former and the
killed by natural causes such as lack of inability of the latter to renounce a
food and deprived of the privilege of challenge until Simar became weary
an honorable death on the battlefield. of his opponent’s compassionate
They do not advocate brutal stare and decided to resort to his
massacres, themselves an end, but skills to kill him, using what he hated
a greater awareness of the necessary most: a magic object. In 428 P.G., he
role war plays in everyday life. For headed south-east beyond the Rocky
the same reasons, they approve the Marshes, where his enemy would not
Overthrow of the Royal Races as be able to take him by surprise while
a variation on a larger scale of the he was working at his creation, and he
theory on which their Way is based. found the ideal place for it among the
vegetation of Katmaton. Working day
and night, he molded the Veil around
Janah of Si-Neb himself to envelope his great axe,
Most of present-day Janah Elders have turning it into an unfailing instrument
been met at their Genesis by the First of death and his revenge. His rite,
Generated during his self-imposed however, demanded too much from
exile and now rule the most of the the magic energies of the place.
Janah communities on this continent. Needing more, it also took Simar’s,
The natural need for confrontation who fell victim to his ambition. This
typical of this Tribe is usually vented is where the Temple of Sonnonga now
on the many monstrous creatures that stands, with Ku’Rak still at its heart,
inhabit the continent, be they natural left as a legacy by its creator in blind
predators or the consequence of a tear fury; the peace of the surrounding
in the Veil that has not fully healed. area has been obtained by emptying
Over time, however, there have the environs of all negative feelings
been battles between Tribes, most of and concentrating them on the axe,
all between the Feruas of the Forest still pulsing and longing for justice.
of Karmaton and the Lumians, both
before and after the foundation of
Fourth Dream and the colonization
of the surrounding area. One of
the consequences of these feuds is

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Appearance Their propensity to bedeck themselves
does not differ greatly from that of
The most striking characteristic their male counterparts.
in a Janah is probably his olive
complexion (which not even layers
of clothing and metal can conceal), Genesis
which blends well with his raven- When meeting the Newly Generated,
black eyes and hair. The other thing the Elders of the Tribe exchange just
that is immediately obvious is the a few words with them. After a very
constant presence in their gear of brief explanation about the Kami
melee weapons of various kinds. and the principles of the Tribe,
The Janahs usually prefer bulky, they ask the Newly Generated to
often two-handed weapons, but some choose a weapon from those carried
Relentless Ones may opt for two one- by the Janahs on hand. After that,
handed weapons instead. Halberds, they explain to him that there is no
axes and war hammers are the most shame in defeat because it is only
common choices. The Janahs despise through defeat a true warrior can
using a shield, however, and prefer learn and improve. At this point,
not to use swords to distinguish one of the Elders challenges the
themselves from the Lumians. They Newly Generated, and during the
wear partial armor that protects fight shows him what it means to
those body parts more exposed by Abandon oneself to Determination,
their chosen fighting style but does until the Newly Generated concedes
not hamper their movements too his defeat.
much. Some Janahs never reach the second
They tend to show off their self- part of this training. Those who have
assuredness in any possible way: this privilege are nursed back to health
they wear flashy clothing, opt for if necessary and instructed on how to
quaint hairdos, and generally bedeck Abandon themselves to Determination.
themselves so that they do not go They are then challenged again, with
unnoticed. They are not of standard the specific aim of defeating their
size, and their physique can vary opponent, making the most of what
considerably; their cockiness does they have learned. Following their
not always match their physical inevitable failure to do so, they are
presence. neutralized or stunned by the most
There are no substantial differences expert Elder in an attempt to win the
between male and female Janahs. The fight without killing—willingly, at
females can quickly and persuasively least—the Newly Generated.
command respect if underestimated.

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Once they regain consciousness, a challenge to whomever is so bold
they are carried to the nearest village, as to make it because it would be like
where the Elders give them attainable denying him the possibility to grow
goals. This procedure continues until and improve.
the Newly Generated themselves
rebel against it and choose a more
ambitious goal. From then on, they Behavior and Customs
are free to live their own lives and find The Janahs usually set themselves
other personal goals to fulfill. ambitious goals and do their utmost
to fulfill them. They believe it is
Civilization only by pushing themselves—both
physically and mentally—beyond
The Janahs live both in single- their limits that they will enable
Tribe and mixed settlements. They their Tribe to grow and improve.
usually choose a specific activity, Mercy is a gift they with which
somehow related mostly to physical they are liberal. A challenge ending
confrontation, and specialize in it until in a defeat must absolutely not be
they’ve learnt its deepest secrets. The the last one in a life path. A burning
best craftsmen, blacksmiths, and—of defeat is a very good lesson, and
course—fighters are Janahs. On the denying someone the opportunity
other hand, it is never wise to ask them to learn this would be outrageous. A
to prove their ability other than in the grudge, however, is a dangerous trap:
one in which they have specialized the Relentless Ones are grateful to
over the years: they would accept whomever defeats them because this
the challenge, but the unavoidable fuels the flame of their passion and
humiliation would not sit well with offers them an opportunity to grow.
them. They usually have a favorite
Their architecture is both ostentatious weapon, which they see as a trusted
and refined, favoring the use of wood companion, and is often the same
and plants available in the area to they used in their very first fight as
that of sturdier materials, such as Newly Generated. They also name
stone. They prefer sliding panels to their weapons and are in the habit of
traditional doors and tend to develop talking to them—despite, of course,
their buildings horizontally rather never receiving any answer—thus
than vertically. carrying on monologues that may
It is not uncommon to see Janahs sound comical to whomever hears
challenging each other out of the them. Should you openly show your
blue and in any place; the pretexts amusement, however, the Janahs
for this are numerous. No Follower would then show you a totally
of Determination would ever refuse different side to their nature.

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Game Features the Game Master, proportional to the
effort he made. A Janah can Abandon
himself to Determination up to three
Abandon oneself to times a day.
Determination
A Janah always sets himself a goal,
Trademark Weapon
and to fulfill it, he might even resort Each member of the Tribe develops
to the ace up his sleeve, letting his a special bond with his weapon,
‘other self ’—as the Janahs call it— often the same one he used in his
guide him. post-Genesis training. A Janah gets
Any Janah choosing to do this adds a the bonus Edge Trademark Weapon
+2 bonus to all Fighting and Strength and applies it to his favored weapon,
rolls, close combat damage and which must have a name. It is possible
Toughness, but at the same time he for a Character to bond with another
suffers a penalty of -2 to Parry; he weapon, if the reason is properly
also ignores any penalties for wounds explained within the story, but he
or Fatigue. will then have to spend two weeks
In such a state, a Janah can never (in game time) training with the new
aim at a target different to his set weapon and also give it a name.
goal or make any action directed
elsewhere. However, he can make
Arrogant
Will and Spellcasting checks against Proud and stubborn, the Janahs
his opponent. never refuse a challenge: they see
The Janah’s state of ‘other self ’ ceases it as an instrument of personal
when his opponent dies or surrenders. growth, both for them and their
The Character must choose his goal challenger, which obliges them
in each fight: doing otherwise means morally to accept it. They get the
lacking in interpretation. On the Arrogant additional Hindrance.
other hand, deciding if and when to
Abandon himself to Determination is
Generated to Fight
at the player’s total discretion. Each member of this Tribe has an
A Janah can Abandon himself to opportunity to prove his physical
Determination even if he is not superiority and his mastery in the
fighting, in which case he will not use of weapons. It is up to each single
stop until he achieves his goal and Character to make use or not of this
will not feel any Fatigue until then; talent. At character creation, a Janah
in game terms, this means he ignores has Strength and Fighting d6 instead
any penalties for Fatigue and wounds. of the usual values.
Once the goal is fulfilled, however,
the Janah will be unconscious for a
number of hours, to be decided by

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Player's Guide
Grant Mercy Indifferent to the Gromsh:
A Janah always grants mercy to a “They don’t know what an honorable
defeated opponent if he asks for it: fight or mercy is. They are opponents
there is no shame in defeat because good to challenge only when Chance
it is only through it that one’s limits says so. They aren’t worth it.”
can be discovered. And it is only by Indifferent to the Kronoss:
knowing one’s limits that it is possible “Too simple goals do not interest us.
to push beyond them. They are as fragile as dry shrubs, aren’t
they, Demien?”
Cutting Tongue
Indifferent to the Menoosh:
When it is time to fight, a Janah
“When should I challenge them,
makes good use of every weapon at
exactly? When they are busy getting
his disposal starting with dialectics.
laid by the first bitch they find or when
At character creation, he chooses
they are staring open-mouthed at a
between Intimidation d6 and
sunset? No way.”
Taunting d6, at the player’s discretion.
Indifferent to the Oscurians:
“They hide and mind their own
Relationships with the business, literally. It is difficult to have
other Tribes them as goals since you cannot ‘target’
them. It is also difficult for them to
interfere. They are of no consequence.”
Allied with the Feruas:
“Our allies are those who are worth a
challenge. And as worthy opponents go,
the Felids are second to nobody. Once Indifferent to the Senduars:
we have defeated them, we probably “Too mild and agreeable. They offer
won’t have any more opponents no challenge and are not an obstacle.
between us and the Kami.” I’d almost like to force a few words out
of their mouths. Indeed, Christie, we
Allied with the Lumians: have a new goal.”
“They really are worthy opponents.
Such stumbling blocks deserve our Indifferent to the Whisplings:
utmost respect, Saber, remember this.” “Set the sky as your limit, friend, and
your path will be steep…very steep.”
Allied with the Rok’Nars:
“Don’t worry, Kelden, I won’t break
your blade on their skin. You’ll see…
one day I’ll be sturdier than them, but
till then, I won’t waste your sharp edge
on their rock-hard skin.”

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View of the Ways Famous Characters
Inclined towards the Inquisition
of the Blazing Arrow: Dundra
“There are people whose lives have and the Harbors of Return
been destroyed by the ill-advised Generated in Si-Neb in 721 P.G.,
actions of that scum. The least we Dundra dutifully trained in the way
can do is to set their extermination of Determination and swiftly gained
as our goal.” her initial recognition. With only
Inclined towards the Warlords: ten years’ experience, she triumphed
“Death is necessary, and fighting over the most famed champions
heralds it. Never have I found a more of the nearby villages and set off
kindred view of life.” on a journey all over the continent
looking for new opponents to keep
Indifferent to the Guild of Free improving herself. Among many
Trade: victories and a few defeats, she finally
“I have nothing against them, but set her goals aside in 762 P.G. when
I simply cannot understand them. she reached the harbor of Cape of the
What’s their daily stumbling block? Eagle, considered the northernmost
Bartering fruit and vegetables at the place in all Si-Neb and looked to
market?” the sea. Beyond it was Sit-Tabthi,
Indifferent to the Defenders of the legendary continent everybody
Free Will: knew about but had never seen. The
“I’d never call my Kami into question. inhabitants of the small harbor town
It would weaken me, to say the least. had seen many a ship set sail to the
However, I can’t blame those who north, but none had ever returned.
want to learn to set ambitious goals for Over the next three years, Dundra
themselves.” tracked down all the opponents
she had previously challenged and
Indifferent to the Followers of gathered the most determined among
the Mosaic: them to be the first Janah expedition
“Personally, I don’t share their goals, to the conquest of unknown shores.
but I can well believe people like us Three hundred males and females
are valuable to them. Should one of us were selected, and in 765 P.G., they
decide to recover all the tiles, you can set sail to the north on five warships,
bet we’d put their mosaic together for determined to return with the first
them in just one day!” real tales about whatever was in
those lands. They never managed to
reach them. They had all heard the
legends about the Wurnung (Game

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Player's Guide
Master's Guide, p. 207), and were everything started, the new name
more than ready to face it. What they of Harbor of Return. At first, local
could never imagine, however, was fishermen and merchants thought
that there were whole packs of them the Janah’s initiative was just a joke
and that they would come across and let her have her way to see how
them. It was not even a battle, just things would end. They also placed
slaughter: dozens of thirty-foot-long bets with substantial stakes on her
amphibious monstrosities, moving failing in her mission and lost them
around in their natural environment, all. Today, any Janah who wants to
annihilated hundreds of helpless set sail for Sit-Tabthi knows he must
fighters on their ships. The few first go to the Harbor of Return on his
enchanters, the only ones who could continent, which is also the ideal one
have made a difference, were the from which to set sail. Upon arrival,
first victims of the slaughter, which he must then challenge one of the
meant those monsters followed very original survivors: if he wins the duel,
precise tactics. The storm raged, he can set sail, otherwise he must
chaos was rampant on the sea, and in return to his village. Each Harbor of
that surreal scenery, just one lifeboat Return allows three daily challenges,
managed to escape the slaughter: corresponding to the number of
Dundra’s. Five Janahs survived what times the challenged can Abandon
would be remembered as the Silent themselves to Determination
Expedition, and they owed their life each day, which they suggest the
solely to the fear that had taken a hold challengers should also do. No Janah
of their hearts. Only one of them, ever shies away from this practice.
Devel, vowed he would take revenge After all, they leave home looking for
on those creatures. Since then, he has a real challenge, and proving they are
been trying to put together a group of worthy of setting sail is a source of
fearless fighters who are not afraid to pride to them. At times, however, lack
face those living legends. of time requires that only the captain
The other four Janahs made a pact of a ship, and not the whole crew, takes
to prevent their Tribe’s pride from up the challenge. Countless fellow
condemning some other unwary Tribesmen owe their lives to Dundra
fighter in the future, confident and the other survivors patrolling the
he could face the death he would various Return Harbors.
have most certainly met on those Tribe: Janah; Rank: Heroic; Way:
waters. Each of them would travel None
to a different continent, look for Attributes: Agility d8, Smarts d4,
the harbor from which the highest Spirit d6, Strength d12, Vigor d10
number of ships left every year on that
deadly course and give it a new name.
Dundra gave Cape of the Eagle, where

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Player's Guide
Skills: Boating d6, Climbing d6, return in style and reclaim what he
Fighting d12 (+2 war gauntlet), earned. Ready to resort to foul play
Intimidation d10, Knowledge and any means to win, he is looking
(military) d6, Notice d6, Swimming for the right allies, prepared to offer
d8, Throwing d6. them anything to fight by his side.
Charisma: -; Pace: 6; Parry: 10; Tribe: Janah; Rank: Legendary; Way:
Toughness: 8 (1) None
Hindrances: Arrogant, Code of Attributes: Agility d10, Smarts d6,
Honor, Vow (challenges at the Return Spirit d6, Strength d12+1, Vigor
Harbor), Vow (granting mercy). d12+1
Edges: Ambidextrous, Expert in war Skills: Climbing d6, Fighting d12
gauntlet*, Frenzy, Improved Frenzy, (+2 pike ‘Hate’), Intimidation
Martial Artist, Trademark Weapon, d10+2, Knowledge (poisons) d8,
Two-Fisted, Warrior. Lying d8, Notice d10, Riding d6,
Special Abilities: Abandon oneself to Stealth d8, Streetwise d8, Taunt
Determination (3/day)*. d8+2, Throwing d8.
Gear: War Gauntlet (Str+d4+d6+2, Charisma: -; Pace: 6; Parry: 10;
+1 Parry)*, throwing axe (3/6/12, Toughness: 12 (3)
Str+d6) x3, leather armor (1). Hindrances: Arrogant, Mean,
Stubborn, Vengeful.
Triglav Edges: Block, Counterattack,
Dodge, Expert Taunter, First Strike,
Triglav grew up in the shadow Frenzy, Improved Block, Improved
of Veltarr’s success and becomes Counterattack, Improved Dodge,
his favorite. He waits for the right Improved First Strike, Improved
moment to put his teachings into Frenzy, Improved Trademark Weapon
practice and take him by surprise, (Hate), Strong Willed, Trademark
inheriting his influence on the people Weapon (Hate).
with a fully Veltarian act. Ambitious Special Abilities: Abandon to
since his Genesis, Triglav soon sets Determination (3/day)*.
seizing power and taking control of Gear: ‘Hate’ – pike of the Icy Blow
his people as his long-term goals. (Str+d8, reach 2, 2 hands)*, heavy
After his defeat at the hands of crossbow (15/30/60, 2d8, AP 2, 1
Janah himself, he gets rid of his spear, action to reload), plate armor (3),
Opportunity, and has a new pike, plate vambrace (3), plate greaves (3).
Hate, forged, with which he plans
to get vengeance for the insult he
suffered. While impulsive, he knows
quite well when to strike and when to
hold back. Right now, he is preparing
for his return to Jandia, wanting to

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Kronoss
Scholars of Time, People of Learning

View of the Kami


The Kami is Time. Allow me to prove it to you. Anyone who doesn’t have the
time to do something is prevented from doing it, right? Right. Now, should
you have to create every single thing and living being, how much time would
you need? The answer is simple: an infinite amount of time, because infinite
are the creations—past, present and future. And how can you have an infinite
amount of something? You just have to be that thing. Don’t you see? It is so
simple it’s almost embarrassing.

“He says he can remember everything in those few moments he’s aware of the
time he’s in. He speaks of a sentence too hard for anyone else to bear, his eyes
show frustration no words can describe. And yet, I cannot feel any pity for our
First Generated. I cannot bear inconsistency or contradiction, and he is the
embodiment of both. Do you want to know the whole truth? If he fell victim to
the power granted him by the Kami—that can only mean one thing: he wasn’t
worthy of it. I’ll take the burdens he complains about upon myself.”

Satnio, Kronoss’s Replacement

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Of all the First Generated, Kronoss found, not a guide who could lay the
was probably the most merciful. His foundations of their culture, but a
victims did not suffer, and most of dangerous facilitator of the tolls the
them did not even die. They simply Kami was asking in exchange for the
disappeared, expelled from the time thoughtless use of the powers it had
continuum. The first Scholar of Time granted. All around him, Time would
did not turn his attention to plants and stop and rewind, and at times flowed
animals, which he could have easily without anyone in the vicinity being
reverted to their embryonic state, aware. That phenomenon had to be
but like any other First Generated, contained.
he concentrated on individuals and Far from learning from him, the
regressed them to their initial state, first thing the Elders, who arrived
to the nothingness from which they after Kronoss, had to do was manage
had come. He could speed up Time the problem posed by their First
or bring it to a halt, forcing his rules Generated. They tried to understand
on anyone in a game he could not how to contain their own powers
lose. City after city, settlement after even before learning how to use them
settlement, every populated area properly, and apposed countless
of the Lost Tribes of Artanty was magic seals to a building that was
emptied of inhabitants. Even now, it to be a place of containment for
is possible to find several untouched Kronoss, a prison where the effects
buildings on the northern continent of his power would not compromise
that used to belong to the Second his confinement. They built their first
Generation, spared by Kronoss. city around that time-containment
Then his powers lessened, and cell to watch over it constantly and
his downfall was quite spectacular. as a warning of the consequences of
Altering the fabric of Time is not a reckless use of their powers. For the
single act that ends conclusively: it same reason, it was not an isolated
always has consequences. As each building but was included in the
tile moves, another one finds a new foundations of a luxurious palace,
location; to each granted advantage the most grandiose in the whole city.
there is a price to pay. The toll Meanwhile, the Elders started to have
Time itself required was quite high, more and more frequent visions of
necessary to cover the endless list of Geneses, and they used the new city
paradoxes he had created with his as a landmark to which to return
first impulsive actions, which had after their journeys, thus increasing
been a warped joke, a mockery of its population in a very short space
the very culture of which he should of time. They soon named it Khrone,
have been the cornerstone. A ruined, and it became their capital: after all,
crumbling cornerstone was what it was the only place bound to their
the first Newly Generated Kronoss First Generated, thus earning it the

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title of capital. That whole experience going to develop, and in the case
taught the Kronoss to study Time of a war of conquest, the news of
while holding its continuity sacred, Kronoss’s absence would have made
violating as little as possible. them immediate targets. Therefore,
the election of a Council of Elders
who could take the place of the First
The New Kronoss Generated and decide what should
Once the threat posed by the First be done was an absolute priority.
Generated had been contained and They elected ten Councilors and all
everyday life became the norm in the Tribesmen present at that time
Khrone, it was finally time to make in the capital—some two hundred
important decisions: the other Tribes individuals—made a pledge: Kronoss
could not learn of Kronoss’ absence. was still among them. They based
It was still too early to determine their strategy on the fact that no one
how the geopolitical situation was had ever seen the First Generated
and agreed to choose someone else

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who would take his place, a pretense of including the Inner Archipelago
that could, potentially, have lasted in their initial plans, but they
forever. The Council then voted, immediately realized that had been
choosing from a list of volunteers, the wrong decision and stopped. At
and the honor fell to Satnio, the most first, they thought the same thing of
skilled enchanter and the shrewdest Si-An, where the first two centuries
among them. It was the second year saw the predominance of the Feruas,
Post Genesis when Satnio ceased to which prevented the Kronoss teams
exist and ‘Kronoss’ took the throne from establishing any kind of contact
of Khrone, his by right. What was with the capital. It took the coming of
needed now was a cover story for the Blue Hope to clarify things. The
posterity to explain why the seat of more experienced Elders were sent to
power had been built the way it was Dejama, Artanty and Si-Neb, where
and who was the guest locked in the they taught other Tribesmen, who
time-cell on the first floor. The version could have future visions of Geneses,
they agreed on was very close to the about their travels, which measures
truth, except for the name of the to adopt and which dangers avoid.
imprisoned enchanter, who was called Upon return from each Genesis, the
the ‘Eternal’, and for the invention Elders updated a communal map
of a magic artefact. The creation showing the location of the Gardens
of this artefact had unleashed the of Life visited up until then. They set
consequences for which the Eternal up regular meetings of those who had
was still paying. No Tribesman has visions of Geneses to best manage the
ever betrayed this secret, too scared relocation of their fellow Tribesmen,
by the possible consequences. sending them to the villages built on
Having kept up appearances, that specific continent. The Kronoss
the Council swiftly made another civilization was the first to flourish
decision, this time concerning the in Dejama and Artanty. In Si-Neb
effective logistic management of they required longer to coordinate
the Tribe as a whole. Unlike many the teams sent from Artanty after
other peoples, the Scholars of Time the disappearance of those who had
have always been quite close-knit, taken the shorter route, and in Si-An
considering each other an important, there was a delay due to the Ferua
dependable resource, so much so that rule, which ended, finally, thanks also
they strove to overcome the obstacles to the Kronoss’s crucial contribution.
caused by the distances between the Centuries went by, in which the
different Genesis places. They quickly progress made by the Kronoss by
put together an efficient network studying Time, alchemy and the Veil
to gather information among their exceeded that of any other Tribe.
representatives on the four known Their communities prospered and
continents. They made the mistake offered unique, highly priced goods

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for trade. Nevertheless, the Council a plan that would solve the problems
in Khrone was not satisfied. The of both peoples at the cost of a small
situation they had faced in Si-An moral sacrifice. Or, at least, that was
because of the uncouth Felids, the how he was going to explain things to
persistent raids of the Faceless Ones the Council of Elders.
against the Gardens of Life scattered
all over Enascentia and the Tribe’s
lack of talent for head-on skirmishes Satnio's Plan
were all factors that exposed their In many respects, Satnio was a good
people to danger. What upset the replacement for Kronoss, as he was
scholars most of all, however, to the good at decision-making, of above-
point of insomnia, was the inability to average intelligence, and he had the
properly calculate the extent of that support of the Council. However, he
danger, and finding themselves at the had long been harboring his envy of
mercy of such fluctuating odds that the Whisplings and their ability to fly.
could not be foreseen or contained. It was sheer torture for him to have
They needed a solution, not a way to to maintain good relations with their
escape those problems permanently, First Generated while hiding his all-
as they were unavoidable, but a way consuming envy and true identity.
to improve the statistics, reduce He kept looking for a way to become
the number of variables and get an equal to them so that he would stop
estimable figure. feeling inferior to another Tribe…
Meanwhile, Satnio was proving a he, who, more than anyone else,
farsighted ruler, careful in making was proud of his origins. He firmly
alliances with the neighboring Tribes. believed that if they could raise their
His attention was focused mostly on buildings beyond the accessibility
the nearest capital city: Whisp. The of their enemies, it would solve all
two First Generated often visited each Kronoss’ problems, from defense to
other, and their conversations were logistics. For years, he carried out
mutually stimulating. Whispling, experiments secretly to reproduce the
in particular, was haunted by what art of flight, but they all failed. One
he had done in the first week of his day, he decided to change his strategy:
life, how he had intentionally denied if he could not get the Whisplings’
all those people the freedom Father powers, then he had to get their help.
Wind had heralded. He found comfort No matter how much he insisted
in the words of the Kronoss First on explaining how a collaboration
Generated because he ignored his between their Tribes could take them
true identity and saw him as the only beyond the limits imposed by time
person who could really understand and space, however, Whispling still
him. On his part, Satnio supported
him until the day he set into motion

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hesitated to commit himself to that After decades of research, with
course of action, most of all because the help of the alchemist Tamiri, he
of his ties with the Rok’Nars. developed a substance that could
At that time, the sons of Sky and bend the mind of a subject, which
Earth still talked to each other, unable made it possible to generate deeply-
to fully understand their respective rooted beliefs the mind would register
points of view but respecting them to as real facts and become part of its
the extent of forming a common line of memory. The first tests, however,
defense of all natural elements against showed a serious contraindication:
the other Tribes, who tended too too often, the new concepts would
often to forget the most fundamental clash with the pre-existing ones,
balance. And the Kronoss were those creating contradictions the mind
who forgot about it more often than could not explain because it saw them
the others, ready to sacrifice any tree all as true. The most frequent effect of
or animal for their studies. However, this was a gradual loss of reason that
Satnio did not give up. led to madness. Considering how
dangerous the project was, Satnio set
it aside, but he never gave up his plan.
In 576 P.G., a wandering
enchantress, Sayele, arrived in
Khrone to pay her respects to the
First Generated. She carried the fruit
of the magic work she had carried
out in Si-An: a purple hourglass and
a few leaves of Parvati Mina, the
trees of the Forest of Memories she
had created a few centuries earlier.
That was the place in which, in
her search for knowledge, she had
poured all her power into a single
object, the hourglass with which she
had been generated. Since that day,
the forest she had been in was never
the same again, the vegetation had
changed because of the tear she had
made in the Veil, and the trees had
started feeding off the memories of
unwary travelers, sucking them up
through their reddish leaves, the

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same ones she was now offering the elements the two First Generated
city ruler. Satnio interpreted the gift had in common in order to take
as a sign the Kami favored his plans. advantage of Kronoss’ empathy. He
The next time he met with succeeded, and Kronoss agreed to
Whispling, he offered him a have Whispling’s mind regress to its
solution to all his suffering: a way zero point, bringing it back to the
to forget what he had done and moment of his Genesis. Which was
free himself from his anguish. exactly what the Council wanted.
They spoke at length of what such
a gesture would entail, that using
one of those leaves meant to leave The alliance with the
one’s memories in it. At the end of
the conversation, however, the Son
Whispling
of the Wind still refused, troubled Satnio had found a way to win the
by the fact that someone else might alliance of the Son of the Wind, but
take up the burden of his memories it was not enough because the whole
in the future, when he just wanted to Tribe would have had to follow suit,
eradicate them from his own mind. or it would have all been in vain. He
Overcoming the frustration he did not give in to his haste, which
felt after this new failure, Satnio would have condemned the whole
decided to play his last trump and project, and set in motion a long-
asked the Council for permission term process, the outcome of which
to resort to a weapon they had was easily foreseeable. Over the years,
sworn they would never use in the the profits from trading magic and
future: the Eternal—namely, the alchemic goods had filled the capital’s
real Kronoss. On one side, there warehouses to capacity, and it was
was a potential solution for all their time to use those riches to hire the
problems and on the other, the risks best in their field: the Oscurians.
tied to Kronoss’s instability, as well The agreement was sealed with the
as breaking a centuries-old taboo. Whisperer of Secrets herself, she who
His proposal was approved with controlled the widest information
seven votes for and three against, network of all Artanty. In exchange
and Satnio met his alter ego again for for her help and that of her people,
the first time after 578 years. He told she asked for the three Parvati Mina
him about Whispling’s situation, leaves she knew were kept in Khrone.
how he regretted what he had done Using their magic ability to disguise
against his own will and wanted to themselves, the Oscurians caused the
remove those painful memories to first diplomatic incidents between
be able to move on. In his revelation, Rok’Nars and Whisplings, assuming
Satnio never mentioned his plans, the likeness of either race. The sons of
and instead emphasized those Mother Earth and Father Wind already

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had quite different opinions, which in the air, together with diffidence for
made it easy for those masters of deceit his dervishes that could not defend
to take them to extremes. The tension him in his moment of need. This last
between the two Tribes climaxed in precaution, due to Satnio’s foresight,
581 P.G., the same year the last part proved quite providential. In fact, the
of the whole plan was implemented: seven dervishes, the elite warriors who
the Oscurian enchanters concentrated had always fought by Whispling’s side,
their arsenal on Windy Peak, on top were the first to notice the change and
of which a Whispling village was the only ones who mistrusted the new
built, resulting in a landslide which alliance with the Scholars of Time.
destroyed it. It was the beginning of Alone in the face of the opinion of two
the First Elemental War. peoples, reneged by their own lord,
Satnio then just had to wait for a they withdrew from his presence but
few days before offering his help to the never stopped investigating.
Whisplings and asked the Oscurians Uprooting Khrone required the joint
to do the same. The other faction had efforts of Kronoss and Whisplings with
the help of the Feruas, but the war the first spectacular demonstration
did not last long, and in 582 P.G., the of what they could accomplish
forces of the Wind prevailed on those together. The capital was followed by
of the Earth. To sanction their new other cities, and within a few years,
alliance, Satnio suggested that the the Flying Archipelago became fact.
First Son of the Wind celebrate it by Whispling moved to Khrone, where
fulfilling his dream: he invited him he concentrated solely on the task
to visit the Eternal, so that he could of keeping the whole Archipelago of
remove from his memory the actions fortresses in the air, together with ten
he had perpetrated after his Genesis. other Whisplings who could work
Whispling agreed, and on that very shifts with him when necessary. Satnio
day, he lost his identity. had succeeded in making his dream
In fact, Kronoss did not just remove come true, and the first results proved
his first memories, because his only him right. All the Elders moved to the
option was to regress his mind to flying fortresses, so that the Newly
zero, ideal for making use of Tamiri’s Generated could be picked up by them
creation, a detail that was never made and not by a small delegation, thus
known to Whispling. He was only given preventing the Faceless Ones from
the knowledge the Council needed him interfering, at least most of the time.
to have to fully exploit its puppet. They Not all the Kronoss villages were lifted
built him a fictitious life in which he into the air. Some Scholars could not
had purportedly lost his memory after bring themselves to trust their fellow
being wounded in battle, and instilled Tribesmen’s new condition—hanging
in him a deep-rooted desire to help the in the air, literally—and gathered in
Kronoss cause by raising their cities carefully chosen places where they

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could remain on the ground. The in size and the number of trainees.
end of the sixth century was a time of The Way itself is embraced by many
great change for the whole Tribe, with a Kronoss, obsessed as they are by the
mass migrations toward new homes threat of the Faceless Ones. Their fear
by those who chose to live among is also born of their sense of superiority
the clouds or with their feet firmly over the other races, because of which
on the ground. In any case, many of they see the ‘Liberation’ of a Kronoss
the old villages became deserted and as a greater threat than that of any
eventually became a meeting place for other individual.
wayfarers or a hideout for criminals. The capital of the Inquisition is
also where the High Inquisitor Awon
can usually be found, personally
Kronoss of Artanty supervising the training of new or
This is the continent where the would-be Disciples. Awon is one of
Kronoss are more numerous, either three High Inquisitors, but he is not
in earthbound villages or in flying the mastermind of the organization,
fortresses, the Flying Archipelago just one of its main arms, together with
included. Those who chose the way the Janah Morken. Because of his role
of the sky have different technical and as a trainer, he has not seen any action
research tasks to perform, depending for about a century, but he seems,
on their field of expertise. Less- recently, to have set his role aside
specialized manual labor is usually the to deal personally with finding an
province of the Whisplings, who have extremely important object, the nature
to accept the situation because they of which has not yet been disclosed.
acknowledge the superiority of their
‘travel companions’ in certain fields.
The progress made by the Kronoss
Kronoss of Dejama
of Artanty in studying the Veil, The Kronoss of Artanty are great
alchemy and science is unmatched scholars, but those of Dejama beat
on all Enascentia. Notwithstanding, them hands down when it comes to
Artanty is also the continent where the putting known theories into practice,
Time Disciples are most numerous, most of all if it is a matter of distillation,
the students of martial arts who try a procedure that enhances the flow of
to overcome their obvious physical Time more than any other. The best in
deficiencies with training and this field is Antonius, well-known and
assimilation of magic. Many of them greeted with a royal welcome in every
are trained in the fortresses belonging tavern worthy of its name, even if he is
to the Inquisition of the Blazing Arrow, now more used to the halls of the most
quite active in the north. Among such prestigious palaces. His fame precedes
fortresses, Merrinock stands out both

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him, and many people pretend to their own actions again, they never
be working closely with him to take forgave the Feruas and took vengeance
advantage of his legendary name. on them on the continents where they
Architecture is another field in were most vulnerable: Artanty and Si-
which the Kronoss’s unquestionably Neb. When the Felids had to retreat
excellent technique stands out. There to the forests of Si-An, the Kronoss
are many examples of it scattered all resisted the truce proposed by the
over Dejama, which dispels the myth of Rok’Nars, firmly believing the Felids
the Kronoss aversion to manual labor. had to face the consequences of their
Their style can be recognized easily by actions and become extinct to atone
their predilection for high structures, for the slaughter they had carried
which are ostentatious rather than out in the name of conquest. To each
solid and convey a disquieting, yet action there is an equal reaction. The
fascinating sense of instability. There is other Tribes could never accept that
a real work of art in Durandia made by principle, and the Kronoss had to
the Kronoss: a building made entirely adapt, but the resentment between
of metal framework and glass. It is those two peoples is still quite strong.
possible that they made use of a little Among those who had to endure
magic to build it, but then when do the reign of terror of the Felids was
they ever not? also Sayele, one of the first Elders,
Besides highlighting their who survived the persecutions in
architectural talent, the presence of so the fortresses in the Varnha desert.
many Kronoss buildings is also due After the Resistance freed her from
to the shortage of flying fortresses in those oppressive sands, she wanted
the area, all assigned to the Genesis to continue her study of Time
delegations led by the Elders. The and explore new places previously
reason for this shortage is that this forbidden to her. When she reached
area is considered less dangerous than the forest of Mesa Atminas, in 395
other places, where the Kronoss have P.G., the serenity inspired by the
increased their aerial presence instead. unusual bark of those plants drove
her to establish a communion with
her Kami, concentrating on the
Kronoss of Si-An purple hourglass with which she
The first centuries of this continent’s had been generated. The result was
history see the subjugation and extraordinary, to say the least. All
slaughter of a people, chased as around her, the vegetation changed,
easy prey by the predators and and the object in her hands released
oppressed everywhere but in its most a magical aura so powerful that
inhospitable region, the desert. The she had to look away. She realized
Kronoss never ever forget. Masters of what she had done and bent down
to pick up a few leaves for future

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analysis. She was lucky because she
was wearing gloves, which prevented
her from touching the plant and
therefore beginning a mutation that
would turn her into a Parvati Mina.
She traveled on but took her time
to try and understand what she had
just done and how natural it felt to
her to mold the Veil at will. After
her departure, Mesa Atminas started
claiming its victims. Later on, the
Rok’nar and Whispling communities
developed around it and are still
protecting it from the Weavers.

Kronoss of Si-Neb
If you are on the southern continent
and look up, there is a good chance
you will see a Kronoss flying fortress.
Justifiably convinced that the presence
of aerial support is needed here more
than ever, most Kronoss live up
there. The few earthbound Kronoss
settlements usually have an altar to
their Kami, which is now visited only
by the Time Disciples, who train in
front of it.
While the Kronoss style of life on
Si-Neb is far from in keeping with
their traditions, the place offers many
peculiar magic and morphological
characteristics which stimulate their
thirst for knowledge. Some merely
analyze them, others go beyond that,
as does Tiresia—unusually—victim
of her own hurried conclusions
and now forced to bear their direct
consequences on her person. The
Time Disciple with copper arms

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now wanders between the Mehara
Mountains and the eastern coast, at
times joining a caravan and carrying
with her the silent teachings of the
Defenders of Free Will.

Appearance
About six and a half feet tall but with
a rather fragile body, the Kronoss
immediately catch your eye, mostly
because of their colors, since they
have a bluish complexion, and their
hair and eyes range from whitish to
electric blue. Their eyes, however,
are often glassy and veiled because
of their lifestyle, which weakens their
sight and makes the Kronoss the only
race that need to wear glasses.
Their limbs are long and thin,
with tapered bony fingers that
speak volumes about the Kronoss’
propensity for heavy work.
Their clothing is as ornate as it is
opulent. The male wear full-length
robes and showy jewels such as
earrings, necklaces and bracelets.
Surprisingly, females tend to be more
soberly attired—which does not mean
they are not as elegant—and prefer
long robes or wide skirts. Males and
females are equal within their society.

Genesis
A Newly Generated Kronoss seldom
realizes what is happening in the first
phase of his existence when a group
of Learned Elders comes and picks
him up on a flying boat steered by a

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couple of Whisplings. Once in the flying fortresses. The other races sneer
flying fortress, the Elders apologize at this convention, which actually has
for the rude but necessary precautions no value outside their floating shells,
they adopted, and then the Newly but the Scholars of Time see it as a
Generated must face class after class necessary measure to prevent chaos
on every possible subject of learning. and unfairness.
These classes analyze in depth those Both studying and methodically
things the Newly Generated already analyzing every subject is very
knows and introduce him to new important to this Tribe, so much so
concepts. He also has to follow that each Learned One spends a large
assorted lectures and group studies. part of his learning hours studying
All the knowledge not given by the the secrets of Time kept by the Elders.
Kami can be acquired through him… It is said they can rip the Veil apart,
that is, after studies that can last up to separating past, present and future.
many years. The most experienced fighters are
Before he realizes it, the new taught the Way of Time, a handed-
Kronoss is already following a rhythm down secret martial art known only
of life that will be familiar to him for to a few, accurately selected Kronoss.
the rest of his life.

Behavior and Customs


Civilization Renowned scholars, the Kronoss are
The Kronoss usually live inside so scrupulous in their research they
flying structures, together with make no allowances, even for their
the Whisplings, and their cities fragile physique. Loners by nature,
openly show off the extremely they are not used to having a dialogue
high technological level they have with members of other Tribes, but
achieved through centuries devoted if subjects they find interesting are
to research. The Whisplings keep being debated, they can launch into
such fortresses afloat in the air while long and cogent monologues.
the Scholars of Time can move them Although averse to fighting by
to other places—and at other times— nature, if coerced, they will probably
when necessary. It is said that the choose martial arts.
Kronoss built such fortresses to be They are known to repeat this
able to attend to a Newly Generated’s sentence often, uttered by Kronoss
Genesis and pick him up without himself centuries ago: “Reason is
risking raids from the Faceless Ones. the greatest gift we received when
The Kronoss and the Whisplings we were created. For now, we use it
have a common currency they use in in the best possible way, but in time,
exchanges and trades on board the we’ll also understand its origins.”

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Game Features Scholar of Time
At each experience level, the Kronoss
get a bonus Power, at times available
Cautious only to their race. Novice: speed;
The Kronoss never hurry a decision; Seasoned: quickness; Veteran: slow;
they always take their time to analyze. Heroic: time jump; Legendary: Stop
They get the Cautious additional the Time.
Hindrance.

Fragile Relationships with the


A Kronoss’ skin is quite fragile
and ill-equipped to receive blows. Tribes
A Kronoss gets a -1 penalty to
Toughness. Allied with the Menoosh:
“Scribes write, scholars read. Remove
Ill-suited to close combat one of these elements and the other
Their inclination for learning makes may be altered.”
the Kronoss ill-suited to combat. A
Kronos suffers a -1 penalty to Parry.
Allied with the Oscurians:
“Useful, quick and efficient. We
Aptitude for Magic pay, they execute. How could our
The Kronoss have a natural relationship with them be less than
aptitude for magic. Each of them fine?”
can manipulate it to some extent. Allied with the Senduars:
They get the bonus Edge Arcane “It’s wiser not to antagonize such a
Background. wandering force. If welcoming them
means earning their gratitude, they
Quick Thinking can stay here with us whenever they
While the other Tribes are busy want.”
sharpening blades and claws, the
Kronoss perfect the weapon with Allied with the Whisplings:
which they were generated. At “They need our knowledge. We need
character creation, a Kronoss gets their natural aptitude for flight.
Smarts d6 instead of the usual d4. Diplomacy can be a very efficient
Moreover, he gets two different kinds weapon.”
of Knowledge, chosen by the player,
Indifferent to the Janahs:
and d6 in both of them.
“As long as they do not see us as an
obstacle, they won’t show an interest
in us. Should they decide to try to

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surpass our knowledge, however, Inclined towards the Followers
I’m afraid we’ll have to change our of the Mosaic:
attitude towards them.” “They are researchers devoted to
knowledge and research about what
Indifferent to the Lumians: was, really is and potentially will be.
“They are extremely civilized, but Of course, they intrigue us.”
have one huge flaw—they cloud
their intelligence willingly with their Indifferent to the Guild of Free
principles. It’s a pity and a real waste.” Trade:
“Should I need something they have,
Enemies of the Gromsh: I would call them, but I don’t see why
“In nature, there are no other beings I should become a member of their
who manage to waste their intellect the Guild.”
way they do daily.”
Indifferent to the Warlords:
Enemies of the Ferua: “I agree their reasoning is perfectly
“Scholars spend their time closeted rational, but I leave taking care of
within dusty rooms, searching for practical duties to others, so to speak.”
knowledge. Animals spend their days
hunting for their next meal in the Prejudiced against the
forest. What else is there to add?” Defenders of Free Will:
“I can’t imagine what could be
Enemies of the Rok’Nars: worse—having to share our Kami’s
“We aren’t instinctively hostile to secrets or having to give them up.”
them. We simply choose the most
advantageous alliance. We found
it with the Children of the Sky, thus Famous Characters
inheriting their aversion as part of the
agreement. After all, it’s a small price
to pay.” Tiresia,
known as the Silent One
View of the Ways Generated in Si-Neb in 882 P.G., she
spent the first five years of life on a
flying fortress, learning the arcane
Inclined towards the Inquisition
arts, as tradition required. After her
of the Blazing Arrow:
training period, she formally asked
“The Faceless Ones target us, craving
permission to move to an earthbound
our power more than anyone else’s.
village, intrigued by animals and plants
Those among us who choose to defend
of which she still only knew little. What
our gift have all our support.”
fascinated her most was the possibility
of seeing with her own eyes how they
wasted away with the passing of time,

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just as she had learned from her books. of life and she began to spend a lot of
She spent twenty years collecting time in contact with nature to better
samples to analyze and observing the understand its balance and dynamics,
changes in the structure of her test realizing too late her huge mistake. At
animals at regular intervals. Meanwhile, first, she could no longer use magic,
she developed an interest for other having lost her ability to speak. She
materials, too, mostly minerals and went to a temple of the Time Disciples
metals. At the end of her studies, she and completed her training there,
concluded that animals and vegetables which allowed her to cast at least
were flawed by nature. She decided those spells which discipline made
it was her duty as a researcher to try instinctive. Refusing to give in, she
to find a solution to that problem and took to traveling far and wide to meet
began a series of experiments on copper, the nomad Senduar communities. As
a perfect conductor and a material time passed, she learned a lot from
quite resistant to the passing of Time. them, and the experience led her to
She started to perform complex rituals, see silence not as a curse but as an
partly following what she learned from opportunity. By the end of her stay
her books and partly altering them with the caravan, she had learned
using the new information she had to cast spells without any verbal
gathered. elements, just like her new masters
Not all of them were successful. One did. Now, she walks alone along the
day, while she was reciting the words of path of learning, but driven by a
the ritual, her tongue started to secrete new belief: anyone should be free to
a strange-textured liquid. It filled her choose his lifestyle and his Kami. Her
mouth and she dribbled it down her affiliation to the Way of the Defenders
clothing, where she saw its copper- of Free Will is just a formality,
colored hue. Driven by instinct to save because she never stopped in one of
herself, she immediately ripped out her their mixed cities and has chosen her
tongue and then made a desperate effort Kronoss Kami again, but she firmly
to interrupt the ritual by removing the supports the Way’s principles.
metal from the circle she had drawn Tribe: Kronoss; Rank: Veteran; Way:
on the ground. As soon as she grabbed Defenders of Free Will
it, however, her hands underwent the Attributes: Agility d8, Smarts d10,
same transformation as her tongue, Spirit d6, Strength d6, Vigor d8
which, luckily, had stopped as soon as Skills: Climbing d6, Fighting d10,
she broke contact with the metal. Intimidation d8, Knowledge (Arcane)
Although unable to speak since d10, Knowledge (rituals) d6, Notice
that day, she could still use her upper d8, Spellcasting d10.
limbs, which work adequately despite Charisma: -; Pace: 6; Parry: 7;
being made of copper. That moment Toughness: 5
brought a radical change in her way Hindrances: Cautious

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Edges: Ambidextrous, Arcane by Satnio himself, who now has such
Background, Improved Martial Artist, a strong influence over him that it is
Magic Appearance (like Senduars)* almost full mental control.
, Martial Artist, New Power (x2), Tribe: Kronoss; Rank: Legendary;
Power Points (x2), Rapid Recharge, Way: None
Time Disciple *, Warrior. Attributes: Agility d8, Smarts d12+2,
Powers: Armor, Deflection (free Spirit d12, Strength d4, Vigor d6
action), Healing, Limb Shaping*, Skills: Crafting – Potions d12, Fighting
Quickness (free action), Slow, Speed, d8, Investigation d10, Knowledge
Time Anomaly (free action)*; Power (arcane) d12+2, Knowledge (history)
Points: 20. d12, Knowledge (time) d12+2, Lying
Special Abilities: Unarmed d12*, Magical Writing d8, Notice d10,
(Str+d6+4). Persuasion d12, Spellcasting d12+2,
Stealth d6.
Satnio Charisma: -; Parry: 6; Pace: 6;
Toughness: 4
An enchanter without equal, Satnio Hindrances: Cautious, Delusional,
has spent all his 996 years of life Post Phobia, Quirk.
Genesis on Enascentia, but only two Edges: Arcane Background,
of them bearing his real name. From Chronomancer*, Concentration,
2 P.G., in fact, he has introduced Deep Concentration, Improved Rapid
himself to everybody as Kronoss, Recharge, New Power (x8), Power
playing his role for ten long centuries. Points (x6), Rapid Recharge, Scholar.
He has always had the support of the Powers: Bolt, Deflection, Greater
Elders Council, invaluable when it Healing, Healing, Intangibility, Mind
comes to a demanding task such as Communication, Mind Reading,
ruling a whole population wearing a Quickness, Slow, Speed, Stopping Time
mask the whole time. His command *, Stun, Time Anomaly *, Time Jump *,
of the art of eloquence is equal only Window on the Future *, Window on the
to his mastery in altering the Veil, Past *; Power Points: 40
but he also cultivates other pastimes, Gear: Long Staff (Str+d4, +1 Parry,
such as alchemy and reading. He reach 1, 2 hands).
resides in Khrone, in the Palace of
the First, together with Whispling,
his almost-inseparable companion…
merely an affection which conceals
his interest in protecting his puppet.
The memories of the First Son of the
Sky have been programmed ex-novo

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Lumian
Servants of the Light, Mercifull Ones

View of the Kami


The Kami doesn’t have to be explained, or understood. Our faith is as blind as
the love our Kami showed us by generating us and constantly blessing us with
new brothers. We’ll repay his benevolence with our lives.

“I’ll never forget that moment, when he stopped and looked at me. If I close my
eyes, I can still see his emotionless face turn into a mask of tears and grief. A
second, the beat of a butterfly’s wings would have been enough, and nothing
would have been left of me. I would have vanished in the whiteness of the light
emanating from his hands, just like all the others before me. But no, not me.
I stood there witnessing his first moment of clear-mindedness. Once fear had
vanished from my mind and I could think clearly again, I even felt pity for that
woeful being. In his stunned eyes, I could see all the questions for which he had
no answers and the remorse for his actions was taking shape in each of his tears.

Serug, Fluctua of Sit-Tabthi

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The Lumian’s is undoubtedly the most of the Kami of Light, he asked them
tormented of personal histories of all to kill him so that at least in death he
the First Generated. During his first could follow the will of his Kami.
seven days of life, he was forced to leave No one knew how to answer. The
a trail of destruction just like all the Serug and the other Fluctua choked
other First Generated, which totally on their words, distressed by the loss
misrepresented his Kami but at the of their loved ones and of an enemy to
same time, oddly, represented it. He hate, bearing a grudge to fill the void
brought light, not a redemptive light, created by their losses. So they acted,
just a deadly brightness. Together instead. They threw themselves at
with Rok’Nar, he was responsible for him, directing all the rage they could
the greatest carnage of those Tribes, into their blows. It was a fury born of
now known as Lost, gathered mostly the wrongs they had just witnessed,
on the central continent. At the end fueled by the death of their fellow
of the seventh day, the realization Tribesmen and the knowledge they
of what he had done hit him fully were all victims of some sadistic game,
and brutally. He ended his ungodly oppressed and oppressor both bound
slaughter immediately, and for the by the same ties. It was all in vain,
first time, hot tears ran down his though: the power of the Light was
white cheeks. Overwhelmed by still strong in Lumian. It enveloped
his feelings, he could not find any him and protected him from every
connection between the Light he attack, healing his wounds as soon as
should have represented and the they were inflicted. He was not even
atrocities of which he was guilty. He allowed eternal rest.
came to the conclusion that he was Realizing the futility of their
unworthy and that he had to atone for attempts, the attackers left Lumian to
his crimes. Everything else faded into his fate, certain by now that his reign
the background. He turned toward of terror had ended. He did not give
the shocked survivors, saved by his up and kept looking for someone who
sudden return to consciousness, fell could put an end to his inner torture,
to his knees, with his hands and his someone who could kill him. He was
face pressed against the ground, and never granted the martyrdom he
begged them to accept his apologies hoped for, however. Instead, he started
for the slaughter he had perpetrated. to get his first visions of Geneses and,
He would never have dared ask for almost without thinking, headed
their forgiveness; it would have been toward the places his mind suggested:
too much to ask even the purest of if someone needed his help, he was
heart. Then he made a last request: going to give it for as long as he
since every single life—even that of a was allowed. He did not impart his
killer like him—was sacred in the eyes teachings to the Newly Generated
because he felt he had no right to do

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so, nor did he ask for an end to his When the civilization of the Light
misery because none of them would appeared to have finally taken root,
ever do such a thing. As soon as he the First Generated prepared to leave
was in the vicinity of a harbor with and provide help to all those people
no vision to guide him, he took one in need. All his people asked him to
of the few vessels that were still intact stay, however, because the Lumians
and asked the first members of his all saw him as their Number One,
people to follow him. To stay where and nothing would ever make them
they were meant to be bound to the change their minds. If anyone needed
atrocities he had perpetrated there his guidance, it was them. The Elders
and would also have exposed them had a crucial role in dissuading him,
to justifiable reprisals at the hands their main argument being that only
of the survivors. So the few Lumians someone who had known the deepest
generated up till then left for Dejama, despair could know the real meaning
looking for a new beginning. of redemption and that perhaps his
The time spent at sea did not improve suffering had a purpose the Kami’s
the mood of the First Generated. plans. Knowing that the First among
On the contrary, it drove him to them had erred and atoned for his
new depths of misery as the visions mistakes was going to urge every other
resumed and extended to the other follower of the Light to do the same.
Elders. Each of them corresponded to Years later, the sixteen temples to
a Newly Generated abandoned to his the Kami, each one at the center of its
fate. But even if they knew it, they also district, underwent some renovation.
knew that turning back would only The Number One was told only of the
condemn them all to the same fate. The plan to erect a few statues to the Light.
path to atonement was getting steeper At the end of the restoration work,
by the minute, and dejection was taking there was a ceremony to inaugurate
root in Lumian’s soul. each statue, and the notables of the
When they finally reached the coast, city took Lumian to admire the
they immediately went in search of result of the city craftsmen’s hard
the Newly Generated in the Gardens work. He was overwhelmed with
of Life. Now, the cursed places they deep emotion when he saw that each
had left behind seemed totally absent statue portrayed a salient point of
in the new visions, which showed his life: from the slaughter he had
new unexplored landscapes. Grateful unleashed in Sit-Tabthi to his attempt
for the opportunity, the Elders lost at martyrdom, from crossing the
no time, and after gathering the first sea to taking the throne in Lumina.
Newly Generated, they started to That way, his people showed him
build their first city. Lumian put his they had never felt ashamed of the
strength at the disposal of his people, Tribe’s origins. Indeed, they were all
but he did so suffering in silence. grateful to him for the courage and

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determination with which he had relationships with them—namely
led them to where they were now. any Tribe but Feruas, Gromsh and
In remembrance of that day, the Oscurians—soon appeared. There
memory of which is still fresh in the never was any real war worthy of its
hearts of those who were there, on the name against the latter in particular,
fifteenth day of the eighth month of but their totally different view of
the year, all the citizens of Luminia the Kami and life in general always
gather in front of the residence of the set one against the other, creating a
First Numbers, and together they visit formal hostility. For this same reason,
all the sixteenth temples in the right it was not unusual to see them on
order, reliving the events represented opposite sides of a battlefield, lending
there and spending half an hourglass a hand to the causes of other Tribes.
in collective prayer. If a stranger were Outwardly, the Lumians appeared
to be allowed inside the city walls on as a compact, uniform group
that day, he would be astonished by dedicated to ‘good’, but they have
the incredible sight of so many people always allowed a high threshold of
neatly gathered in absolute silence. tolerance in their ranks toward the
different interpretations of their
The Keepers of the concept of Kami. The temples of the
Kami were not just places of worship
True Light to them but a forum where they could
carry on this kind of debate. As one
The Lumian civilization grew
can easily guess, a member of another
prosperous over the centuries and
Tribe would have never received the
blended in with the other populations,
same level of attention of a worthy
always respecting laws, values and
representative of the Light, but any
moral principles. Their presence in a
of them who wanted to give voice
mixed city is often seen as a reason for
to his free interpretation of concepts
pride and a further assurance that the
already familiar at the moment of
city will be safe, so much so that the
Genesis was incentivized to do so.
other Tribes were the first to favor the
While often branded as trivial, this
presence of at least one temple to the
is one of the more complex and
Light to favor the development of a
well-structured Kamis. Technically,
Lumian presence in the city. Scholars
the most frequent explanation is,
by vocation and armed guards by
“The Kami doesn’t have to be explained
nature, the Lumians watch over the
nor understood. Our faith is as blind as
inhabitants of any place opening its
the love the Kami showed in generating
gates to them. In the vicinity of the
us and giving us the constant blessing
larger Lumian cities and particularly
of new brothers. Our lives will repay
of the capital, villages of those
his kindness.”
Tribes who had good diplomatic

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Honor in battle, compliance with
‘our’, extending it to all the peoples of
the law, moral rectitude, a clear
Enascentia. This is how the members
division of roles between sexes:
of this minor Way, the Keepers of the
these and many others were, after all,
True Light, recited their definition:
concepts they all knew since their
“The Kami of Light doesn’t have to be
Genesis, so universally accepted,
explained nor understood. The faith
they had become the basis of their
of each Tribe must be as blind as the
culture. However, all this had nothing
love the Kami showed in generating
to do with the Kami—it was more a
us and giving us the constant blessing
code of behavior. It would have been
of new brothers. The lives of all of us
quite difficult to catch a Lumian
will repay his kindness.” The Keepers
lying or not keeping his word, but
did not offer a vision of the Kami of
a woman who trained in the art of
Light either; they just saw that path as
swordplay to face a man in combat
possible. They tried to impose their
would not be considered less worthy
vision on the others, expecting blind
of representing their Kami. She would
faith and a life spent repaying the debt
only be criticized for violating the
they incurred through their Genesis
normal code of behavior. Different
in exchange. They were certainly
aspects of that common definition
not the ideal drinking mates in a
were then considered and compared,
mixed city tavern. Luckily for them
according to the importance given
and other eventual patrons, such a
to this or that part of it. The most
division developed only within the
debated of all the different topics
walls of Luminia, where the Keepers
was whether the definition applied
remained until 747 P.G.
to a single or more objects. Which
The exodus toward Fourth Dream
Kami did not require explanation
Such was the tolerance of the
or to be understood… theirs or all
interpretation of the Kami that some
existing Kamis? Again, were they
even took the absence of a need for
really different Kamis, or was each
understanding literally, thinking
Tribe giving a different explanation
the Kami expressed his will through
for the same thing? Debates on such
signs their unprepared minds
topics will never end except for those
could not interpret easily. The most
who turn a deaf ear to the opinion
acknowledged theory developed
of others, an almost non-existent
around the dreams and visions of
attitude in the forum.
Genesis, seen as full of coded messages
But there was a less flexible school
sent to the most enlightened among
of thought, a group giving a version of
them. This movement, whose lack of
the famous definition that was carved
an official name was in itself proof of
in stone. It saw the Kami as a single
the low level of independent identity,
being but at the same time gave a much
flourished when Sendorja arrived in
wider interpretation to the concept of
Luminia in 689 P.G. A talented healer

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and promising orator, Sendorja would At the same time, Vicare, a well-
visit a different temple of the Light known fighter and a prominent figure
every day, telling the people there among the Keepers of the True Light,
about his latest dream, together with took advantage of the situation to
his own philosophical interpretation. proclaim the Keepers’ independence.
The Lumians’ disinclination to Year after year, the extremism of
lie, together with these daily tales, their ideas distanced them more and
persuaded more and more people, more from the rest of the Tribe, and
attracted by the large number of their numbers were not growing in
dreams promised to him…so many Luminia. If they had to remain an
they could not be random events. isolated group, then it was better
Sendorja’s explanations, however, to distance themselves from those
were almost always abstract professing different theories. He asked
dissertations about absolute concepts Sendorja if they could join forces on
and did not imply a clear stance. They the journey, but he set things straight
could, therefore, be discussed freely from the start, declaring his intention
and unofficially. At least at first. to keep his own identity intact as they
Toward the end of the 740s P.G., traveled together. The agreement
the number of dreams decreased, benefitted both of them, so they all
but at the same time tended to left—about four hundred people.
repeat themselves at short intervals. The journey was trouble-free at
One element surfaced repeatedly: a the outset as they crossed the Silent
white obelisk in the middle of a sun- Plain and the pass in the hills north of
drenched landscape. Then one day, Jandia. Things got a little more difficult
in 747 P.G., Sendorja took everyone when they had to cross the Rallenock
by surprise by announcing he was Mountains, and they had to substitute
setting off to the south to search for parshas and horses with burden
the obelisk, and anyone who wanted animals, such as koopash and mules,
to accompany him would be welcome. better suited to the harsh terrain.
He admitted he did not know exactly Sendorja was visibly confused—he
where the obelisk was but was certain had arrived with conviction but was
it existed and believed he could find now waiting for a new sign telling
it. He stated clearly this was not him which direction to take. They
going to be an empirical journey but were nearing the coast when he had a
a leap of personal faith in the Kami new dream that differed from the one
and his words. He waited for a few that had led them there, a dreamlike
days, gathered about one hundred experience that showed him a few
followers—more than enough to put rocky islands off the coast, beyond
together a caravan—and left. which rose another mountain range.

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So, they took to the sea. There were Their inclination for this Way is
few skirmishes, but there were losses so deep-rooted, it would be true
nonetheless. to say it was the Lumian High
Once they reached Si-Neb, the Inquisitor Elshian who founded
original group split while crossing the whole organization with the
the Mehara Mountains. The Keepers help of invaluable collaborators, of
of the True Light wanted to head course. Before the Inquisition was
south along existing paths, while founded, Lumian patrols took it upon
Sendorja was set on following his themselves to defend any village that
latest dream, which led him east, asked for help from the growing
despite the more grueling route. So, it threat of the Faceless Ones, which was
was a group of just eighty that passed extremely real in the northern lands.
Nu’Rok and ventured into the plains A good fighter with sword and shield,
of that continent. There, they had to Elshian could also use magic to his
face more hostile creatures and raids, advantage. In 163 P.G., he was sent to
and their reduced numbers did not take part in a round table organized by
help. They were down to fifty people members of the Lost Tribes, the same
when they finally reached a hilly area. members of the Blazing Arrow that
And there, under a blazing sun, a had split from the Faceless Ones after
step away from giving up, Sendorja the rift that was a consequence of the
had his fourth and final dream, in second Overthrow of the Royal Races.
which he clearly saw the place he was They reached Artanty following that
seeking and the city he would build new despicable Way, in particular
there. Today, it is the center of the its branch called ‘Revolutionaries’,
most prosperous Lumian community but upon realizing the real threat
on that continent. came from the coercion exerted by
the other branch, the ‘Activists’, they
decided to seek an alliance with those
Lumians of Artanty who had been fighting and containing
On this continent, the Tribe has them. Representatives of the first and
enjoyed the same favorable treatment second generation asked Elshian
it received in Dejama in its many to join forces to fight that common
mixed cities. Since they have a clear threat. However, they also asked to
view of life, albeit with all its different give their support to the cause from
interpretations, the Lumians seldom behind the scenes so that they did
embrace a Way. The only one they not arouse suspicion. Elshian agreed
join willingly has its headquarters willingly and started to search for
there: the Inquisition of the Blazing allies among the other Royal Races.
Arrow. With the help of Awon and Morken,
he built Merrinock, the headquarters
from which the Inquisition could

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spread. The restricted council, which Lumians of Si-An
actually holds all decision-making
power within the Way, resides beyond Their enforced isolation in the
another circle of walls at the very Varnha Desert and in the area of the
center of the capital, away from the Lakes of the Skull during the first
training grounds and the barracks of three centuries isolates the Lumians
the third generation. of this continent from the rest of
their tribe, which leads them to
follow a different lifestyle. The cult
Lumians of Dejama of the sword is still prevalent among
Thanks to the presence of their capital them, as well as the division of roles
in the north-eastern area of this according to gender, with the males
continent, the Lumian civilization fighting and the females charged
is quite prosperous here. Travelers with all the other tasks, including
can count on their constant itinerant treating injuries. Other conventions,
presence, which on occasion offers the such as the use of heavy armor, never
guarantee of an armed escort, most really take root here. It is possible to
of all in the north. Moving south, see followers of the Light of Si-An
their presence becomes less frequent wearing shining armor, but there is
and they are almost totally absent in also a good chance of meeting blond
the far south, in the vicinity of that swordsmen who have excelled in
underworld crucible, Oscuria. agility and mobility, and wear just
Over the centuries, the close-knit leather armor or, at most, chainmail.
Lumian armies on the continent Among the favored types of swords
develop simple but efficient military one can find in their villages are
tactics, based on a line of infantry, short swords, rapiers, sabers, and
one of cavalry, and the rear, where the scimitars for one or two hands.
wounded are taken care of. Over time, Males and females wear lighter
however, the limitations of this system clothing, less revealing than on the
have become clear in unfavorable other continents. While they still
territories or with the growing number uphold the same values, such as the
of armies if they do not have the sanctity of a union, monogamy and
support of other allied Tribes; their the sense of modesty, the latter does
weakness is clearly lack of units of not impose a rigid code of attire and a
long-range fighters, with the exception low cleavage does not cause the same
of a few enchanters. So they reconsider uproar it would in Luminia. This, for
their cult of the sword. It still is their example, is the choice of attire made
main weapon, but no longer the only by Priscilla, a ‘pure’ who lives in a
one. In 464 P.G., they add units of fortress by the oasis of Nesuit. Many
archers to their armies. are the adventurers who head there
to ask for advice or to consult the

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Kami of Light through her. Those who a group of his companions set sail
undertake this journey take with them for Dejama every two years, heading
large quantities of jewels, the only north again to Luminia, where they
trading goods Priscilla will accept. usually find new recruits for their
Actually, her choice of a fee is not born order. But Vicare takes advantage of
of personal greed, but it is a sort of test any situation to gather converts, and
to evaluate how much the claimant is the patrons of those taverns unlucky
attached to his earthly possessions. enough to have him stop there seldom
In fact, she will often reject perfectly forget him or his extremely boring
designed objects presented in large dissertations about the True Light.
chests and ask instead for some In the northern area of Si-Neb, there
trinket the speaker is wearing to see is another presence worthy of mention,
how important his request is to him which could become the spark that
and how vain he is. She gives all her generates a new minor movement, a
profits to the mixed community which lonely fighter called Laran. As security
developed around the oasis during the superintendent, he took part in the
Resistance against the Feruas. enchanters’ council organized by
the Menoosh in the first half of the
sixth century and tried to intervene,
Lumians of Si-Neb unsuccessfully, when the accident
In spite of the rather unhospitable happened (p.. "Second Council of the
nature of the land, which in theory Royal Races" on page 133). Hit by
should not be suitable for such a blasts of magic energy released by
socially advanced civilization as that the Veil, torn and out of control, he
of the Lumians, their presence on suffered a permanent modification of
the territory is widespread and well his upper torso and right arm which
distributed. By now, the hills around does not seem to have impaired his
Fourth Dream are scattered with health. Already prejudiced against
Lumian villages, but their settlements magic, he developed an innate dislike
are numerous elsewhere, too. of any spell, be it aggressive or healing,
During the exodus led by Sendorja, since he bears the brand of that hated
in 747 P.G., Vicare and the other art unwillingly. From that day, he has
Keepers of the True Light head toward taken to fighting with his left arm,
the south-west, and their path leads covering the damaged part of his body,
them to the far west. In order to avoid of which he is deeply ashamed. He
the harsh climate around the glaciers, uses his right arm only to fight against
they settle on the peninsula, thus Weavers, tangible proof of the dangers
becoming one of the very few bastions caused by magic and susceptible to
of civilization there where they build injury only by the curse afflicting
their fortress. From there, Vicare and him, which consists of the surprising

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ability to use the power of the Veil to usually the ones who receive visions
his advantage, a specialty anyone else from the Kami on when and how the
would covet. Lumians will get new recruits. The
equal number of males and females
is necessary to impart the Newly
Appearance Generated—male or female—all the
different teachings he or she needs.
The Lumians have a very pale, almost The males are taught from the very
white complexion hidden under long beginning how to use a sword and
robes or heavy armor to protect it observe their military duties; the
from sunlight. While all Lumians are female are clothed first and foremost;
of medium size, each individual if not dressed properly—as modesty
varies considerably in height and requires as a form of respect to the
weight. The hair is always blond Kami—they are taught the healing
and the eyes are blue or green. arts and even magic if they show an
The Lumians have a marked aptitude for it. After three days of
preference—almost a cult, to them— training, the officer from Luminia
for swords of any kind, from katanas decides which is the Newly Generated’s
to sabers, foils, scimitars or two- most evident aptitude and sends him
handed swords. Each village has a to one of the villages. A detachment
favorite weapon, and its inhabitants from the welcoming committee then
specialize in its use. The fighting and escorts the Newly Generated there
dressing style depends entirely on while the others return to Luminia or
the weapon of choice. The Servants head for another Garden of Life if a
of the Light are detached to specific new Genesis has been perceived.
villages on the basis of their natural
talents and the will of the Kami.
At times, it is possible to find a subject Civilization
with white hair and gray eyes: they are
considered ‘pure’ by their peers, and as Each Lumian trains in one of the
such are seen as chosen by the Kami. villages—peopled only by the
They are earmarked for the use of the Merciful Ones—scattered all over
two-handed sword and study its secrets Enascentia. The weapon of choice
in the capital itself, Luminia. determines the fighting and dressing
style of the inhabitants, but has no
influence on the structure of the
Genesis village itself, which conforms to
traditional parameters. Each village
The Newly Generated are met by a is geometrical in shape with round
group of Elders, made up in equal parts walls and a central square—circular
by males and females, plus a ‘pure’ one as well—often sporting a fountain
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carved to represent a Lumian leader. Behavior and Customs
All the villages’ main structures look
over the square, from the library to A Merciful One’s life is ruled by
the armory, the Temple of the Kami, many principles, all in harmony
the Cathedral of the Light and the with his Kami: loyalty, honesty,
barracks of the Number Ones’. Some devotion, honor, probity and faith
explanations about these last three are just a few.
structures are necessary. Whatever may be the Kami of the
The Temple of the Kami is a place of person they are dealing with, the
worship, built to give the inhabitants Lumians prefer to talk rather than
a point of reference for their daily resort to their swords. Of course, at
prayers. There may be a few differences times the only language the infidels
in the architectonic style, but the can understand is that of the blade,
Temple usually has sturdy walls, large in which case the Lumians set aside
glass windows to allow light to enter their inclination to dialogue.
and many effigies of the Kami or an It is the males’ duty to fight to
Elder. The Cathedral of the Light defend the Tribe and enforce the
hosts all the Acolytes—those young principles of their faith following
females who still need teaching or the way of the sword. They are also
have not yet found a husband. privileged in that they can resort
The last structure is just the to prayer every time they need the
residence of the village’s upper sacred flame of the faith.
echelons, whose halls are also used It is the females’ duty to pray
for the village’s basic administrative for the men of the Tribe and for
activities, such as decision-making themselves so that the Kami will
and juridical councils. The Number watch over them. They are also
Ones bear this name because the privileged, as they can carry out all
Servants of the Light have an iron- the civil jobs necessary for normal
cast hierarchy based on seniority and life in the villages. Some of them are
devotion to the Kami. Those who are allowed to study magic.
the proud holders of the first rank are There are some cases of male
in charge of a specific organization Lumians who devoted themselves
or village. There can be just a single to the way of magic, as well as of
Number One within a specific females who are good at wielding
category, flanked by two counselors a sword, but this is mostly the case
who both are of second rank (they are with adventurers. Life in a village
both Number Twos). There are then would never allow for such oddities.
three third-rank officers and so on,
until every rank of the hierarchical
pyramid is defined.

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Game Features Healer
The Light they are harbingers of
shines in the hands of the Lumians
Code of Honor when they help others. At character
A Lumian always keeps his word, tries creation, a Lumian gets Healing d6
to act correctly, as a man of honor and the bonus Edge Healer.
should and never lies. He gets the
Code of Honor additional Hindrance. Persuasive
A Lumian is always helpful and
Heroic accommodating, thus obtaining
A Lumian always tries to save another’s friendly rather than normal reactions
life, even risking his own. He gets the from the people with whom they
Heroic additional Hindrance. interact. At character creation, he gets
Persuasion d6.
Expert Swordsman
A Lumian can choose a bonus Edge Unwavering Willpower
among the following: Qualified in Strengthened by their beliefs, the
Flamberge, Qualified in Gauntlet- members of this Tribe have firm
Sword, Expert at Sword. moral principles, equal only to their

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unwavering willpower to follow them. the Kami doesn’t give orders and
At character creation, a Lumian gets everyone’s free to make his own
Spirits d6, instead of the usual d4, and mistakes.”
s a +2 bonus to all Fear checks.
Indifferent to the Whisplings:
“Another veil, another perspective.
Relationships with the It will be our duty to show them
how you can see in the same way
other Tribes looking from the opposite sides of
the same veil.”
Allied with the Janahs:
“They know honor and mercy. Don’t Enemies of the Feruas:
look for the Kami within yourselves, “Poor, faithless beasts. I pity them. To
brothers. Look for it around you, mistake a gift from the Kami for the
and you’ll realize our paths aren’t so Kami himself is being blind, but to
different, after all.” persist in living blindfolded is sheer
stupidity. They didn’t accept our
Allied with the Rok’Nars: forgiveness when we offered it. Now,
“There’s a difference between living it’s too late.”
blindfolded and seeing through a
thin veil. Those who do the first will Enemies of the Gromsh:
never be able to share anything with “Whoever confuses faith with folly is
those who can see, while the others a danger to the others as well as to
have a few glimpses of things and it’s himself. We cannot simply stand by
possible to talk or exchange views and just watch.”
with them. Enemies of the Oscurians:
Allied with the Senduars: “When your honor has a price, you
“Perhaps they wander in search of do not deserve the Kami’s forgiveness
their Kami or to feed their meditation. anymore.”
In any case, the door to our sacred
places will always be open to them.” View of the ways
Indifferent to the Kronoss:
“They are so far away from the truth Inclined towards the
and us that we don’t have to bother Inquisition of the Blazing
about them and their skepticism.” Arrow:
“We seldom run across a purpose
Indifferent to the Menoosh: as noble as theirs. They can
“I’d never trade even a drop of my always count on my blade when
probity for an empty life of leisure it comes to eradicate the Faceless
such as theirs. On the other hand, Ones’ unholy threat.”

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Indifferent to the Followers of become equal to Lumian himself. The
the Mosaic: proximity of the Obelisk augments
“Each individual lives his Kami’s the magical talent of any enchanter
precepts his own way. To search for in the vicinity. This phenomenon
the Lost Tribes and preserve them is is actually due to the nature of
not, itself, an offense to our creed.” the powerful artefact, built by the
Inim’Ur, and the affinity between the
Prejudiced against the Guild of power it grants and the intentions of
Free Trade:
its users. In short it is a sort of magic
“This is a Way the Oscurians devised
amplifier which can transcend its
to do as they please and deceive the
own limitations. What the Lumians
other Tribes. Is there anything else we
do not yet know, however, is that
need to know?”
they are unwittingly paying the price
Prejudiced against the for this power, something the Lost
Defenders of Free Will: Tribe that designed it saw as an added
“I find it difficult to think that a advantage—that is, a route to a more
Gromsh or a Rok’Nar could forsake spiritual form. Just recently, in 996
their habits to embrace the Light. P.G., a few visitors from the outside
And the idea of an Oscurian doing it complained there was something
simply makes me smile.” strange within them as if their hair
was losing substance…just like the
Prejudiced against the Whispling. But that could just be a
Warlords:
trick of the heat.
“It is beyond my comprehension
Tribe: Lumian; Rank: Legendary;
that there can be people ready to
Way: None
kill their own kind because of some
Attributes: Agility d6, Smarts d12,
potential future problem. And I
Spirit d12+2, Strength d4, Vigor d6
can’t condone it.”
Skills: Fighting d4, Healing
d12+2 (+2), Knowledge (arcane)
Famous Characters d8, Knowledge (geography) d10,
Knowledge (Si-Neb) d8, Notice d10,
Persuasion d12 (+2), Spellcasting
Sendorja d12+2, Survival d6.
Charisma: +2; Pace: 6; Parry: 4;
Outstanding orator and healer,
Toughness: 5
Sendorja leads his people toward Si-
Hindrances: Code of Honor, Heroic,
Neb following some visions brought
Delusional (dreams), Pacifist.
to him by his dreams, and with fifty
Edges: Arcane Background,
survivors he builds Fourth Dream. He
Charismatic, Improved Rapid
is presently the Number One of that
Recharge, Healer, Light Bringer*,
city, and in time, his healing ability has

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New Power (x6), Power Points Charisma: -; Pace: 6; Parry: 8;
(x6), Qualified in Scimitar*, Rapid Toughness: 11 (3)
Recharge. Hindrances: Code of Honor, Heroic,
Powers: Appease the Crowd*, Overconfident, Stubborn.
Armor, Barrier, Greater Healing, Edges: Bulwark of the Light*,
Healing, Intangibility, Luminescence*, Healer, Improved Sweep, Improved
Radiance*, Remove the Veil*; Power Trademark Weapon (flamberge),
Points: 40 Qualified in Flamberge*, Sweep,
Special Abilities: +2 to Fear Checks. Trademark Weapon (flamberge).
Gear: Scimitar (Agi+d6-2). Special Abilities: +4 to Fear Check
(and Test of Will).
Vicare Gear: Flamberge* (Str+d10, reach
1, -1 Parry, AP 2, 2 hands), heavy
Tireless supporter of the Keepers crossbow (15/30/60, 2d8, AP 2, 1
of the True Light, he always carries action to reload), full plate armor (3).
his huge flamberge and his even
bigger ego. Among the members of
his movement, he is one of the most
direct in explaining their intransigent
theories. He does not actively seek
physical confrontation with those
who reject his dogma; after all, it is
not with violence that you reach the
awareness of the Light, but neither
has he ever backed away from a
fight. Charged with recruiting new
members, every two years he goes to
Luminia to recruit more disciples to
the order and create confusion to the
inns where he lodges.
Tribe: Lumian; Rank: Heroic; Way:
Keepers of the True Light (minor)
Attributes: Agility d4, Smarts d4,
Spirit d10, Strength d10, Vigor d12
Skills: Boating d6, Fighting d12
(+2 flamberge*), Healing d6 (+2),
Intimidation d10, Knowledge
(Dejama) d6, Notice d6, Persuasion
d10, Riding d6, Swimming d4,
Shooting d6.

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Menoosh
Painted Ones, Artists

View of the Kami


The Kami is freedom, and art—the most expressive form of genuine beauty—
prospers in freedom. Each line we draw, each word we write, each dance we
dance aims for it and draws inspiration from it.

“His secret is ink! Don’t let him use it or it will give birth to creatures, flames,
objects, anything! Try to find out where he keeps it. He doesn’t wear voluminous
robes under which to hide it. It must be a trick, an illu—

“Should you meet the red-haired nightmare, run…run away without ever turning
back. There’s no escape from his creations, and he seems to know no limits in
producing them. Ink is his tool, but he himself…”

The last unfinished warnings written by Menoosh’s victims at death’s door.

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Menoosh appeared in a Garden of Life
in northern Dejama, near a beach on
its coast. He arrived with the same aim
as all the other First Generated, but
he did not start to spread devastation
around him immediately; he allowed
himself a little time to learn. He
looked around, and was fascinated by
the sea and sand. Then he picked up
a stick and drew a wonderful winged
creature on the sand, a product of
his imagination. When he was had
finished, he touched his creation, and
it detached itself from the ground as
if it had just been trapped within, its
body made of the same material on
which it had been drawn. The huge
winged behemoth made of sand had
a shape that did not exist in nature.
It was an extraordinary creature
with scales, fangs, claws, horns and
many limbs. It carried out the duties
of its creator, killing and destroying
any trace of those civilizations now
lost forever. Satisfied with the result,
Menoosh tried again. He headed
inland and, drawing with extreme self-
confidence and incredible swiftness
on various materials, he gave life to
rocks, trees, the ground and any other
surface on which he could draw his
enchantments. His armies advanced
swiftly toward the south, spreading a
wave of terror, while he created more
and more that could join them.
The Sacralis of Dejama did not wait
passively. They tried to counterattack,
but those creatures could regenerate
from any wound, rapidly finding their
original shape again. The Sacralis
then tried to escape, but few were

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missed by those creatures’ tracking from them. They never knew if there
methods, different for each of them were any limits to his work or if he felt
but all equally effective…vibrations, the consequences of continually using
sounds, smells, body temperature and so much of what ran in his veins—
heartbeat were just some of the signs whatever it was. They did not have
they could detect. Some of the Sacralis, the time for it. The only sure thing is
luckier than the others, avoided being that while his boundless power lasted,
discovered by those monsters by a Menoosh kept creating, molding and
hair’s breadth and, heading south, commanding, until his innate need
they met their creator. A soon as for slaughter ended.
they saw Menoosh intent on creating When he looked around, it took
life, they threw themselves at him, time for him to process the mass of
trying to stop him, even though they information assaulting his mind:
knew they were probably doomed, a mixture of previous knowledge,
anyhow. They could not believe their images of things he had done but
eyes when they managed to strike had no conscious memory of and
him; perhaps they could still defeat finally the sight of the consequences
the living nightmare standing before of his actions. He saw the bodies of
them. A moment later, they were his victims, which made him feel
even more astounded when they saw deep remorse, but also what little
black liquid instead of blood pour out was left of the huge works his art had
of the wound, sacred and therefore created, undoubtedly used to a cruel,
familiar to them: it was ink. The First reprehensible end but fascinating
Generated was astonished by the nonetheless. The creatures he had
sight, too, but he still felt no fear and molded all melted like snow beneath
instinctively used the new material the sun’s rays; only very few shapes of
for his art. His affinity to it surprised remarkable beings still survive today.
him; he did not have to draw a figure He allowed himself a short time of
to give life to his creations. All he had silent meditation as a mark of respect
to do was visualize a shape and the toward victims of fate—since he did
black liquid would take its form, in not consider himself responsible for
whatever the desired dimensions. actions without any consciousness
He was always creative with his or real intent—and devoted the first
sentences. Instead of commonplace few hourglasses of his conscious life
warriors or weapons, he created fitting to honoring their memory with a
scenes, since the only limit was that rite and burning their remains. Even
of his imagination: dark ropes bound when he received his first visions of
the hands and feet of his victims’, or Genesis, he did not interrupt the rite,
they were drawn and quartered or so as not to alter its sanctity. Only
grim gallows took shape, with the when he had finished did he go to
lifeless bodies of his victims hanging welcome the first Newly Generated,

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leaving behind the pain of the past doing many useful or simply pleasing
and looking to the future with his things the other Tribes would not be
most radiant smile. capable of doing as masterfully.
Menoosh was an invaluable guide Over time, the Painted Ones have
to his Tribe: he took care of the proved to be the glue that keeps
Geneses, led his people to the place he populations firmly united as well
thought best suited in which to build as one of the few links between the
their capital, in total symbiosis with the most rigid keepers of nature—held
surrounding nature, and followed every in high regard by any artist worthy
basic aspect of the prosperous growth of this name—and the most ardent
of their civilization step by step. supporters of civilization.
Year after year, Menoria became No wonder, then, that the few
more and more the core of Menoosh inevitable conversations between
culture, a meeting place for all creative Rok’Nars and Kronoss or Oscurians
excellence, but individual artists and Feruas have been managed mostly
kept traveling from village to village by Menoosh ambassadors. Year after
to improve their talents and avoid year, continent after continent, they
stagnation. This tendency was the have strengthened the relationships
direct consequence of the educational between the different Tribes at each
methods the Elders used with the commissioned work or successful
Newly Generated. They would offer diplomatic mission. Had it not been
them all possible help within the city for their intervention, perhaps the
until they realized themselves that Feruas would have never been able
such a situation had its own limits to recover as a Tribe and find their
and that they had to start learning place on Enascentia again after their
on their own if they wanted to conquest of Si-An and their defeat.
experience really full life experiences. Encouraged by this and many other
Because of this, many Menoosh aims, Menoosh decided to convene
villages were built, scattered all over the first formal meeting of all ten
Enascentia, with a population that Royal Races to discuss the terms for a
undergoes constant turnover, due to peaceful coexistence.
the predisposition of each individual
and therefore impossible to organize:
there were frequently insufficient First Council of the
lodges to host all the visitors, or
whole villages were often emptied
Royal Races
in the wake of a mass migration. In 392 P.G., forty-nine ambassadors
Because of these same principles, this and their escorts left Menuria, each
Tribe tends to settle in mixed cities, headed to meet a Tribe representative
contributing to their economy by for each continent. The aim was not
only to open constructive dialogue

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with the First Generated or the In 400 P.G., numerous delegations
capitals’ highest officials, but to formed by Enascentia’s highest
have all of Enascentia represented personalities came to Dejama.
equally at the meeting. The Menoosh The site chosen for the meeting
themselves had never had frequent was the neutral ground of the new
contacts with their brothers across commercial city of Vesoelm, totally
the sea and would have never dared emptied for the occasion except for
to talk on their behalf without first the teams of stewards, of which there
consulting them. Delivering all the were many because of the exceptional
invitations was far from simple, as nature of the event. Each Tribe was
more often than not there was no represented by twelve members,
specific place to go to, and it was first three for each continent, for a total
necessary to make careful analysis of one hundred and twenty people,
of the most influential villages and plus their escorts who were left
the highest personalities within outside the city perimeter to avoid
each society. This might appear creating all manner of imbalances.
rather ordinary within a hierarchic The only discordant note of the whole
structure such as that of the Lumians project were the fickle opinions of the
or based on individual strength as Gromsh, represented and listened to
is the case with the Feruas and the in the same measure as the others
Janahs, but things were different and but filtered by tacit agreement by
far more complicated in other cases. the other nine races, which was not
The Gromsh are a clear example always an easy task. The council
of this, but also the Menoosh, who lasted two weeks, in which most of
lived elsewhere, were often without the collective decisions, still effective
a spokesperson. They had too many, today, were taken. Some among the
and each Oscurian insisted he was most important were:
the highest authority in the field even Everyone agreed not to openly
before hearing which field it was. In condemn what had happened on Si-
weighing things up, some victims An, acknowledging the Feruas’ right
were also taken into account, the to dominate the forests under the
ambassadors sent to Sit-Tabthi. Well supervision of the Rok’Nars. Any
aware of the danger they were facing, aggression on the Felids’ part outside
those fearless emissaries did not want the established borders would be
to give up their attempt to unify all considered as a declaration of war and
the peoples and chose to ignore the would imply the immediate cessation
legends about the central continent. of the truce.
Unfortunately for them, they were The Lumians were given full
quite true, but their sacrifice was not jurisdiction of any city that would
in vain and turned out to be quite honor them by building a temple
useful during the debate. to the Light. In such places, the

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declaration of laws, the management against any attempt to deny it to
of city guards, and the issue of official anyone. A series of directives were
rewards would all be evaluated by also approved to manage the meeting
them before becoming effective. of different delegations reaching the
The Menoosh were given the same Garden, in the case of multiple
awkward job of ambassadors in the Geneses. The Gromsh took that issue–
light of their undeniable diplomatic one of the few in which they showed
successes, of which that general any interest—to heart, to the point of
assembly was tangible proof. They insisting that if just one of their Elders
were also given the task of supervising was present, all the other delegations
the written tradition of the different who had reached the same Garden of
peoples, who were free to write their Life should put forward only the Elder
individual records but were also to whom the vision had been entrusted.
asked to provide the Menoosh with Access to Sit-Tabthi was forbidden
the material necessary to write down to all Royal Races, and it was decided
and pass on customs, traditions and that from that moment on, all sea
legends of all the Royal Races. or air routes would avoid the Inner
Four mixed cities—Vesoelm in Archipelago. Upon the insistence of
Dejama, Ereldia in Artanty, Yered some Tribes—mostly Feruas, Janahs
in Si-An and Rijel in Si-Neb—were and Gromsh—it was also agreed that
chosen as depositories of emergency the agenda for future Councils should
funds, put together via offers, include the organization of a mass
donations and taxes, to be used in expedition to regain control of the
the case of famine or epidemics. The lost continent.
Oscurians committed themselves Every decision taken by the Council
to supplying those cities with all the was adhered to for years, with great
goods necessary to make it through reliability and consistency, which
the crisis to be faced, as they had made the Council a success. Some
already proved they could do in the two centuries later, the Menoosh
case of the Scarlet Vengeance. Of diplomatic machine set to work again,
course, they were not going to do suggesting a second Council for the
anything without payment, but after year 600 P.G. with the intention of
heated debates at the council table, all making it a regular appointment
the Tribes agreed it would be worth it. every two hundred years.
They also agreed a pact non-
aggression where the Genesis
delegations were concerned, and
every Garden of Life was declared
sacred. All the Tribes agreed that
the Genesis was a common right
and that it was right to openly fight

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Second Council of the powerful individuals with little or
no knowledge on the subject at hand
Royal Races from prevailing on other more expert
ones. A whole palace was built to
The date for the new meeting was set host the meeting, one of the most
by mutual agreement, but the chosen majestic towers ever seen, realized by
place was the subject of many a debate. the joint efforts of Menoosh, Janahs
In fact, it was decided, a little hastily, and Lumians. The meeting started
to move it to another continent to normally, with the presentation by
guarantee a periodic rotation that each delegation of its people’s arcane
would not benefit or disadvantage customs and traditions. In the days
anyone in the long run. After lengthy that followed, the symposium then
consultations, Si-Neb was finally tackled a more controversial topic,
chosen, and in particular the area namely the creation of magical
between Lake Sinija and the Fogfield, objects, together with the opinions
to the north and east. The main of it of each attendee. The debate
topic for the Council had a relevant was far less heated than expected
influence on that choice because that and—favored as it was by the natural
region had a peculiar affinity to it, a curiosity typical of any scholar—it was
problem known to all but too often decided to improvise an experiment
willingly ignored: the relationship to seal a pact of cooperation among
the Tribes had with the Veil. At that the Royal Races in the magic field as
time, Si-Neb’s landscape was a mix of well: they joined their forces to create
desolate areas and many places of rare a gargantuan magical object. It was
beauty, often generated by past tears a tragedy of immense proportions.
in the Veil creating no one knew what Since Era of the Forerunners, this
sort of magical artefacts. The once- was the first time the Veil was so near
constant presence of Weavers was now to its violators, which immediately
far less frequent due to the control the activated the defenses granted by
Breath of Gromsh—beyond the sea to the Duality after the Nalgar had
the north-east—had on them. been killed. All the unsuspecting
Unlike the first meeting, this time, onlookers were immediately turned
the invitations were delivered paying into Weavers and could not rest until
specific attention to the personal they removed all the arcane wonders
competence of the individual from Si-Neb, healing every tear in the
attendee rather than the office he Veil, unable even to feel the attraction
held within his community. The of the Breath of Gromsh until they
presence of just the enchanters was had finished.
required, to the exclusion of the high There never was a third Council.
echelons that had been present two Menoosh tried to broadcast officially
centuries earlier, in order to prevent that their motivation was the desire

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to honor the memory of those who elements of the Menoosh culture, so
had died in that tragic event at the it cannot be taken for granted that
beginning of the seventh century, but they will become stable members of
the common opinion was that the that city’s life.
Tribes’ high echelons did not want to Not all Menoosh respect other
repeat an experience that had ended so people’s freedom in pursuing their
tragically. The date for a hypothetical own. Some of them have long
third Council is now getting close, a ceased worrying about the feeling
fairly symbolic date which will mark of oppression of those who have
the beginning of the new century forged their own chains: they tend
and the new millennium. It seems to ignore social conventions, self-
that, this time, the Painted Ones are consciousness, taboos or any other
already sending out their delegations. form of constraint developed by
the supposed evolution of each
civilization, because they are
Menoosh of Artanty persuaded they must apply the
Peerless artists of great fame, the concept of freedom to themselves
Menoosh excel in every artistic field only and that each individual should
in all the known lands. Consciously concentrate on his own freedom
or not, however, they tend to draw without caring if it can turn into some
inspiration from outside stimuli, and one else’s chains. It is not possible to
each detail contributes to determining talk about a real rift between different
their specific field of specialization, schools of thought, but undeniably,
continent by continent. The presence this is a topic that tends to resurface.
of the Kronoss and Whispling capitals A group of Painted Ones with a
has had a considerable influence marked inclination for the theory
on the Menoosh of Artanty, which favoring individual freedom over
means that music and writing are the the collective one—to the point of
main fields of interest there. Menoosh choosing their own pirate banner
bards and dancers can be found in any under the leadership of their captain,
inn worthy of its name, just like each Mansi—have settled on the eastern
library has its Artist of reference… coasts of Artanty. The narrow body
one belonging to the same Tribe, of of salt water separating the northern
course. The proximity to the volumes and eastern continents abounds with
belonging to the Scholars of Time the ships of the Gracious Collectors,
also whets the Menoosh’s appetite for which pose as merchant ships
the arcane art considerably, and many belonging to the Confederation of
of them choose to pursue the study Free Trade to informally approach
of it. However, freedom of choice other ships. They then board them
and absence of ties are still the basic and empty their holds to fill their own.
In spite of their rather bland name,

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they have no scruples in leaving any be relieved of her duties in Menuria
uncooperative victim at sea, but one to move there permanently, which
of their priorities is undoubtedly to was exactly what Menoosh hoped
minimize the damages for the victims she would do, because he had seen
as much as possible. Of course, they the melancholy in her eyes while she
will never leave them to starve to was living in the capital. The servants
death on a drifting raft. she had employed at the parties held
during the Council became—and still
are—her most trusted collaborators,
Menoosh of Dejama the White Bands, and her palace is
Dejama is the continent with the well-known as the Pleasure House of
highest concentration of Menoosh. Madame Alerya. The security forces,
Attracted by the festivals held in the Red Bands, remained in the city as
Kartali, the markets of Vesoelm or the well, at first under her command until
opportunity to visit their own capital, the Opulent Wayfarer took control of
Menuria, Painted Ones from all over them in the following century.
Enascentia often journey to these Falusa’s story, however, is the story
lands, if they haven’t been generated of his enterprise. He was one of
there already. There are many famous the first to reach the western coast
personalities, but there are two whose near Kartali, a few months after the
personal histories deserve special Overthrow of the Royal Races, and
mention: Madame Alerya, one of there, he found one of the extremely
the four who rule the market city rare settlements spared by the
par excellence, and Falusa do’Mirr, cataclysm. Apparently empty, it had
governor of the city of festivals’. clearly been built a long time before,
High counselor of Menoosh and it posed a real mystery for the
in Dejama, Alerya followed him young Menoosh, who decided to
during the First Council of the spend the night there. What he saw,
Royal Races. She did not take active however, went beyond his wildest
part in the proceedings but looked dreams: as night fell, the streets lit up,
after the guests and dealt with most there were faces and sounds, and a real
of the organizational problems. In feast was taking place. The scene left
exchange, she was given ownership of him breathless, and when it ended, he
a whole palace within the city, which waited impatiently for the next night
at the time was still a small, growing to see it again. Nothing happened.
town, should she want to return in He remained there—day after day,
the future. Alerya felt such strong ties night after night—until he solved the
with the place and was so fascinated mystery: those buildings gave refuge
by the prospect of the development of to three surviving Jisterias, who had
a new meeting place that she asked to spent that first night playing as they
used to, unaware of his presence. As

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soon as they noticed him, however, of communication. At first, he found
they were afraid and suspended their it hard to adapt to their customs,
delusions, waiting for him to leave. which was necessary because of
Once they started to communicate—a their superior numbers, but in time,
little shyly, at first—the two races he began to appreciate the logic of
discovered they got on far better them: it was not a constraint, as
than they expected and decided to he had erroneously supposed at
combine their efforts to create what the beginning, but a way to access
would become a dynamic monument experiences that would otherwise stay
to the art of celebration, a place where unknown. Opening his mind, he then
festivals never ended. embraced their customs just enough
to savor the art hidden in a silent
sunset, the expressiveness of a glance
Menoosh of Si-An and the value of a gesture. He was
From desert dunes to jungle baobabs, so overwhelmed by the experience,
the majestic nature of these lands he began to think their respective
has always fascinated the Menoosh. cultures were not so different from
The lack of taverns is abundantly each other if they just took the time
compensated by a unique landscape, to understand each other. He even
which is a constant source of reached the conclusion that the
inspiration to artists like them. Senduars, who were careful analysts,
It was on this land that the were already aware of this and that
inspiration of a Painted One’s incomprehension was a real fault
reached a new cognitive level, and of the other Tribes. Upon reaching
that visionary unveiled one of the the borders of the desert, he did not
most important secrets of Enascentia part from his travel companions. He
without realizing it: the false power of made an silent request, instead, and
the Tribe symbol. without further delay, they resumed
Motivated by curiosity alone, the journey together. In Dunesia, he
Nankil’Slas set off on his journey found members of other Tribes bent
from Nesuit, an oasis in the Varnha on following a similar path, either
Desert. He did not face the strenuous simple merchants passing through,
journey alone but joined the first who held their hosts’ culture in high
Senduar caravan he came across, fully regard or philosophers lost in endless
intending to part ways with them debates concerning the customs of
once out of the sun-drenched dunes. the Senduars and thus showing they
During the journey, he discovered did not understand them at all.
firsthand the enormous cultural After leaving the capital,
differences between their Tribes, Nankil’Slas’ caravan kept growing as
most of all those concerning any form the months passed, gathering quite
a few travelers intrigued by the sight

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of a silent Menoosh. Meanwhile, choose his Kami and not be bound by
Nankil’Slas stopped drawing from his ties imposed through his Genesis. In
natural talents, so he never realized 458 P.G., the Defenders of Free Will
he had lost them. Without noticing, were born.
he had switched to another Kami:
what he sought now was Discovery
through travel, not Freedom of Menoosh of Si-Neb
Artistic Expression. The caravan Among all the continents, Si-Neb is
continued to grow, year after year, undoubtedly the one where Menoosh
until it included fifty worshippers of are less numerous. The disastrous
the Senduar Kami who belonged to magic following the Second Council
other Tribes when they joined it. Led of the Royal Races generated a wave
by Nankil’Slas, the anonymous group of mistrust toward them all, held
of travelers reached Si-Neb, where responsible for the gathering of foolish
they founded a Way, a movement of experimenters blinded by their thirst
people united by the common belief for knowledge. Such resentment is
that each individual should be free to still felt strongly by the inhabitants of

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the areas surrounding Lake Sinija and Genesis
the Fogfield, victims of a wound that
was difficult to heal. In spite of all this, A Newly Generated Menoosh is
the Genesis delegations are tolerated greeted by a group of people from
there, welcomed even by Rok’Nars his own Tribe, normally all but one
and Feruas within the few wooded of the opposite sex. The Elder, male
areas, and by the Lumians in the hilly or female, explains the concept of
region around Fourth Dream. Kami to the Newly Generated, then
introduces him to the subject of the
Tribe’s customs. This explanation
Appearance tends to be short and is followed by
a request: the Newly Generated has
The most common word that to select the subject that meets his
defines the members of this tastes more than anyone else within
Tribe—beautiful—is also the most the welcoming group—the Elder
appropriate. Their allure transcends excluded. The chosen one, whoever
the subjectivity implicit in the he or she may be, must show a lack
definition and manages to affect even of modesty by taking off all his
the most prejudiced observer. clothes and completely undressing
Usually well muscled, thanks the new young Menoosh, to teach
also to their daily exercising (a him (or her) another fundamental
consequence of a constantly mobile principle of the Tribe: the pursuit
way of life), the Menoosh are of of pleasure. From the very moment
medium height—around five foot of their Genesis, the Menoosh
six inches tall—and it is rare for one therefore become accustomed to
to weigh more than two hundred getting freely whatever they want,
pounds. without any preconception, qualms
Their eyes and hair are brightly or inhibition. On the basis of this
colored and often red. Their choice same principle of a free life ruled
of clothing is garish, too, although by instinct, if any member of the
they prefer to leave as much of their welcoming group finds that the
bodies as exposed as possible. Newly Generated is not to his or
The only real difference between her liking, this member can leave
males and females is that female the group without explanation.
Menoosh are wooed by members On the other hand, the Menoosh’s
of all the other Tribes. Besides their nature and innate charisma are such
innate sensuality, they stand out that there have been very few such
because of their marked generosity episodes throughout the Tribe’s
and almost non-existent modesty. history. At times, the welcome of
a Newly Generated can turn into a
real orgy; a famous example of this

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is Lebelia, now renowned within exchange, they merely ask the right
her Tribe because when questioned to barter for other people’s works
by the Elder, she answered (fully too. It is therefore clear they know
ignoring the consequences), and practice bartering but are not in
“Honestly, I really like you all, women the habit of estimating the exchange
included.” The orgiastic night that value of any object because they all are
followed resulted in everyone resting examples of the finest craftsmanship.
for two more nights before they could They usually celebrate specific
leave the place. events—first and foremost, the advent
of a Newly Generated among them—
with banquets and dances.
Civilization Being highly sociable, however,
Menoosh villages are better defined they tend to settle in mixed villages
as landscapes rather than mere to live there in harmony with other
settlements and are breathtakingly Tribes. Likewise, they do not fear
beautiful, harmoniously set in a lush, traveling, which for them is the
natural background. The Menoosh perfect opportunity to widen their
express their artistic flair in building, experiences and meet new people—
furnishing and decorating their perfect ways to stimulate their artistic
villages, using any material they inspiration.
find. Those who are more finicky Their nature and friendliness to all the
about detail can wander away from other Tribes make them the perfect
the village for months just to find ambassadors in any situation.
the exact kind of wood they want
for their front-door lintel. There are
no doors because they do not exist
Behavior and Customs
within their culture; even walls are The Menoosh’s whole existence is
not necessarily efficient barriers, devoted not only to expressing their
as they are not thought to keep individual artistic gifts but also to
others out but rather as a support contemplating anything they find
to hang pictures, or tapestries or a intriguing or a source of inspiration.
canopy meant to protect a vase or This concept can be found so often in
sculpture from the elements. They nature that the Artists see it as a font of
often live under huge porticoes open inspiration for their Art and consider
at the sides, built on a rocky ledge, it an important element to harmonize
or hanging between two trees or with. They tend to experiment in any
even built around them. The Artists possible field in their constant search
willingly barter their works, which for new sources of inspiration. The
are the end result of the expressive Painted Ones can often been seen
form that best represents them. In trying more than one evolutionary

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Player's Guide
path at the same time, from magic to Game Features
sword fighting, ranged weapons and
martial arts. It is more common to
see them use a mixture of styles and Mixer
skills rather than single-discipline, A Menoosh’s innate sensitivity and
specialized techniques. capacity for self-examination is
Brilliant and creative, the Menoosh equal only to his charm. At character
see sex as the ultimate expression of creation, a Menoosh gets Spirits d6
passion and creativity, and indulge instead of the usual d4 and also gets
with absolute freedom. the bonus Edge Attractive.
The Menoosh are also keepers of
ancient writing techniques: no race Aesthete
knows the secrets of paper and ink Especially inspired actions or
as well as them. When it was to be demonstrations of extreme skill
decided who was going to hand down never go unnoticed by a Menoosh;
the writings of the different races, on the contrary, they could even
everyone agreed instantly to put the upset him. If a Character gets two
Menoosh in charge. They have kept or more raises, the Menoosh has
this legacy over the centuries, but the to make a Spirit roll to avoid being
most creative among them see it as Shaken by what he saw. In non-
a sort of constraint. Their skill with combat situations, this translates
pen and parchment is not limited to into an inert state of awe that causes
writing, however. One of the Tribe’s him to question the Character in
nicknames, the Painted Ones, is due order to savor his charm and the
to their tendency to cover their bodies scene itself as much as possible.
with drawings and symbols using
a special ink which comes in many Ill-suited to close combat
colors. It is said that their elders are Although usually busy dividing his
the keepers of the secrets of this art attention between numerous subjects
and that they can even create objects and activities, a Menoosh tends to
and lifeforms through careful use of neglect his military training. He
nibs and ink. It also seems they carve suffers a -1 Parry penalty.
tattoos, whose ink is imbued with a
magical essence on members of other Artistic Temperament
Tribes, as a sign of alliance. A people of scribes in any Tribe’s
living memory, the Menoosh are
also very skilled in other forms of
artistic expression, as one would
well expect from such art lovers. At
character creation, they get a d6 in
two Perform of their choice, and also

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Magical Writing d6. They are the is to distance yourself from the artist
only Tribe who can use this skill to when he decides to use you as the rock
carve magic tattoos. for his next carving.”

Instilling Compliance Allied with the Kronoss:


Once a day, a Menoosh can make “If there weren’t any scholars, there
use of his Kami’s gift to his own probably wouldn’t be any need to write
advantage. This power can be used books. Few Tribes have the brains
in two ways: either increasing an necessary to appreciate a job well done,
NPC’s reaction on the Reaction Table and they really give us satisfaction.”
by two degrees, or using the puppet Allied with the Oscurians:
spell on a Friendly or Thoughtful “They never give anything unless they
target without spending any Power receive something in exchange, but I
Points or fulfilling any requirement. see no harm in that. It’s their job, after
This effect lasts 3 rounds and can be all, and they’re quite in demand, too.
extended (1 round) only by Veteran Often, watching them at work is even
or higher Rank Characters with amusing.”
Arcane Background. The range is still
the same as the spell (Smarts x 1”), Allied with the Rok’Nars:
but to function properly, the power “They have a fascinating, even poetic,
requires an opposed Spirit roll against view of nature. Their good looks are
the victim’s Spirit. mesmerizing…sooner or later I’ll
manage to touch the heart of at least
one of them.”
Relationships with the Allied with the Whisplings:
Tribes “Among all the Tribes, they are perhaps
the only ones who understand us when
Allied with the Feruas: we speak of Freedom. You cannot chain
“They live surrounded by art, so it’s the air, my friend, just like you cannot
normal for them to be so fascinating. chain art.”
At times, they tend to listen more to
Indifferent to the Janahs:
their nerves than to their heart, but
“They are dangerous because one never
even then they are pleasant company.”
knows what their next goal will be. I’m
Allied with the Gromsh: curious, however. What will their next
“They’re wonderful. I could spend goal be?”
hours just watching them. They are the
ultimate expression of Improvisation.
The only thing you have to remember

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Indifferent to the Lumians: Inclined towards the Defenders
“They’re so cute when they get excited of Free Will:
about something, I wonder if they get “How could we pride ourselves on
just as excited in bed. Don’t get upset believing in Freedom if we didn’t support
now…we’ll keep our distance. We everyone’s freedom to believe what he
aren’t going to eat you alive.” feels he’s more in harmony with?”

Indifferent to the Senduars: Inclined towards the Followers


“They are pleasant travel companions. of the Mosaic:
Always on the move, they know “They believe truth can be discovered
every road. Of course, a few more through debate between different
words would be appreciated, but this peoples, their union and the retrieval
doesn’t prevent them from expressing of lost customs and traditions. How
and appreciating art as they wander could I criticize them?”
around.” Indifferent to the Inquisition of
the Blazing Arrow:
“Theirs is a noble pursuit, and I’m
View of the Ways glad they exist. There’s way too much
to do in the world, though, for me to
Inclined towards the Guild of concentrate on just one cause, however
Free Trade:
noble.”
“Getting to know new people every day,
traveling far and wide and seeing the Indifferent to the Warlords:
finest creations by the best craftsmen. “There’s probably some truth in what
Where do I sign?” they say, but a Warlord is not the best
title for an ambassador.”

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Famous Characters her treatment, she lost interest in
the others and merely pursued what
her instinct told her. Over the years,
Mansi events drove her to greater extremes
than she could have foreseen: she took
Generated on the shores of Lake to robbing merchant ships just for fun.
Lenali, where she grew up, Mansi This is how the Gracious Collectors
discovered her love for water soon were born, a group of pirates active
enough, immediately declaring it in the waters between Artanty and
her favorite element. Extremely Si-An, with bases on both shores and
beautiful, she never had problems their headquarters by the Lakes of the
sharing her beauty with others, fully Skull. Mansi still believes firmly in
embracing her Tribe’s Kami. There the highest expression of individual
was an episode, however, that led freedom, but she does not care for the
her to investigate what intrigued her freedom of others when conflicts with
the most: absolute freedom in her her will. Every merchant ship falling
actions. One day, the found a group of into her hands is confiscated and sold
Lumians on the shores of Lake Lenali, or simply dismantled, and the crew
who had convened there to celebrate is left alive on the ship’s lifeboats.
some sort of union, or at least this Among all her victims, those she
seemed to be the gist of the words takes most pleasure in robbing are the
of the most well-dressed among Lumians, and she never fails to take
them. In front of him, there were two her personal revenge against their
people, a male and a female, and the women; she does not just take their
male was among the most beautiful jewels, but often fancies their clothing
Mansi had ever seen. She emerged as well.
from the water as she had plunged Tribe: Menoosh; Rank: Heroic; Way:
into it—naked but for a band around None
her right arm, covering her symbol Attributes: Agility d12, Smarts d8,
of Genesis. Approaching him, she Spirit d8, Strength d4, Vigor d6
kissed him passionately to the utmost Skills: Boating d12, Climbing d6
astonishment of the bystanders. She (+2), Lockpicking d6 (+2), Lying d10
could never understand the chaos (+4)*, Magical Writing d6*, Notice
that followed her action: they shed d8 (+2 traps), Perform (dance) d10*,
rivers of tears, cried out at the scandal, Perform (juggling) d6*, Persuasion
and some even threatened to kill her. d10 (+4), Stealth d8 (+2 urban),
She was scarred by the experience. Streetwise d6 (+4), Swimming d8,
She had just expressed her desire and d10, Throwing d8.
her will, and could not understand Charisma: +4; Pace: 6; Parry: 5;
how she could have denied another Toughness: 5
his freedom in doing so. Upset by

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Player's Guide
Hindrances: Anemic, Greedy, he describes iron creatures that can
Wanted (pirate). run and even fly or monsters shaped
Edges: Charismatic, Connections, like a hand with a reptilian head on the
Thief, Qualified in Saber *. top of each finger. Those who believe
Special Abilities: Aesthete*, Instilling he really lived those adventures do so
Compliance*. not because they are convinced his
Tattoos*: Koopash, Parchment, stories are true but because surviving
Pembur. a journey to Sit-Tabthi more than
Gear: Saber (Agi+d4-2), throwing justifies his madness.
knife (3/6/12, Str+d4) x5. Tribe: Menoosh; Rank: Heroic; Way:
None
Yolkai, Attributes: Agility d8, Smarts d12,
Spirit d12, Strength d4, Vigor d4
Legendary Touch Skills: Fighting d6, Knowledge
Yolkai is an itinerant artist, tireless (geography) d10 (+2), Knowledge
scribe and eccentric storyteller. The (legends) d12 (+2), Lying d8 (+4)*,
origin of his nickname is a topic of Magical Writing d12*, Notice d8,
discussion among the patrons in Perform (harp) d12 (+2)*, Perform
every tavern lucky enough to host (oratory) d10 (+2)*, Persuasion d8
him. Some say it comes from the (+4), Throwing d10.
virtuosity with which he plays his Charisma: +4; Pace: 6; Parry: 4 (5);
harp while telling the legends of the Toughness: 4
five continents; others attribute it to Hindrances: Big Mouth, Curious,
his expertise in transcription, an art Quirk (excessive mimicry)
he uses only with the pieces he finds Edges: Charismatic, Entertainer*,
most congenial. Others make fun of Master Tattooer*, One’s Own Body
him because of his exuberance and Map*, Scholar
hint that he is far from clear-minded. Special Abilities: Aesthete*, Instilling
If you ask him directly, you will get Compliance *.
vivid allusions to bed-room activity. Tattoos*: Baobab, Book, Four-leaf
Yolkai never stays in the same place Clover, Kesul, Koopash, Malpa,
for more than one night, unless he gets Mountain, Parchment, Pembur,
an important job he likes. Otherwise, Plenulia, Umakin, Wurnug.
he carries on his unceasing work of Gear: Rapier (Str+d4, +1 Parry),
collecting and spreading legends of throwing knife (3/6/12, Str+d4) x5.
every known place. According to him,
his eyes have been as far as the central
continent, and part of the manuscripts
he carries with him comes from its
dust-covered halls. Few believe him,
but his imagination helps him when

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Player's Guide

Oscurian
Children of Shadows, Master of Deceits

View of the Kami


Whoever coined a definition for the Kami wasted way too much time doing so.
Let’s look after ourselves and not worry about things beyond our comprehension…
and our interests. We could even say every person is his own Kami.

“I still remember well those first confused moments of consciousness when I


looked up at the sky and saw night swallow up the day right before my eyes.
As soon as darkness fell, the vegetation shriveled up, as if it had been deprived
of daylight for years. I did not have the presence of mind to react to the threat
myself, as I was overcome by too many stimuli concentrated into that one
moment. The gloom then suddenly gave way to surreal scenery: ahead of me
there was darkness, behind me the dawning sun. The darkness eventually
retreated much more swiftly than it had begun and disappeared in a few quick
moments. Albeit now free from its suffocating grip, trees and other plants did
not benefit from the warmth of the sun now caressing them lovingly; it was too
late—the care of a lover cannot bring the cold and silent heart of a beloved back
to life. I had just become completely aware of myself when I learned the full
meaning of the word ‘fear’.”

Menoosh describing his only meeting with Oscurian, at dawn, on the


eighth Post Genesis day.

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Oscurian came from a Garden of Life their capital. At least, this is what
in the south of Dejama, but she did the uninformed would say. The
not retain her original feminine grace truth is that she was there at each
for long because she immediately Genesis because—unable to manage
turned into a full representation of the sudden waning of her power—
her Kami; first she became shadow, she was trapped in the darkness, a
then night itself. She covered fragment in each shadow. As far as
everything—objects and people— Oscuria is concerned, it is easy to
with her dark cloak, stole the breath guess where the Elders decided to
away from the living and took the build their first settlement: around
objects that fascinated her the most the heap of treasures left behind by
for herself. Everywhere and nowhere their First Generated. Their capital
simultaneously, her essence pervaded is also famous for the network of
the darkness that spread progressively tunnels running under it, which are
all over Dejama, extending more and galleries dug while the city was being
more to the north with each passing built, to recover objects so carelessly
day. Vegetation shriveled up when in transported they ended up buried
contact with her darkness, wooden underground. When they tired of
objects rotted, and metal ones were digging—and an Oscurian does not
covered with rust. Not everything tire easily if there is treasure to be
met the same fate, however. When found—they had by then created a
Oscurian saw something worthy of second underground city.
her interest, that object was absorbed It did not take long for the upper
by the darkness and delivered to the part of the city to become a communal
only place she considered vaguely space where private property was
familiar: the Garden where she unheard of, while the underground
had been generated. Soon, the area city was turned into an endless
surrounding the slab of stone became labyrinth full of traps scattered there
a huge mound of priceless treasures, by the Elders just for fun. Later, it
instinctively hoarded by an owner became the training ground for the
who did not know how to claim them Newly Generated. From time to time,
as her own. some treasure or other was deposited
At dawn, on the eighth day, when there to prevent the spread of rumors
the limitless powers of the First about the tunnels being empty,
Generated started to wane, darkness because this would have deprived the
retreated rapidly, and the sun shone Newly Generated of any incentive
again in the south of Dejama. But to go down there. At times, the new
Oscurian was never heard of again. explorers would add to their booty the
She was not there to greet her people properties of their rash predecessors,
when they arrived on Enascentia
nor had any role in the building of

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Player's Guide
who had lost their lives trying to find This Tribe also has another
their way through the trap doors of talent that must not be overlooked:
the tunnels. Oscurians are very good at training
Since the first years Post Genesis, nerebas. These designed for prowling
Oscurians have always been rather by night and hiding in caves, these
different: they hold networks of crosses between felines, reptiles and
information of the other Tribes, bats, usually have a natural affinity
but never developed one of their with Oscurians. Often used as pets,
own. There is certainly a web that with time, they have proved to be
envelops all the continents, in which extremely compatible with the powers
each thread is a different informant of shadow manipulation, so much
belonging to the Tribe, but its aim so that they became the subjects of
is to control the other races, using magical experiments. Toward the
information as trading goods or end of the second century, a ritual
for blackmail. The truth is that the of adjustment had already been
Oscurians never showed any interest perfected, which allowed part of the
in becoming a close-knit civilization Oscurians’ magic powers to extend
because each individual is self- to those animals, thus allowing them
centered, as his Kami requires. The to travel through shadows. Since
scarce number of single-Tribe villages the third century, the black nerebas
is in itself extremely characteristic. thus obtained have replaced carrier
Oscurians abound in mixed cities, pigeons for delivering messages
join any caravan willingly and lead, because they can memorize more
to all intents and purposes, a parasitic than one destination and reach them
existence, exploiting what others have according to directions. While their
built or are soon going to achieve. initial training is still a typical quality
One should add, however, that they of Oscurians, black nerebas are now
are not just a burden on the city employed by any settlement, whether
hosting them, because it is often a Son of Shadows lives there or not.
much better to pay the price asked by Of course, it is still better to have an
an Oscurian for something you need Oscurian in charge of sending and
than do without it. Healing herbs receiving messages.
from overseas, the right chemical
reagent, the perfect wine for a specific
occasion, a batch of chromium at an The Scarlet Vengeance
affordable price. Each circumstance One of the main reasons Oscurians
has a requirement and can be met by still have a very good reputation
a Son of Shadows far-sighted enough in Dejama dates back to their role
to anticipate it. during the most widespread epidemic
ever: the Scarlet Vengeance. This

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plague, the origins of which were of the situation and formulated a plan.
initially unknown, spread quickly Since it was the only one suggested
among the Newly Generated of all the up to that point, they all agreed to
Tribes, putting the birth of any form give it a try. The whole Tribe took
of civilization on that continent at care of informing and organizing
serious risk, condemned to die even the survivors and of distributing the
before taking root. The first symptoms medicines the Oscurian alchemists
were coughing and extreme pallor, were producing in even greater
then the victim bled profusely from quantities. Unfortunately, there was
every orifice, ending up with small no hope for those already infected,
wounds all over the body, as if made but those who would receive food
by small blades. At that point, nothing sent by the Oscurians and would
could be done, and the victim started eat only that would have a chance
to bleed to death slowly within a few of surviving. It worked. The Scarlet
days. The last stage was characterized Vengeance disappeared from Dejama
by tears of blood. in the span of two years, and the credit
The Tribes were prey to this for that was due entirely to the Sons of
mysterious illness for three years, Shadows. Or, at least, this is what the
unable to discover its cause or put a other nine peoples believed.
stop to its spread. It was only in 3 P.G. Dekla had just discovered that
that the analysis made by an Oscurian the blood curse in the ground was
provided some results. It seemed that going to last for just two more years
the disease—besides being airborne and that the only way to stop the
and transmitted by contact—had contagion was to limit any contact
more deeply rooted origins. Earth with those already infected. The most
itself was infected by it and therefore critical stage had been the initial
all the plants and animals that fed off one because they had had to isolate
it, but the disease had no effect on the infecting agents and eliminate
them. Everything in Dejama was an those that would be a problem. After
immune carrier for something that gathering all the inhabitants into safe,
attacked only the people of the Tribes. uncontaminated centers, they fed
Deeper studies led to the hypothesis them with appropriate foods. They
that it was the last act of a dying Lost were not medicines, however, just
Tribe, which is why it was called ordinary dishes made with fish and
Vengeance. In fact, it had been caused other produce from uncontaminated
by the last ritual of the Sacralis, aimed areas. In fact, the curse was
at corrupting the source of their concentrated only in specific areas,
power, the blood, so that in spilling corresponding to where the most
it, the new Tribes would cause their powerful Sacralis Elders had been. It
own ruin. The scholar who first was therefore enough to know the lay
discovered this, Dekla, took control of the contaminated ground to avoid

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it. The Oscurians saved the Royal
Races of Dejama from the Scarlet
Vengeance, but in doing so, they put
them in their debt forever, beginning
with collecting funds to finance the
production of the fake medicines.
On their calendar, the end of
the epidemic coincided with
the beginning of the Great Joke.
Pretending to be the keepers of the
only remedy against the Scarlet
Vengeance, they made the epidemic
resurface from time to time whenever
they needed either as an expedient
to carry out a scam or to sell their
remedy again. For those who, like
them, could alter their appearance at
will by resorting to magic, it was not
difficult to pass as members of other
Tribes affected by the disease. All the
Oscurians of Dejama know about
the Great Joke, as do a few Oscurians
from abroad, but no one else does.
Any foreigner discovering about it
would become the target of every
knife of the Son of Shadows.

The Guild of Free


Trade
The origins of the Guild are rather
exceptional when compared to those
of the other Ways. No influential
person maneuvered his connections
to establish its basis, nor did strong
ideals bond whole populations. It
was a simple matter of convenience.
Everything started from the small
mixed town of Jundali, founded to
support the various trade routes.

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Frequented mostly by Oscurians, as
well as Menoosh and Janahs, who
all concentrated in the surrounding
areas, it was a meeting point for all
sorts of merchants in need of supplies
or just a rest before resuming their
journeys. Over time, it grew and,
adapting to the growing demands, it
provided assorted goods and hosted
markets regularly, aimed at satisfying
itinerant vendors more than direct
buyers. Little by little, Jundali began
to attract the interest of all the Tribes
until it became an important mixed
city where all the Royal Races were
represented and a common meeting
point for those who were not
interested in the popular fashion of
affiliating to this or that noble cause
that went beyond merely following
the dictates of one’s Kami. And there
were even those who did not care
for those dictates either. More Ways
developed on Enascentia, more people
felt obliged to take sides, cultivating
their connections and forming
alliances. The idea of a Way that had
no ideals, in which the members were
united only by personal interest, took
shape in Jundali, where it took form
from tavern to tavern, one mug of
beer after another. From being just
a constant joke, the idea began to
take root among the people until the
most powerful merchants of the city,
mostly Oscurians, met to discuss the
matter in earnest.
So, in 536 P. G., Jundali became
the capital of the fifth Way, a sure
path for anyone who did not want
to fight for an ideal but just wanted

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to find friendly banners in the next knowledge, it is most likely she gave
city he reached, a privileged channel the orders. The most influential—and
to enjoy special discounts and in shrewdest—people turn to her for
general, a group of kindred people the most delicate assignments and
ready to support each other or at least tell her their secrets. It might seem
to frighten off any prowler with the foolish to give even more power to
strength of their numbers. It did not someone who already has so much
take long for it to take hold all over of it, but the truth is that she would
Dejama first and then on the four learn about it all the same, sooner or
continents. Right now, all the most later, and it is therefore wiser to earn
sought-after exotic goods are in the her gratitude by being the source of
hands of the Guild, as are the maps that information than to become an
for the busiest merchant roads. easy target for blackmail. It seems
the secret of her present success lies
in the discretion she applies to her
Oscurians of Artanty sources and the cold-bloodedness
In the northern lands, there are many with which she eliminates enemies or
mixed cities and a good number of competitors.
capitals—those of two Tribes and One of her direct underlings—
five Ways—and this without taking called Aranxes, like the spiders
into account awe-inspiring Legis, that weave cylindrical spider webs
crossroads for all the five officially so similar to the structure of her
acknowledged Ways. This is all fertile information network—is called
ground for Oscurian activities, so Sakima, and over the centuries she
prosperous it brought about the has dealt with one or two of the most
nearest thing in living memory to a delicate situations, such as the First
structured Oscurian organization. Elemental War and the slave trade in
The spider weaving its web of Vesìr. In order to keep a low profile,
information in that area is the she is active in Ereldia, where it is
Whisperer of Secrets, a woman so commonly believed Erte is the local
feared and well-known that she does Aranx, and working in the shadows,
not need an escort. No one would she provides new slaves by exposing
be insane enough to ever harm one unwary travelers to skillfully
hair of her head. Countless threads disguised toxic substances.
emanate from her, linking her to the Erte, for his part, is more than happy
main contacts in the most important to be regarded an important element
cities. If a valiant warrior dies in in the convoluted power plays of
battle, she knows about it before Artanty and pays the Whisperer
his body touches the ground, and under the counter for the trouble he
if any information becomes public is causing. Besides that, he manages
the most important athletic activity

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Characters
on Enascentia, the Earth Hammers, Sijang’s only influential connection.
keeping a keen eye on bookmakers He also had a very good relationship
and athletes so that nothing escapes with Jundali’s upper echelons, who
his control within his jurisdiction. At would later leave a place at the table
times, he resorts to the co-operation free for him, where decisions were
of Wise-Much-Feather, a Gromsh made in exchange for the privilege of
who saved his life and since then has his road going through Jundali. He had
lived in the richest district of the city. also established good relationships
with the Menoosh, the other large
Tribe of the continent, who were
Oscurians of Dejama rather interested in trade and exotic
One should not be misled by the goods, whether they buyers coming
position of the Oscurian capital, from the nearby capital, Menuria,
because this Tribe is not concentrated or Falusa Do’Mirr, in Kartali. It took
in the south. On the contrary, it is decades to build the road, but in spite
spread all over the continent and of the amount of work it required,
tends to be more numerous in the it did not cost one single kronling
north, where the richest, more to Sijang Torah. In fact, it earned
colorful cities—or the greater profits, him thousands of kronlings in the
if that is what you prefer to all it—can centuries that followed, which is
be found. living proof that at times all it takes is
A clear example is the presence to reach an agreement with the right
of Oolo, proud representative of people to live off private income for
the Tribe, at the table of the Four the rest of a life that never ends.
Merchants, the rulers of Vesoelm. In the list of eminent people, we
He first went there to accompany must not forget to add Kishe, the only
Sijang, at the beginning of the fifth bard without any kind of fame who
century, and then decided to stay has built his fortune on his obscurity.
in the area when he sensed the And on his zither. Mostly on his
possibility of being there for the birth zither, to tell the truth. The Composer
of a merchant mixed city and being of Lies owes his name to his centuries-
among the first to claim a piece of old habit, wandering about all the
the action for himself. He reached an taverns of Dejama in search of the
agreement with his travel companion next target of his tricks. But who
immediately, builder of the famous could blame him? Owning such a
and homonymous Sijang Road, the powerful object that can penetrate
most important trade route on the the mind of any listener and play with
continent which—accidentally, of it, anyone would be tempted. As the
course—would go through the city he proverb goes, ‘Opportunity makes an
controlled. Buy Oolo was clearly not Oscurian.’ No one knows who Kishe
is or what his real name is. The only

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Player's Guide
certainty is that on the continent then the troops would attack while
there is a bard whose instrument can chaos reigned in the camp. Often,
manipulate people so that none of his the soldiers who would carry out
victims can remember him. that phase of the attack were not even
Oscurians. After all, frontal attacks
were not their specialty.
Oscurians of Si-An Not all the Sons of Shadows on
Not all Oscurian business is based the continent are involved in the
on information and favors. At times military activities of the Tribe. Spies
it is necessary to get one’s hands and merchants can be found from
dirty to gain a bagful of tingling Melvor to Mesa Atminas, and there
kronlings. This is well known to the are always some on the koopash
inhabitants of Si-An, where the most carrying Dunesia on its shell. Here
lethal assassins of Enascentia hone their network of information is less
their skills. This art was developed at complete than in other, more civilized
the time of the Ferua domination, in continents. However, trading routes
the fortresses scattered in the desert prosper and export many traditional
and by the Lakes of the Skull, and it goods that become luxury goods on
was then handed over to the Newly the markets of the largest cities, where
Generated. Right now, the most mutoranges and cidered pears, for
sought-after homicide artists are still example, are in great demand.
those from these lands, such as Feoz,
the most renowned among them.
Hired during the liberation by the
Oscurians of Si-Neb
Resistance, in the second half of the There are continents where
third century, he went to the eastern information is handsomely rewarded,
part of the continent to lead the and others where hard-to-find raw
Oscurian storm troops. materials abound. Si-Neb is neither.
Their military tactics were Considering it is mostly deserted
extremely elaborate, leaving nothing territory and populated mainly
to chance. They acted in elite teams by the two only enemies of the
of five, with at least one enchanter in Tribe, namely Feruas and Lumians,
each who would guarantee a cloak the natural instinct of the Newly
of invisibility to each member right Generated to leave it behind is hardly
before going into action and mental surprising. The few Elders who have
communication between them all to stayed there hand down teachings
better co-ordinate their efforts. The about the only profitable activity
real attack lasted just a few seconds. they have discovered: archaeology.
They only struck the commanders, a Finding artefacts that belonged to
knife in the heart of each of them, and lost cultures is extremely difficult

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anywhere on Enascentia, but the Keeper. In it is a plush palace where
southern continent is one of the few she keeps her private collection of
places where some can still be found. finds, a priceless treasure.
Rich in magic and enchanted places
right up to that hapless council held
at the beginning of the seventh Appearance
century, it still hides under heaps
of rubble or soil, evidence of when With their complexion, as dark as
all this was at its peak. Moreover, all the shadows that embrace them, the
the wars and cataclysms that raged Oscurians blend into the darkness
over these lands have increased quite easily. They also take advantage
considerably the number of finds of their slender and nimble physique,
and objects belonging to ‘no one’ which gives them the agility necessary
scattered everywhere. Oscurians for their ‘line of work’. Their average
are seldom driven to archeology for height is between two and a half and
scholarly reasons, which explains nearly four feet (taller individuals are
the nickname the other races have quite rare), and their weight ranges
given them, seeing them focused from forty to one hundred pounds.
on digging and recovering find after Their hair is as dark as their skin,
find. They call them Pickers. and their pupils and irises are whitish
The most famous among them is in color. The Children of Shadows
undoubtedly Cortelia, who has been also dress in various shades of black
active for eight centuries and is well and dark gray, and their clothing
known in those circles. Even though is usually close-fitting but also
she has been concentrating her comfortable and practical…even
efforts on this area for centuries, she women prefer leggings to skirts. Bags,
did not previously limit her search purses and sacks of every kind are
to Si-Neb and actually has a wide always part of a Master of Deceit’s
knowledge of all the continents, even normal attire, often hidden under his
Sit-Tabthi, despite having spent a clothing. Should you manage to grab
few days there before being forced to one of them by the feet and turn him
leave. She dreams constantly of the upside down and shake him, among
day she will be able to return, and the many objects that would fall to
it is the common opinion that she the ground would probably be quite a
might be planning a new expedition number of daggers.
right now, gathering those who are
interested in joining her. What is not Genesis
public knowledge, however, is that
she is among the few who possess a The Oscurians are perhaps the only
Door shaped like a little wooden box Tribe who does not welcome a Newly
complete with a Key, made by a Key Generated who takes the usual

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Player's Guide
approach. At times, there might not surroundings, the less likelihood
even be an Elder present, which makes of being noticed. In a mixed-Tribes
one wonder if they are aware of the new village, an Oscurian will seldom try
Genesis at all. If asked, they will simply to cheat another Oscurian. It is not
say each Oscurian feels his nature a matter of loyalty or anything like
running in his own blood and does that but of mere interest. Oscurians
not need any explanation. Likewise, a are often gathered in guilds running
Master of Deceit can always look after the most disparate activities, usually
himself, and if he does not want to be as useful as they are troublesome.
found, nobody will ever bother him. Another activity they monopolize
in most settlements is running a
constantly updated information
Civilization network. The right buyer may pay
There are very few Oscurian singe- handsomely for the right suggestion
Tribe villages in Enascentia, mostly at the right moment. The Oscurians
because of the way their Newly value any kind of information: not
Generated, who are usually the most only can it most probably be sold, but
inclined to settle in a village belonging it could also become the basis on
to their own Tribe—are virtually which to fabricate their next lies.
ignored. The few exiting single-Tribe Not all the Oscurians do ‘field
villages are a law unto themselves; work’; some of them—the females in
for example, the doors have no locks particular—find an outlet for their
and chests have no padlocks. Their mercantile spirit as producers or
only use would be to give the young simple traders. The jobs they tend
people of the Tribe something on to prefer are as alchemists, jewelers
which to practice. On the basis of and craftswomen. They travel often,
that same principle, in those villages, either joining itinerant markets or a
the concept of theft does not exist. wagon train.
All things change hands again
and again—so much so they are
considered the property of the whole
Behavior and Customs
village rather than of an individual. If Two words are perfect to describe
you visit a house in a village and then a Child of Shadows’ behavior:
return a few days later, you will find self-serving and venal. Oscurians
it furnished in a very different way… maintain everything has a price, and
and even the occupants may have theirs is the best available.
changed. They always try a job before
However, the Tribe much prefers to declining it. Their prices change
prosper from—er, in step with—the according to the difficulty of the jobs
other Tribes: the more chaotic their themselves but most of all on the

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basis of how much they think they Charismatic:
can rip off their customers. They can Every good salesman knows how to
charge very different prices for the introduce himself to any potential
same kind of job depending on who customer…and to the Oscurians,
makes the request: a rich merchant anybody is a potential customer. They
or a simple city guard, for example. get the bonus Edge Charismatic.
Even if they are not successful in
finishing the job, Oscurians still Curious
ask a fee—albeit lower—for the Because of their innate curiosity,
time they devoted to it. Oscurians always find themselves
The Oscurians lend a totally in dangerous situations and tend to
new meaning to the term ‘greed’. ignore their common sense. They get
They savor every single moment the Curious additional Hindrance.
of a favorable negotiation and get
very excited at the idea of striking Gift of the Gab
a once-in-a-lifetime bargain. At Have you ever heard the saying ‘sell a
the same time, however, they do shell to a koopash’? Well, it is based on
not get too upset when faced with a true story, or at least all Oscurians
a disadvantage…for example, if swear it is true. At character creation,
the place where they keep their an Oscurian gets Smarts, Streetwise
accumulated riches is destroyed and Lying d6.
by fire.
These Masters of Deceit do not Light-fingered
know what an honorable fight is; they Whether they have to improve
always try to strike first, preferably their luck at a gambling table, or
in ambush. If confronted, they try to successfully pick a lock, or maybe
run. To them, a wound in the back is steal a passerby’s purse, an Oscurian’s
a story worth telling, but a wound on innate talent is equal only to his daily
the front is proof of sheer stupidity. efforts to perfect himself. At character
creation, an Oscurian gets Stealth,
Gambling and Lockpicking d6.
Game Features
Small
Greedy The Oscurians are smaller in size than
An Oscurian always tries to make most of the other races. They get the
as much profit as possible in any Small additional Hindrance.
given situation. He gets the Greedy
additional Hindrance.

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Relationships with the Indifferent to the Whisplings:
“We exchange goods and favors
other Tribes willingly for news carried by the
wind…we always manage to resell
Allied with the Gromsh: them at twice the original price. It’s a
“You have no idea how many bargains pity they don’t often buy things, but
I strike with them…or how many jobs then finding customers is part of the
I get to put right something that went fun, isn’t it?
wrong because of them. The only thing Enemies of the Feruas:
that matters is that they’re sources of “They trust in their physical strength
income.” too often for us to deal with them. If
Allied with the Kronoss: they do everything by themselves, what
“Excellent buyers, really a flawless services can we offer them?”
Tribe.” Enemies of the Lumians:
Allied with the Menoosh: “Their darned honor, their cursed faith
“Hey, friend, do you need paper? Ink? and their obstinate ethicality! How can
I can give you the best. You know you you bargain when they’re around? I’ll
can trust me!” give a discount to whomever hires me
to thrust a dagger in their backs! Well,
Allied with the Senduars: on a second thoughts…no discount.”
“Oh, what a wonderful Tribe. Why,
you ask? Listen, friend, they’re always
on the move, right? Do you know how View of the Ways
much they can collect from traveling
so much? And they ask very little in Inclined towards the Guild of
exchange. Right, as I told you, they’re Free Trade:
wonderful!” “You’re asking me? Come on, seriously.
Who do you think founded the Guild?”
Indifferent to the Janahs:
“They place few orders, but also tend to Indifferent to the Defenders of
mind their own business. They’re fine Free Will:
where they are.” “I’m self-sufficient. I have no need to
think about any Kami. If you want to
Indifferent to the Rok’Nars: follow me, I’ll drink to your choice.”
“Luckily enough, the Children of the
Earth never get in our way. Whoever Indifferent to the Followers of
allows us to work undisturbed is our the Mosaic:
friend…until somebody hires us to kill “They’re good customers when it
or betray him, of course.” comes to buying information, most
of all about the Lost Tribes. I have to

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remember to add a little truth to my job done during the Elemental War,
usual repertoire, however, so that I she extracts the Dervish’s memories
don’t lose a customer.” to sell them too. Then she sells him
on the slave market as a bodyguard
Prejudiced against the for Siros, the most influent Kronoss
Inquisition of the Blazing
Arrow: in Vesìr, for a much larger sum than
“Hunters chase their prey. Good, but the original bounty.
what profit is there for me?” Tribe: Oscurian; Rank: Heroic; Way:
None
Prejudiced against the Warlords: Attributes: Agility d10, Smarts d12,
“Do you see that guy lying there on the Spirit d10, Strength d4, Vigor d4
ground? He used to buy four pounds Skills: Climbing d6 (+2), Crafting –
of meat from me every week. Are you Potions d10*, Fighting d6, Gambling
going to compensate me for my loss?” d10, Investigation d8, Knowledge
(alchemy) d8, Knowledge (Artanty)
d10, Knowledge (poisons) d8,
Famous Characters Lockpicking d10 (+2), Lying d10
(+2)*, Notice d10 (+2 traps),
Persuasion d8 (+2), Stealth d10 (+2
Sakima urban), Streetwise d10 (+2), Taunt
Involved in the First Elemental War, d8, Throwing d8.
she has since been following the Charisma: +2; Pace: 6; Parry: 5 (6);
affairs of Kronoss, Whisplings and Toughness: 3
Rok’Nars closely. Among the first to Hindrances: Curious, Greedy, Small,
learn about the bounty on the heads Wanted, Yellow.
of the Dervishes, she hunts them Edges: Connections, Thief.
down personally until, years later, Gear: Rapier (Str+d4, +1 Parry),
she manages to catch one of them, throwing knife (3/6/12, Str+d4) x5.
Diyu. Meanwhile, she contributes to
the creation of the slave market in Feoz
Vesìr because she is well aware of the
intentions of the Kronoss and that they Preferring action to trade, he finds
would pay handsomely for Whispling all the friends he needs in his knives.
slaves, especially those who could For decades, he has been selling his
keep their flying fortresses in the air. services to the highest bidder, and in
When she finally manages to capture the second half of the third century,
Diyu, she is not happy with just the he was hired to help in the liberation
original bounty and tries to get more. of Si-An and lead the storm troops
Using one of the leaves of Parvati through forests and jungles to the
Mina that the Whisperer of Secrets heart of the Ferua headquarters.
gave her as a reward for the excellent

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that the ritual question, ‘This isn’t the
Composer of Lies, is it?’ asked every
time a bard picks up his zither is fully
Composer of Lies, LI 5 justified. Of course, every bard will
The creator of this zither, a Harmonic always laugh at this question, Kishe
called Nyly, was well-known by the included.
people of her generation as the first real When playing the Composer, one
bard in living memory, and according of the effects listed below may ensue,
to real connoisseurs, she is the only one according to the time elapsed. Each
really worthy of the name. Her memory trial requires a Perform roll with the
is now lost, together with the lives of specified malus, and the target can
her fellow Tribesmen, killed during make a Spirit roll to endure the effect.
the Overthrow of the Royal Races, After playing for ten minutes and
but her legacy still survives, even now. generating at least three successful
Originally known as the Composer of effects, all the patrons forget the
Tales, in modern times, the zither has music, the instrument and even the
been renamed the Composer of Lies. bard playing it. If he stops playing, he
The reason for this is the use her actual will appear out of nowhere in front of
owner—the alleged bard Kishe—is the astonished patrons..
making of it, enriching himself by
debasing the original purpose of the
artefact. The new name has been
given to the instrument by its countless
‘victims’, who have discovered the
scam only after hearing tales about
it from third parties. By now, it is so
renowned in all the taverns of Dejama

Duration Effect Perform Spirit


1 minute Simple auditory illusions 0 0
3 minutes Articulate auditory illusions -1 0
5 minutes Articulate visual illusions -1 -2
10 minutes Minor compulsions (sit, drink) -2 -2
1 hour The onlookers cannot leave -2 -4
3 hours articulate visual illusions -3 -4
5 hours Major compulsions (attack, defend me) -3 -6
10 hours A memory is substituted or removed -4 -6
1 day Memories can be created at will -4 -8

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After the war, he stays in the Lakes Skills: Climbing d12, Fighting
of the Skull area and then moves to d12+1, Knowledge (military) d10,
the fortresses in the Varnha Desert, Lockpicking d10, Lying d8*, Notice
perfecting his deadly techniques and d10, Spellcasting d12, Stealth d12+2
withdrawing into himself even more, (+2), Streetwise d8, Throwing d12+1.
so much so that he started to talk to Charisma: 0; Pace: 6; Parry: 6;
his knives whenever he feels lonely. In Toughness: 4 (1)
the past, he proved to be an excellent Hindrances: Curious, Greedy, Habit
assassin but a terrible commander, (star videnya), Mean, Quirk (talks to
and now he no longer works with knives), Small.
others, accepting assignments of Edges: Ambidextrous, Arcane
only four or more figures. Constantly Background, Assassin, Dodge,
searching for ways to escape Extraction, First Strike, Frenzy,
boredom—the only danger that really Improved Dodge, Improved
troubled him over the centuries—he Extraction, Improved First Strike,
makes frequent use of star videnya Improved Frenzy, Improved Rapid
and is by now addicted to it. Since star Recharge, Level headed, New Power
videnya is a powerful hallucinogen, (x2), Power Points x2, Quick Draw,
one can never know how it will alter Rapid Recharge, Two-fisted.
his mood or behavior. When he has Powers: Boost/lower trait, Disguise,
an important assignment to carry Invisibility, Mind Communication,
out, however, he still has enough self- Shadow Globes; Power Points: 20
control to give in to his addiction only Gear: Killer of legends knife,
after his task is done. Lightning quick knife (Str+d4),
He does not have a fixed abode, leather armor of concealment (+1 to
moves from tavern to tavern looking Toughness, +2 to Stealth), throwing
for his next assignment. Often, knife (3/6/12, Str+d4) x10.
however, his customers follow his Poisons: Liquid Nightmare
fame and find him first. If you are (ingestion) x2, Pembur Poison
social climbers, remember Feoz: (inoculation) x3, Red Cloud
stop before becoming his target, (inhalation) x2.
or hire him first to aim him at your
adversaries.
Tribe: Oscurian; Rank: Legendary;
Way: None
Attributes: Agility d12+2, Smarts d8,
Spirit d8, Strength d10, Vigor d4

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Rok'Nars
Childrens of the Earth, Disciples of the Mother

View of the Kami


Everything exists because this is the will of Mother Earth. She generates us in a
different way to plants and animals, but we are still her creatures. In her infinite
goodness, she forgives those so blind that they do not recognize her as the Mother.

“When I saw him surface in the water, I couldn’t believe my eyes. He looked like
us but was much larger. One leg was taller that the giant sequoias, the seagulls
had to swerve in flight to avoid crashing into his torso. On second thoughts, it
is not quite right to say he came from the water, because it looked more like
the shore itself was rising and taking his shape. Exhausted, he headed for the
Mehara Mountains to the south, and I gradually lost sight of him. A couple of
days later, I heard the Mother groan. The Earth was shaken by an unprecedented
impact, and I knew he had finally stopped, but I never found his huge body.”

Narration by Mawu, a Rok’Nar Elder

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In the span of a few hourglasses, ended, the Disciple of the Mother
the coming of Rok’Nar to Sit- was her proud representative, a
Tabthi changed the whole shape colossal monument of rocks, grass,
of the continent. He had the same mud and wood. high enough to
appearance and was the same size pierce the sky. The Lost Tribes of
as the Elders, but he did not keep the central continent had to face the
either for long. All around him, wrath of nature itself and die before
Mother Earth embraced him, clumps its magnificence. His strides alone left
of earth became part of him, whole ruins and dead bodies in their wake,
mountains were uprooted to join the even his formation marred the face of
natural mass that was taking shape— the Mother he should have defended
so did forests and hills and anything irreparably. Then he started doing
else around him. When that process actively what all First Generated

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initially have to do, and he struck the possible, harboring them inside his
ground, firmly, again and again. The body, sculpting his outer rocks so that
earth shook, and there were all sorts they could hold and protect them, but
of cataclysms. Mountains collapsed, in spite of his efforts, he could save
dormant volcanoes erupted, and only a dozen of them.
earth itself divided, forming most of When he reached the shore, he
the small, jagged islands of the Inner walked straight into the water and
Archipelago. Earthquakes followed merged with the seabed, traveling on
in an eerily regular succession of in full communion with the Mother
tremors, so violent they were felt on until he reached the nearest land, Si-
the coasts of the other four continents. Neb. When he disappeared from their
At the dawn of the eighth day, sight, his pursuers stopped chasing
Rok’Nar’s enormous shell began him and started celebrating the
to crumble, but the remains of liberation of Sit-Tabthi. For the first
this gigantic creature, scattered time, the Lost Tribes had got the better
everywhere, were far from enough to of a First Generated and survived his
fill the craters originated by his Genesis coming, albeit at the cost of heavy
or return a semblance of natural losses. From that moment on, they
balance to the region. Their collapse organized themselves with the aim
reduced his size, which was still over- of keeping control of the only land
large but downscaling gradually. It free from the rule of the Royal Races,
was then that the survivors struck. ready to do their utmost to defend it
They had taken refuge on the islands when they eventually returned.
of the Central Archipelago, protected When he finally emerged from the
by the defensive methods of Bearers sea on the rocky shores of the southern
of Peace, Key Keepers and Molders; continent, Rok’Nar was exhausted,
from there they counterattacked, drained by his immense effort and
choosing the moment when their the progressive loss of his powers. He
enemies were most vulnerable. forced himself to keep going for a few
Rok’Nar was an easier target than more miles, heading inland until he
Lumian to find and strike, so much reached a place where contact with
so that most warriors concentrated the Mother was strongest, and there
their efforts on him. While not at the he collapsed. He fell to his knees, and
peak of his strength, the First Son of the land shook as far as the Wenma
the Earth could still defend himself Archipelago and the eastern plains,
quite well, and headed toward the then he leaned forward until his head
nearest sea—that is, southward in an and arms met the ground, making
extreme effort that was unnatural to it shake again. He curled up against
him to solve the situation. Along the the surrounding rocks, forming the
way toward the hated water, he tried huge cave now known as Nu’Rok,
to find as many Newly Generated as and finally let go of the Elders he had

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picked up in Sit-Tabthi, who became Having completed that task, the
the first to inhabit his capital. Its Rok’Nars began to settle in natural
main hall is still dominated by that environments more congenial to
face carved upside down on the wall, them, such as forests, hills and
a mystery to many and a source of mountains, shunning mixed cities
pride to those who know the story of as much as possible. It did not take
the First among them, who himself long for them to reach an agreement
became a safe environment to protect with the Feruas and join forces with
his people. them to defend the vegetation and
In spite of lacking a real guide, nature in general. The first Rok’Nar
the Rok’Nars immediately became settlements were single-Tribe villages
a close-knit people who could act or, at most, shared with the Felids.
spontaneously with common aims In Artanty and by the snowy peaks
on all the continents, with no need of Si-Neb, they also developed a
for actual co-ordination of their special understanding with the
efforts. Their blind devotion to the Whisplings, who were admittedly
Mother was certainly what allowed far more difficult to understand but
them to act as a single entity. In the also ready to listen and fight in their
immediate aftermath of the slaughter defense of the surrounding natural
of the Overthrow of the Royal Races, heritage. The two Tribes had many
they strove to free the earth of the misunderstandings as well as reasons
bodies covering it. They buried the to argue, but with a common interest
dead so that they could be part of in a fruitful coexistence of Sky and
nature’s cycle again and disposed of Earth, they also complemented
the materials that would hamper the each other somehow. This idyllic
process while their enchanters helped relationship lasted six centuries until
to speed up its recovery with rituals it was severed by the maliciousness of
of purification. Within a few years, all those who acted only out of personal
the continents were free of the grim interest.
memories of former tragedies. The
place that caused the most problems
was Dejama because of the outbreak The First Elemental
of the Scarlet Vengeance in the first
three years Post-Genesis, a disease
War
that made the Rok’Nars’ task far The spokesperson of the Mother in
more difficult. Being in constant close Artanty in the second half of the sixth
contact with the contaminated earth, century was Andora, an enchantress
they suffered greater losses than the well known for her skills. Under
other Tribes. her guidance, both the Rok’Nars
and the Feruas prospered in the
forests of the northern continent

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and communicated with the Sons of their hands. Guerrilla warfare began
the Sky; their relationship was not at the borders of the forests and at the
without misunderstandings, but at foot of the mountains where the two
the same time was fruitful, at least peoples lived. The main consequence
up to then. There were areas in which of this was that the relationship
the intervention of both parties was continued to deteriorate and it was
necessary, such as an abundance of difficult to mediater. Now that they
eranx near the Peaks of the Moon had fired up everyone’s emotions, the
and, in general, any issues related to Oscurians’ task became much easier:
the mountains, born of the earth and they fed the guerrillas, set the ever-
surrounded by the sky. restless Feruas against their common
In the first months of 581 P. G., enemies, inflated the news about the
however, the misunderstandings imminent take-off of the flying cities
turned into differences of opinion that they had scattered a few weeks
and then into real disagreements. before. With the engineered collapse
Andora heard rumors about which of Windy Peak, finally, they put an
group of Whisplings was actively end to any possible arbitration and
looking for a way to detach whole started the First Elemental War.
cities from the ground and float them The Whisplings attacked first, led
in the sky with the powers granted by their First Generated and his
them by their Kami. She hurried to Dervishes, eight infallible killing
Windy Peak, where Amgriim—the machines. They advanced mercilessly,
head of the village accused of these forcing the Rok’Nars and the Feruas
plans—lived. He denied ever having to withdraw into the forests south of
thought of such a thing, thus putting Whisp and to Lake Lenali in the east,
her mind to rest but at the same time and then they shot flaming arrows
starting a discussion about the fact all over the area, surveilling it from
that, after all, there would have been above, ready to swoop on the fleeing
nothing wrong in allowing his people enemies scattered by the flames fed
to be cradled in the hands of his by the wind. It was a slaughter, which
Father. Days later, Amgriim’s lifeless also explains the absence of woods in
body was found in his house, choked the east of Artanty, all destroyed by
to death by a powerful poison derived that cruel plan.
from the snake apple, a fruit typical The Disciples of the Mother
of the Moon Forest, territory of the counterattacked, but they did so
Sons of the Earth. The door to mutual respecting the environment, ready
distrust had been opened. to lose the battle if necessary but not
Serious accusations were made. to sacrifice their Kami to victory.
It became common practice to be They fought bravely, built and used
armed at any diplomatic meeting, nets made of vines and flexible
and a few hotheads took the law into bushes successfully, raised barriers

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against flaming arrows and gathered The Relationship with
the enchantresses who were most
skilled in the art of creating water to the Veil
counter the danger of fires. In 582
P.G., when they were finally on the Bound by tradition and the
verge of forcing their enemy back preservation of nature, the Rok’Nars
and out of the Wood of the Moon, are the most typical example of the
a new alliance changed the course term ‘conservative’. Any change is a
of the war: Kronoss and Oscurians problem to them, and they need years
joined the enemy ranks and in a of adjustment before they can address
few days determined the outcome a new phenomenon as a community.
of the battle. Rather than lose the When the first Ways were born, for
last manifestation of the Mother on example, they played a rather marginal
Artanty, her Disciples acknowledged role, reluctant to affiliate with one
their defeat and left the Peaks of the another. They were convinced that
Moon to their enemies as a proof of the Ways would soon disappear and
surrender. Since he just wanted to dismissed them at first as a ‘passing
take revenge of the insults received trend’ that could only detract from
by the other—by now hostile—Tribe, the only real philosophy: the worship
Whispling was satisfied. Satnio had of the Kami. Over the years, they have
obtained the alliance he wanted, so reassessed the concept, accepting
he had no reason to lose time or men the Ways as legitimate and, in some
in a fight by now useless. Hired for cases, worth considering. Soon one of
the task, the Oscurians had finished them, Honsu, founded his own Way:
their assignment, so they would have the Followers of the Mosaic. Now,
retreated in any case. centuries later, one can often see
The war caused a clean break Disciples of the Mother affiliate
with the Whisplings, so deep it with them and the Warlords. A few
affected all the continents and had can also be found following the
serious repercussions in the years other Ways.
that followed. When the Whisplings The relationship they developed
actually raised the Kronoss cities with the Veil is somewhat different.
in the air, uprooting them from the Being an integral part of nature as
ground and leaving behind debris much as water, earth and animals,
of craters and rubble, that was the the Veil is just one of the elements in
last straw. From that moment, the the natural cycle of things and must
Rok’Nars were never going to have be understood and protected. This is
anything to do with the Whisplings why there are more than a few skilled
again. enchanters among the Rok’Nars, even
though it is mainly a female skill.
When it comes to using the Veil to

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create magical objects, however, the
Rok’Nars’ are completely different:
on the one hand, the act in itself—
while against their principles—is
acceptable within limits, as it is killing
animals for food or cutting down
trees to build shelters. On the other
hand, they vehemently defend those
environments generated by a tear in
the Veil. When the Tribes manipulate
nature, it takes a new shape to meet
their needs and her own. In the same
way, nature changes according to
precise—albeit apparently obscure—
patterns when the Veil is molded to
create an artefact, a waterfall flowing
backwards defying gravity is just as
worthy of protection as an ordinary
one to the Rok’Nars. Because of
this, they tend to misunderstand the
original task of the Weavers.
When they reach places where the
oddest phenomena can be found—
the same places where the tears in the
Veil run deeper—the Weavers try to
re-establish the original balance by
destroying the mutation produced
in the landscape. Unable to start a
conversation with them, the Rok’Nars
just saw hostile supernatural beings
threatening the new face nature had
taken in an attempt to adapt to the
change it had suffered. For this reason,
the Sons of the Earth are the Weavers’
oldest enemies, ready to fight them
around the perimeter of the places
they tend to threaten the most.

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The Second Elemental in the vicinity were outraged by it,
but had to withdraw because they
War were clearly outnumbered. The Sons
of the Sky rallied their forces and in
The first natural adaptation the 804 P.G., attacked the barriers to free
Rok’Nars protected was the Black the Dero M’ashan, the wind they
Desert of Dejama. They first rushed held sacred which blew periodically
there to aid the victims of the Crystal through the Parvati Mina leaves to
Plague, and then they remained in feed the wood itself. Before anyone
the area for a long time when they was aware, the Second Elemental War
realized it suffered sporadic attacks by had broken out.
the Weavers. Later on, they decided The causes of the second elemental
to concentrate their attention on conflict were trivial, compared to
the eastern continent, too, and on the first, but were also fueled by
the intense activity of the Breath of two centuries of hostility, which
Gromsh. This caused clashes with the started in Artanty and spread all over
locals, so the Rok’Nars just watched Enascentia: each Tribe had lost all
over their activities from a distance, hope of a mutual understanding of
preferring not to get involved once the concepts of sacredness each race
they realized the chaotic nature of held dear; on the contrary, it saw a
that unusual geyser. specific attack against those values
In the first half of the fifth century, in each malicious action. So it was
Sennonga became a real worship that those prejudices they had tried
place for the Tribe, a required stop to keep in check at the time of the
for the pilgrims venturing this far to first war found a violent outlet in the
the south, who at times went there second, as unstoppable as a flood.
specifically to seek Barrog Mòr, the Mesa Atminas was where the dam
Great Embrace of the Mother that finally collapsed, but it was not the
leads to eternal rest in communion only place where battles were fought
with her. In the second half of the between Whisplings and Rok’Nars.
sixth century, Mesa Atminas was Suspecting that other foul actions—
surrounded by Rok’Nar villages, too, such as suffocating the wind of folly—
with the Sons of the Mother ready to were being perpetrated in the other
protect it from the Weavers, in spite places the Disciples of the Mother
of the confusing rumors about what protected so fiercely, the Whisplings
happened inside the woods. Silencing also attacked the Breath of Gromsh
the wind of madness was all it took and later the Temple of Sennonga.
to prevent visitors from falling prey to All they achieved was spreading
it. The barriers raised to stop the flow their forces too thinly and coming
of the wind did not go unnoticed, up against decidedly organized foes,
however. The Whispling Elders living who had settled around those places

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in anticipation of events like this one The location of the first
and were ready to repel any threat. skirmishes was also the one were
Their enchanters had honed their the fight was at its fiercest because
magic and could now tackle flying of the interest both parties had in
enemies, forcing them to the ground, preserving the site. Five months
striking them in flight and taking later, the conflict was brought to
advantage of the lay of the land, as an end by the joint intervention of
well as their ability to mold it into a Lumians and Menoosh. The first
shield, if necessary. wanted to bring two Tribes back to
Sennonga was the Sons’ of the the Light, who, while worthy, were
Earth first victory. Later on, they now blinded by circumstances; the
said that the temple itself had Menoosh, instead, were allied to
given its champions the strength both Tribes and wanted to preserve
they needed to repel the invaders, balance among all the Tribes. They
a half-truth that has its roots in also took the opportunity to urge
the Inim’Ur artefacts scattered all the First among them to gather
over the continent, with which the representatives of the ten races
the Rok’Nars had unconsciously again in a Council of negotiation,
developed an affinity, more or less so that they could leave behind the
like the Lumians in Fourth Dream resentment born of the war, a ploy
had done with their Obelisk. The that had already worked in the past
few surviving Whisplings withdrew in the case of the Feruas.
beyond the sea and concentrated The Second Elemental War
their efforts on the other two ended with the area surrounding
battlefields, counting on their Mesa Atminas divided into two
enemies’ aversion to traveling by sea settlements: Rok’Nars to the south
and on the extreme vulnerability and Whisplings to the north, the
to which they would have exposed former to watch over the vegetation
themselves if they had. At the Breath of the sacred wood, the latter to
of Gromsh, they were the victors, contain the Dero M’ashan within
but they certainly could not count its boundaries, so that it would
it among the conquered countries. not damage other peoples. Of
In fact, it was still firmly in the course, the friction between the two
hands of the Disciples of Chaos, Tribes did not disappear with the
who rose up against both armies conditions imposed on them but at
deployed at the borders of their least remained unvoiced for another
lands but concentrated their natural couple of centuries.
fierceness only against those they
found on the battlefield. The other
Whisplings simply enjoyed the sight
floating comfortably in the air.

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Rok'Nars of Artanty the Rok’Nars cannot forget them
so soon and they are still far from
After the First Elemental War, the forgiving their enemies.
Rok’Nars of Artanty have become They have few representatives in
a minority in comparison to the the mixed cities because they are
other Tribes, gathered into small not at ease among the other peoples
communities in the mountain ranges and have extended their resentment
of the continent from which they to the Kronoss as well, whom they
sometimes reach the borders of the hold responsible for driving the Sky
large northern glaciers. The only Tribe away from its original search
real still-existing settlement is in the for freedom, having made it their
Woods of the Moon, where they live willing prisoner. They usually avoid
together with the Feruas. Both races the Oscurians but do not really blame
share a common interest for the them for the role they played in the
study of magic and have obtained events of the end of the sixth century
some surprising results, most of all because they think the Oscurians,
in the medical field. They are trying characteristically, simply sided with
to prevent resentment from blinding their enemies toward the end for an
them, but not all of them find it easy easy win. If they knew the truth about
to move on and forget the atrocities those years, they might change their
perpetrated by the Sons of the Sky; mind about them.
On the continent, another, far
more worrying tendency is evident:
in Artanty, the number of Rok’Nars
Liberated by the Faceless Ones in
order to force them to join their
ranks is much greater than elsewhere.
According to some, the reason for
this is the eagerness to be recruited on
the part of the Rok’Nars, generated by
their premature bitterness toward the
idea of Kami, a denial that usually
follows the traumatic Overthow of
the Royal Races but which in their
case began to surface after the First
Elemental War.

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Rok'Nars of Dejama Rok'Nars of Si-An
From 5 P.G. onward, the Tribe’s Allied with the Feruas in their war
Newly Generated found themselves of conquest at the beginning of
in a situation similar to that of their the millennium, they defend the
predecessors and had to make do wooded territories at times of war.
without the help of their Elders. In peacetime, they are never truly
Claimed by the Scarlet Vengeance forgiven by the survivors belonging
in greater numbers that the other to the Resistance, who see them
peoples, they found it difficult to as traitors who crossed over to the
re-establish their presence on the enemy at the first opportunity. The
continent. Since they were interested individuals generated after the fourth
in settling only in places where the century do not share that resentment
Mother’s generosity better asserted which, over the years, has become
itself, their aims were hindered by the prerogative of just a few and is
the birth of so many cities and trade disappearing.
routes. Many of them retreated into There, Rok’Nars are divided into
the forests or on mountain peaks in two groups, in the north and south of
an ascetic re-union with the earth, the Varnha Desert, seldom inhabited
but many more forced themselves to by them. In the north, they are still
migrate toward Si-Neb, even if this close-knit under the guidance of
meant facing their old enemy: the sea. wise Nyame, Voice of the Mother
Nowadays, it is still possible to find and protector of the woods, tireless
a good number of Rok’Nars along servant of nature. She is said to be
the borders of the Black Desert, in a the one who found one of the first
number of villages born to safeguard Kronoss flying fortresses, between
the bizarre natural phenomenon the Lakes of the Skull and the Rijia
of those dark dunes. They often jungle, in the northern areas of that
travel through the desert, setting up hilly country. Now turned into a mass
caravans together with the Senduars, of ruins that blend with the earth
the other usual visitors of that place. after it crashed to the ground, the
As a matter of fact, the high market fortress has become the lair of many
price for the purple crystals scattered a wild beast and a warning for the
among the black sands is due not unbelievers: what the Mother claims
so much to the danger of the lethal will return to her embrace.
rakars blending in with the sands The southern group is more
themselves as to the Sons of the Earth fragmented, scattered among the
keeping tireless vigil over the desert. woods surrounding Lake Garemas,
Undoubtedly, they are mostly on the the forests growing along the coast,
lookout for Weavers, but an Oscurian and the large community in the
does not go unnoticed, either. vicinity of Mesa Atminas. Those

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Rok’Nars never forgot the ungracious and reaching the conclusion that
attack by the Gromsh and, while the stability and continuity they are
understanding their chaotic nature, looking for in the peoples of the Third
keep them away from their lands and Era is actually a short-sighted pursuit
try to keep them confined within and that the bases of all natural cycles
their own territories. must be sought in older times they
tend to forget about. It is necessary
to understand the past before one can
Rok'Nars of Si-Neb look at the future. This is the principle
Actual motherland of the Rok’Nars, on which the Way of the Followers
here, they are in all probability of the Mosaic is founded, and the
the most numerous Tribe on the only possible way to have a full view
continent. Divided between places of the past is to put together all the
of worship—such as their capital tiles of the great mosaic formed by all
and the Temple of Sennonga—and the Kamis of all the Tribes that ever
spiritual pilgrimages in search of the existed up to that moment.
Mother, they journey across these His thinking soon finds a growing
lands together with the Senduars. number of followers also outside the
Before the seventh century, the Rok’Nar Tribe, quickly gathering a
continent offered another destination large number of Menoosh, Senduars,
for their pilgrimages—a rich array of and Kronoss. Soon, however, and
breathtaking magical landscapes that with his utmost regret, Honsu realizes
evolved naturally as a consequence of his noble cause needs a fulcrum that his
the use of the Veil. After the disaster beloved Si-Neb cannot provide in order
caused by the Second Council of the to properly spread among the Royal
Royal Races, the destination of their Races. Therefore, he begins a difficult
journey is still the same, but they are exodus toward Dejama to found the
driven by a far more pressing need: new capital of the Way, Durandia.
fighting the threat of the Weavers.
Their siding with the Laran Lumians
has been critical, preventing those Appearance
unholy magical beings from reshaping It is difficult not to identify a Rok’Nar
the whole of Si-Neb. at first glance. These impressive beings
This land is also the home of range in height between six and a half
another well-known Rok’Nar and eight feet, and weigh between
thinker: Honsu, also called ‘the four hundred and six hundred
thoughtful’. Conservative like all his pounds. Their skin has the same
fellow Tribesmen, Honsu takes his texture and color as the rocks, and
usual reasoning to a higher level, some parts of their body are pointed
studying the history of the continent or protrude. They tend to accumulate

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little fat but weigh proportionately with the Mother, and are required to
more than members of other Tribes. randomly pick a seed from a bowl.
The circumference of their lower The officiating Elder will then infuse
limbs is well above average: it is far the seed with the blessing of the Kami,
easier to knock them down than to so that through it, the fruit of His
unbalance them. gift may take roots inside the young
Males and females are both Rok’Nar. The Newly Generated female
hairless, but females tend to have must then eat the blessed seed and
hair that, when present, is as brown stay prone, in prayer, while the Elders
as their eyes. sprinkle her with purified water. The
Females are seldom more than just officiating female continues the rite
over six feet and weigh half as much with words and gestures handed down
as their male counterparts. Leaves or only to the worthiest among the females
buds often sprout from their bodies— scrupulously guarded by the few who
the Mother’s gift to her beloved know them until it is evident that the
daughters. Mother turned her eyes to her blossoms
on the body of the Newly Generated,
now enveloped by the leaves or flowers
Genesis of the chosen plant.
The Newly Generated are welcomed After the rite, the young Rok’Nars are
by a procession of Elders—both males entrusted to groups of older individuals
and females—but are always led by a who teach them about life cycles and
female who will officiate the rites. The the natural working of things.
newcomers are invited to climb down
from the pedestal in the Garden of Life
and walk on bare earth to establish
Civilization
their contact with the Mother. Their The Rok’Nars often live in villages
affinity with their Kami develops occupied by members of their own
from the very beginning, but all the Tribe only. Living as they do in
same customs require a propitiatory complete harmony with nature,
rite, which the Elders celebrate by they seldom build dwellings or wear
forming a circle, burning frankincense much clothing—only the minimum
and eating the fruits the Mother gives so as not to offend the other Tribes’
them to strengthen their existing bond sensitivities, which they respect even
with her. The males’ initiation ends when they do not understand them.
with them being sprinkled on the head The few tasks seen as essential by
with some damp soil blessed by the the Rok’Nars—such as taking care of
officiating Elder; the rite has a different the Mother, collecting her fruits and
level of intensity for the females. hunting her sons according to the
They have to lie down, in full contact natural cycle of things—are entrusted

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to those more qualified to execute apparent. The Rok’Nars apply this
them, and the fruits of their activities same reasoning in an inverse and
are then shared by the community as a restrictive way: what can be found in
whole. They can often be seen sharing nature must be enough for sustenance,
a settlement with the Feruas, but they and if the Tribes try to meddle with
never climb trees: the places hosting it, they will do more harm than good.
both Tribes are always characterized They do not make any sort of tools
by the presence of a cave. to make daily tasks easier; they favor
Some Children of the Earth always hand-to-hand fighting and martial
live in total harmony with nature, arts to the use of melee weapons and
keeping in close contact with the fewer ranged weapons, which they
Mother even while they sleep. avoid almost all the time.
The Rok’Nars do not totally shun All Tribe members—the females in
settlements frequented by other particular, have a special affinity with
Tribes, but they do not like them, rain. They savor each moment of the
especially if there are any barriers magic event that puts them in direct
between them and their Kami, such contact with the Mother and fills with
as the ground or, worse, above- life the gift She made them, which
ground structures. they always carry with them.

Behavior and Customs Game Features


Because of their love of tradition and
stability, the Rok’Nars are considered Rooted to the Ground
the most conservative among the A Rok’Nar always feels uneasy in any
Tribes. The Disciples of the Mother environment that is not dry land:
require a long time to process any on a boat, in a shelter hanging from
change in global interest or the a tree, on a flying ship, etc. In such
balance between the Tribes. This conditions, a Rok’Nar suffers a -1 to
characteristic, together with their all Trait rolls.
tendency to never forget a suffered
wrong or favor received, makes Self-sufficient
gossips say the Rok’Nars tend to live A Rok’Nar refuses any use of weapons
more in the past than in the present. or crafted armors, maintaining he
They respect every single facet already has all he needs to fight. He
of the natural cycle, even the most never uses any armor and wields only
unpleasant or those seemingly unfair: weapons that can be found in nature,
if they exist, that means the Mother such as cudgels, sticks, makeshift
created them with precise intentions, spears and so on.
which may not become immediately

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Rock-Hard Allied with the Janahs:
Made exactly like the rocky walls the “Respectable and honorable, they make
Mother has been raising for millennia trustworthy allies. They are even more
to protect herself has its own steadfast and stubborn than we are.”
advantages. At character creation, Allied with the Lumians:
a Rok’Nar gets Vigor d6 instead “They share many of our principles.
of d4, his natural armor gives him The word given by a Lumian has
Toughness +2 (countered by weapons more value than a Ferua’s claw. They
with Armor Penetration) and adds +2 represent Light and deserve all our
to damage when fighting unarmed. respect.”
As Big as a Mountain Allied with the Menoosh:
Being as tough as a mountain “Just like animals, the Mother’s favorite
implicates other similarities as well. children take care of their primary
The Rok’Nars are bigger in size than needs first and foremost; they merely
most of the other races, which gives chose to add their love for all that’s
them a +2 Size bonus; their body size, beautiful to them, but I see nothing
however, forces them to move at Pace wrong in this.”
3, and to use a d4, instead of the usual
d6, when running. Allied with the Senduars:
“The trees shed their seeds so that other
Elemental Manipulation (Earth) plants may grow. The flowers make
Every Rok’Nar can cast this spell use of the bees to spread their pollen.
three times a day. If he has an Arcane Perennial travelers can only be good
Background, this spell is added to his for the natural cycle of life.”
list of known spells and can be used Indifferent to the Oscurians:
more than three times a day. “Night and day alternate in the natural
cycle of life. We must accept nature as a
whole, and even if night is ambiguous,
Relationships with the compared to day, we mustn’t respect it
other Tribes less.”
Enemies of the Gromsh:
Allied with the Feruas: “They caused way too much damage
“We thank the Mother every day for to our Mother for us to keep ignoring
entrusting her safety and health to the them. They must be stopped.”
upkeep of two Tribes and not just to us.
We will defend Her, side by side with Enemies of the Kronoss:
those who care for her as much as we “Brothers of the wind, don’t you see
do.” they’re just using you? They always
crush the Mother’s fruits, and what

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they really deserve is punishment from
all of us…not that we quarrel with Famous Characters
each other.”
Enemies of the Whisplings: Faybelle
“You fell too far away from the tree,
Since her Genesis, Faybelle has always
brothers. Our hearts break at the
been surrounded by astonishment.
thought that Mother Earth and Father
Welcomed with amazement by the
Sky may part ways, but we aren’t blind
Elders at the Garden of Life, she soon
and our hearts aren’t made of the stone
realizes she is the smallest among her
we always protect.”
fellow Tribesmen, so much so that her
very membership of the Tribe might
View of the Ways seem doubtful. Moved by that very
concern, the Elders seek a link to the
Mother in her, immediately revealed
Inclined towards the Warlords:
by her magic and healing skills. In
“The animals die at the end of their life
spite of this, she is left out of village life,
cycle. We don’t. They bring our cycle to
involved as little as possible in group
an end for us.”
activities and the object of doubting
Inclined towards the Followers glances. A year after her Genesis,
of the Mosaic: she decides to free the inhabitants
“Some Tribes left these lands too of her village of the embarrassment
quickly; it’s a noble gesture to keep caused by her presence and leaves
their memory alive in the presence of it suddenly to head for the Thorny
the existing Tribes.” Grand Canyon, so different from her
in name, yet endowed with her same
Indifferent to the Guild of Free ability to keep people at a distance.
Trade:
Faybelle would like to continue
“I have virtually no interest in any of
living alone, cradled by the voice
their wares.”
of the Mother in all her earthly
Indifferent to the Inquisition of manifestations, but she has to cope
the Blazing Arrow: with the many people who, intrigued
“I understand what they do, but I can’t by her, travel to that narrow rocky
endorse it fully. These Faceless Ones gorge to catch a glimpse of a Rok’Nar
are such a new threat.” the size of an Oscurian. Some even
suspect she might have a key role
Prejudiced against the in the next Overthrow of the Royal
Defenders of Free Will:
Races, just like the mixed Geneses
“How many Tribes can say they have a
of individuals belonging to different
bond with their Kami as deep as ours?”
Tribes which have begun to happen
of late. Over the years, Faybelle has

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grown more and more introverted
and does her utmost to hide, taking
advantage of her size and her
magical skills.
Tribe: Rok’Nar; Rank: Veteran; Way:
None
Attributes: Agility d8, Smarts d8,
Spirit d10, Strength d4, Vigor d6
Skills: Climbing d8, Crafting –
Potions d8, Fighting d4, Healing d10,
Knowledge (arcane) d6, Knowledge
(nature) d8, Notice d10, Stealth d10,
Spellcasting d10.
Charisma: -; Pace: 6; Parry: 5;
Toughness: 6 (2)
Hindrances: Small.
Edges: Arcane Background, New
Power (x3), Power Points (x2),
Servant of the Mother *.
Powers: Bolt, Burrow, Deflection,
Healing, Shape Change, Succor; Power
Points: 20
Special Abilities: Elemental
Manipulation (earth, 3/day), Rooted
to the Ground*, Self-sufficient*,
Unarmed (For+d4+2).
Gear: Long staff (Str+d4, +1 Parry,
reach 1, 2 hands).

Sey-Lahn
The tales about the Grim Mountain,
as he is called, are by now countless.
There are those who maintain
they had to wait more than four
hourglasses before getting an answer
from him, and those who are ready
to swear they saw him uproot a giant
sequoia to turn it into an improvised
bridge over a river. Others even deem
him capable of holding an Oscurian

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in his hand. They are all right. With Charisma: -; Pace: 3 (running d4);
an expression and a size that reflect Parry: 14; Toughness: 19 (2)
his nickname, Sey-Lahn usually Hindrances: Cautious, Code of
intimidates most people, and the Honor, Pacifist.
skulls set in the cavities in his torso do Edges: Ambidextrous, Block,
not help matters in the slightest. Brawler, Brawny, Bruiser, Frenzy,
Sey-Lahn embodies all the basic Improved Block, Improved Frenzy,
principles of the Rok’Nar culture: he Improved Martial Artist, Improved
is conservative, thoughtful, hard, slow Toughasnails, Martial Artist, Martial
and potentially lethal. Besides being Arts Master (x5), Master of Arms,
very well known within the Tribe, Toughasnails, Two-fisted, Weapon
even by those members who live on Master.
the other continents, he is one of the Special Abilities: Elemental (SW, p.
longest-living Rok’Nars and probably 162), Elemental Manipulation (earth,
also the eldest to practice Tsui’Goab, 3/day), Hardy (SW, p.. 162), Rooted
the ancient Rok’Nar martial art based to the Ground *, Self-sufficient*, Slow
on the Tribe’s philosophy. Years Regeneration (SW, p.. 165), Unarmed
have gone by, however, since the last (Str+d6+14), Unarmed (Str+d6+14),
time the Grim Mountain accepted Size +4.
becoming a master again and hand
down that art. The only exception
in the last century is even stranger if
we consider the Tribe to which his
student belonged. He was Kaito, a
Janah. Perhaps it was his own nature
that enabled Kaito to wait for the
necessary time until the master agreed
to teach him, persevering in the face
of his refusals to do so, and enduring
each tacit trial he had to face daily.
He was not a Son of the Earth but
he showed their same resistance and
obstinacy, a talent most people tended
to dismiss, calling it pigheadedness.
Tribe: Rok’Nar; Rank: Legendary;
Way: None
Attributes: Agility d4, Smarts d4,
Spirit d10, Strength d12, Vigor d12+2
Skills: Fighting d12+2, Intimidation
d12, Notice d10, Survival d8,
Throwing d10.

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Senduars
Travelers, Silent Ones

View of the Kami


The Kami is Movement. A static condition means death; movement generates
life. In his honor, we devote our lives to a never-ending journey. Only by
visiting each existing place will we be able to understand its true essence.

“Fascinating. I realize I might be misleading you on this subject, but I cannot


find other words to describe him. In fact, I’m not talking about a Menoosh,
as you might be inclined to think, but about a Senduar, an awe-inspiring
manifestation of Discovery from traveling. It is not a given to know which
discovery, however, or on what kind of journey. This is why I cannot think of
any other adjective, even though I feel guilty every time I put ink to paper to
compose that word. Fascinating. A dark charm, a subtle and yet compelling
seduction that takes root in the meanderings of my mind with each victim
falling suddenly, a smile on his lips. How could they smile at their executioner?
What beatitude was hidden behind that serene gaze in the very last moment of
conscious life? I, just like anyone else, cannot know the answer. My only task is
to observe. And I like it, in spite of myself.”

From the journals of Oricros, the Beholder

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Senduar appeared in the eastern part active in those lands and instead of
of Si-Neb, near the glaciers. From seeing him as a fellow being moved
the very first moment of existence, by a common aim, he saw the only
he concentrated on assimilating thing he was able to see everywhere:
everything he could: smells, flavors, an obstacle to overcome. Senduar
sounds, shapes, sensations. He let just defended himself with his innate
all creation dance before him, each ability to teleport, which he had never
external stimulus brush against used before for fear of missing some
him, and he was insatiable but not experience through that disjointed
impulsive. Swiftly, he strode toward way of traveling. Finding himself
the west, absorbing all he could like a pressed by his furious opponent, he
sponge but carefully refraining from had to react, thus starting a chase that
altering that boundless sensorial went beyond the imagination even
vessel. As he rejoiced in the blessing of the most imaginative thinker. In
of his Kami, however, like any First the end, he was forced to resort to a
Generated, he also had the same more drastic expedient, using one of
treatment in store for every Tribe; his powers he had never tried before:
anyone who happened to be in his he divided his essence into countless
vicinity fell lifeless to the ground. grains of sand which he scattered
It was not a painful death, though, with the wind. His technique was
anything but. They would simply successful, with his opponent chasing
crumple to the ground with a serene his infinitesimal parts everywhere in
expression on their faces. There was vain. What Senduar could not know,
no fight, the souls of the fallen would however, was that all his attempts
fly toward their destiny peacefully, to pull himself back together would
leaving behind their heavy, and now be in vain, too, because meanwhile,
empty physical vessel. his powers had begun to wane
Only a short time later, however, unexpectedly, and he needed them
houses, trees, and even the mountains at their maximum power to be able
themselves fell to the ground, too, to reconstruct his body. Since that
together with the bodies of Senduar’s day, he has been wandering all over
victims. It was Janah’s handiwork, the Enascentia because his spirit is still
end result of an uncontrollable fury bound to it. However, he never
raging all over Si-Neb, with nothing experienced the privilege of true
and no one keeping him in check as he consciousness or freedom of action.
unleashed the same level of desolation In a sort of bizarre retribution, the
that required the intervention of two other members of his Tribe are fated
First Generated on other continents. to enjoy fully what was denied to their
And yet, he did not carry out his work First Generated.
to the very end because his irrational
eyes fell on the other first Generated

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Trying to analyze the Senduar from far away. In the light of this,
civilization is like trying to catch Senduars learned to collect specialties
the wind with a net. Since they are from the places they visited and keep
nomadic by nature and have little or them until they reached somewhere
no inclination for gathering in large they would be unusual and therefore
groups, to examine the history of be in high demand.
their Tribe, it would be necessary to They never took sides openly in
study the personal history of each of any conflict between Tribes unless
its existing members—impossible attacked individually or kept from
even for the boldest Janah. The travelling, which happened during
Senduar contribution to Enascentia’s the conquest of Si-An at the beginning
past has to be found elsewhere, in the of the millennium when they found
traditions they have upheld through themselves trapped in the Varnha
the centuries, more by instinct than Desert and were consequently drafted
because of tradition. Most of the by the Resistance. It was quite difficult
present natural balance the Rok’Nars for them to send representatives to
and the Feruas so actively defend is the Councils of the Royal Races—
also due to the intervention of these respectively in 400 and 600 P.G.—
careful observers: they would know because they lacked any hierarchic
immediately if a species of animal structure or stable places in which
was rare or abundant in a certain to gather. Those of them who were
region and hunted accordingly. Their present at the Councils were more
main aim was to feed without altering ‘volunteers’ than real ‘representatives’
their environment irreparably, but as of their people.
a direct consequence of this, they also
prevented some animal species from
overpopulating specific areas, which Dunesia, the wandering
could have had repercussions on the
neighboring territories as well.
capital
Senduars never stopped in mixed Having a capital is almost a
cities for long but were ever present contradiction in terms for a wandering
there. For each Senduar leaving, there population, which is why Dunesia
was usually another one just arriving. was never considered a capital by the
They never carried many things with Senduars themselves but acquired
them as they wandered, but those items that title over the centuries when
they traded in each village to obtain other populations realized it was the
the bare minimum they needed were only city where Senduars made up
seen as an service rendered merely by most of their number and started
chance to merchants and Oscurians calling it that. In time, the Travelers
everywhere, since they were the best heard the term, too. It amused them,
means of delivering exotic objects and they made it theirs willingly,

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because a wandering city was the gargantuan koopash, seeing to his
only one to which they felt they truly primary needs. In order to reach the
belonged. most inaccessible areas, such as the
It was a Senduar who first climbed mouth or the back itself, they built a
onto the back of the giant koopash system of scaffoldings and ropes, and
when it finally grew to his actual size in even rope ladders to throw to anyone
the Varnha Desert, and he did that for brave enough to try to climb on the
two reasons: to ride the largest mount koopash while it was moving.
ever seen and reach its back, a place The huge beast became a great
no one had certainly ever explored attraction for the Senduars, most of all
before. Once up there, Olokun felt when they found themselves trapped
pleased with his success and decided in the desert from the pressure the
to remain there a little longer to better Feruas exerted along its borders.
understand the movements of the Many of them came to admire it,
huge koopash. It had a steady gait, and none of them could refrain from
there was no swaying on the top of the climbing on its back at least once.
shell, and the view was breathtakingly Many of them ended up thinking the
beautiful. Olokun soon realized the same thing: if we cannot leave the
huge beast had the same needs as a Varnha Desert because of the Feruas,
normal koopash, namely to rest and why do we not change perspective and
feed every three nights, something cross it again on the koopash’s back?
that was not going to be easy in the That was when they thought about
desert for that poor gargantuan beast. building huts and other structures
When the koopash stopped for his on the creature’s shell, turning it into
first night of rest, Olokun climbed their temporary home but never
down from his back and headed for ending their wandering. Over the
the nearest campfire. He reached a years, those buildings changed from
small Senduar encampment, whose something simple to far more refined
occupants were in the process of structures. Their main objective was
heading for the moving mountain that they had to be raised on a rigid
they had seen in the distance, and ever-moving platform. In time, they
explained the situation to them even tried to take agriculture and the
through sign language. Each of rearing of livestock there, at times
them did something: find wood and with satisfying results, as with the
other building materials, hunt many spout eggplants, as the environment
lahans and other game beyond the there is perfect for them to grow. Even
dunes whenever possible, store huge today they are still exported from
quantities of water and so on. Their the wandering city to everywhere
constant activity drew the attention on the continent. The lack of water
of other Travelers and soon scores continued to be the greatest problem,
of Senduars were taking care of the but luckily Dunesia’s inhabitants did

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not use much. In any case, Senduar Ogun—and it is his greatest ambition
researchers and enchanters found a to take it beyond Si-An borders to
way to filter the koopash’s urine and see the other continents together. Up
turn it into a drinkable—albeit still until now, however, he has not been
rather foul-smelling—liquid. able to fulfill his dream.
Thus, a stable civilization grew
on the koopash’s shell, while the
animal moved deeper and deeper Beyond known borders
into the desert. At that point the Travelers by nature, the Senduars live
Resistance could not ignore what to explore. They usually spend the
was happening under its very eyes first years of their life scouting the
and tried to contact Olokun and the continent in which they have been
other Senduars. A delegation of the generated from top to toe, until they
united Tribes was put up in Dunesia are familiar with every single cave,
for the time necessary to work out a river or animal. That is when they
plan; they were going to use the most begin to travel to the other three
wonderful among the beasts as a continents, repeating the process.
battering ram to break up the Feruas’ At times, they need to examine
army and offload the armies on its more fully than they did on their
back onto the Pack’s rear. first journey, such as looking into
The aim of this was to strike the customs and traditions of all the ten
Tribe’s shamans, the only ones who Tribes or taking a look at the full list
had any medical knowledge, and it of animal and vegetal species in the
worked so well that Dunesia could records kept by the Menoosh. Those
continue to advance until the two few individuals that live long enough
fronts of the Resistance—the one in to get to this point, however, do not
the Varnha Desert and the one by the know the meaning of the word ‘stop’.
Lakes of the Skull—could join forces. Instead, they usually travel beyond all
From that moment on, it was not so known borders. It is not uncommon
unusual to find visitors from other for a Senduar to head for the eternal
tribes in the Senduar capital, and the glaciers in the northernmost part
city itself was finally free to explore of Artanty and Si-Neb, just like it is
the whole continent instead of just not unusual to see a ship of Travelers
the desert, even though it still has a leave from the inner ports of Si-An
tendency to return to the familiar and Dejama on route for Sit-Tabthi
sands, sooner or later. or from the outer ones toward the
Over the years, Olokun has never extreme borders of Enascentia itself.
left his place, which makes him one This is the name given to these
of a kind within his race. He has unknown waters, which everybody
developed an empathic relationship knows as the keepers of the deepest
with the koopash—whom he calls

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abysses in the whole creation, borders Things are quite different where
beyond which nothing exists. Even the sea closer to shore is concerned.
this definition is not dire enough The ships returning from those routes
to stem the Senduars’ thirst for have certainly reached the area the
knowledge. Council declared off limits in the year
There are more than a few people 400 P. G., and some of them may have
who maintain they saw a Traveler even reached the coasts of Sit-Tabthi,
come back from the deep sea or the while every other Tribe perished just
glaciers, but what is hidden in those trying to. In any case, those occasions
places is still a mystery all the same, are rare. Most times, it does not matter
and the reason for this is quite easy to how experienced a Senduar is when
guess: you will never find a Senduar he thinks he knows the other four
who will deprive you of the pleasure continents: his next voyage is usually
of discovery. At most, he will invite his last. For this reason, the average
you to follow his path. It goes without lifespan of a Senduar is about four
saying that such a suggestion is often hundred years, roughly one century
rejected, albeit kindly, because it is for each continent.
common belief that nothing can be
found in those places but certain
death. The only reason the Senduars
themselves come back is that at some
point they are forced to because going
farther is impossible.

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The Mnemonic Gems even stronger affinity with each other
until they ended up connecting all
In 241 P.G., the scholar Obatala the carriers of a Mnemonic Gem.
founded a group of researchers and Soon, external stimuli and feelings
experimenters willing to be guinea blended within each of the servants
pigs for some far-from-conventional who chose to analyze a gem carrying
magical experiments. Driven by the it on their forehead, to the point that
common aim of Discovery through they became unable to distinguish
travel, they did not simply record their personal experiences from those
the information they collected as of the others. Data transmission was
they traveled but went beyond that not immediate, however; it only
and took advantage of the gift of happened when a given gem was not
manipulating the Veil to gather new actively absorbing knowledge, that
information which could not be is, while the carrier was sleeping.
obtained by any conventional method. The Senduars soon saw those gems
They started as a small caravan of as a curse more than an important
brave souls, but soon, other people experiment because it nullified a
following the same Kami joined them. whole life spent searching for sensory
Together, they periodically recorded stimuli, the discovery of the world by
the progress of their experiments themselves, and went against all the
and frequently shared their notes principles of their Kami even more
and the subjects of their studies, strongly than the oral tradition used
which ranged from simple magical by the other Tribes. They tried to
objects to new parasitical life forms. remove the gems from the Servants’
They were soon called Servants of forehead but gave up after their first
the Unknown by external observers, attempt, which ended with the death
unable to understand the thirst for of the gem carrier because the gem
knowledge driving them, but as time had grown inside his brain, plunging
went by, that nickname proved to be its crystalline roots deep into his grey
extremely fitting. One experiment in matter and becoming one with it.
particular—known as the Mnemonic After that failed attempt, there were
Gems—revealed its true nature only a still nine gems and nine carriers.
few centuries after its creation. Those They all tried to fight in any possible
gems were created as magical objects way against their fate, and the best
that could store an infinite quantity solution they came up with was to
of sensory data and were designed search for each other, gather together,
to be set in the center of a traveler’s and lead the same life as much as
forehead, who would thus become the possible, thus limiting at least the
source of the information gathered by different contexts in which their
the artefact. Ten gems were created, collective memories were trapped.
which over the years developed an That experiment worked for centuries,

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until one of them, Iriko, fell victim to reality, which induced madness:
an ambush of the Faceless Ones, in unable to react, they ended up
995 P.G., and had his symbol severed. embracing that multiform and
His aggressors did not just forcefully impossible life. Others reacted and
recruit him, they also kidnapped him tried to sleep as little as possible, using
to carry out experiments on that gem stimulants to be able to sleep just one
shining on his forehead. That day, the or two nights a week.
other eight carriers woke up to the The Faceless Ones gradually
realization that Iriko had disappeared improved the experiments they were
and the knowledge of every single running on Iriko—who by now was
experience he had gone through up a little more than a ruined shell—and
until then. That was the beginning of managed to duplicate the Mnemonic
a surreal chase in which the chasers Gems. They began to set them on
knew every move of their kidnapped the foreheads of some people they
companion as soon as they woke up, had Liberated by force, thus creating
and Iriko knew how near they were a multitude of eyes scattered all
to him as soon as he opened his eyes. over the continent. They collected
When they realized it, the Faceless information easily accessible through
Ones did their best to reduce Iriko’s Iriko, who was no longer sentient by
sensory experiences to a minimum, now and could not share any emotion
blindfolding and drugging him to with the other gem carriers. Today,
confuse and inhibit his senses until there are scores of Mnemonic Gems,
the other Travelers lost his trail. The active mainly in Si-Neb and carried by
Faceless Ones were not satisfied members of any Tribe which may not
with that, however. As soon as they even be Faceless Ones. Some of them,
reached a safe hiding place, they put who volunteered as carriers, were
together a laboratory in which to run recruited at the Cape of the Eagle just
more detailed experiments on their before they left for Sit-Tabthi.
kidnapped prisoner, and tortured One of the original ten carriers,
him, pushing him to the limits Enlil, got tired of being a victim and
of his endurance to gather all the reacted strongly, swearing he would
knowledge they could obtain about get his revenge against the Faceless
the Mnemonic Gem without killing Ones. The Inquisition of the Blazing
its carrier. Of course, the treatment arrow welcomed him willingly among
had its repercussions on the other its members in 991 P.G. and created a
eight carriers, who were forced to patrol whose only task was to find the
share their companion’s pain at every other Mnemonic Gems and kill any
awakening, drowning in a sea of Faceless One they might discover in
visions and distorted perceptions. the process.
Some of them went insane because
they could not distinguish between

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Senduars of Artanty satisfy their cyclical hunger. Anyone
aiming to travel through their lands
Here the Travelers often visit the must know their movements and
Peaks of the Moon and the Moon how to keep them at bay.
Forest, but they also like to stop at Recently, in 912 P. G., a Senduar
Clamatis, Ereldia, or Merrinock. succeeded in an endeavor, considered
Among the cities, however, their impossible up until then: he tamed a
favorite destination is still Legis, leoxam. Inle, also called the Trainer,
most of all in the sixth month of earned his nickname a few years
the year, when its aerial ports are before, when he managed to tame
open to those who do not belong and ride beasts notoriously difficult
to any Way, either. There is another to approach, such as meburuusas
experience many Senduars end and eranx. A committed follower of
up sharing in Artanty: exploring his Kami, Inle had traveled all over
the northern glaciers. They are the known continents and seen some
the only ones who venture beyond among the most exotic and rare species
the Rok’Nar villages built on those until he developed a firm belief:
snowy mountains and even the icy the discovery of the animal world
peaks controlled by the Whisplings. does not mean just learning about
Just as the other Senduars wander all the different species. Inle did not
across the deserts of the other therefore settle for merely observing
continents, they venture into the new exotic species unknown to
depths of those frozen domains, him but tried to develop a deeper
eager to savor all the sensory stimuli relationship with each of them. At
the bravest among them can enjoy. the same time, he managed to tame
These Travelers develop different even the most aggressive wild beasts,
traditions as they head for those thus carrying on his travels with an
northernmost lands, change their animal companion always by his
clothing and take all the necessary side. Animals, however, have a much
measures, taking weeks or even shorter lifespan than any Tribesman,
months to prepare before they set whatever his Tribe, and when each
off on their journey. Among the of them died, Inle concentrated his
suggested precautionary measures, efforts on training the next one.
there is also a study of the habits and When he reached the glaciers of
hunting methods of the leoxams, Artanty, Inle finally attempted the
who are among the few living brave endeavor to which he owes his
beings who can survive at those fame: he tamed a leoxam. The ice lion
temperatures. These unchallenged became his faithful companion and
masters of the glaciers venture into followed him till his last moments of
the settlements at the foot of the life, even keeping watch over his dead
mountain ranges periodically to body after he drew his last breath.

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This unprecedented event reveals a Mosaic, or even important members
previously unknown characteristic of the Way itself. It is not uncommon
of these magical beasts: after waiting to meet Senduar Followers, to whom
for days beside his master’s body, the Durandia is a reference point and the
leoxam turned into a stone statue place from which to leave for their
with the same shape and traits it had frequent missions in search of some
in life. In spite of the extensive studies fragment of a lost civilization hidden
on the subject carried out by the who knows where. What most see as
Kronoss, the process that made such a a boring search is to them a strong
miracle possible is still unclear and it stimulus driving them to start their
is the only documented event of this next journey. Ir-e-Nor, better known
kind. That unusual statue is not the as Silent Sand, is one of them, a
only legacy the Trainer left behind: free thinker who has developed an
his journal, full of annotations extremely personal theory about the
regarding the behavior of the animals Mosaic and the Overthrow of the
he studied, is still being transcribed Royal Races.
by Menoosh scribes, on commission In any case, all the Ways are
by numberless libraries on every equally represented on the
continent. continent, and each of them
counts a good number of Travelers
among its members. The artefacts
Senduars of Dejama recovered by these unstoppable
The Travelers do not like Dejama very explorers are quite sought after in
much. The only thing they appreciate Jundali, and opening new trails
is the variety offered by its mixed to find more of them may itself
cities. There, it is often possible to be incentive enough to join the
find more smells, flavors and colors Way. Even though their capital
than in ten other cities of the same is elsewhere, the Defenders of
size inhabited by just one Tribe. The Free Will have more than a few
Senduars contribute to the prosperity representatives on these lands,
of these cities by stopping there to too. A clear example of this is the
buy supplies in exchange for those Opulent Wayfarer, one of the Four
sought-after objects or raw materials Merchants who control Vesoelm.
they collect along the way. Vesoelm, His rejection of the Kami he
Kartali, and Durandia would not be received when he was generated is
the same without them. quite evident, but what most people
Durandia, in particular, periodically often misinterpret is the choice
hosts many Travelers, either just he made afterwards: his elegance
sympathizers with the Way of which and opulence, together with his
it is the capital, the Followers of the artistic tastes, seem to point at the
Menoosh artistic freedom, while it

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is just Oscurian materialism. And Once the alarm was raised all over the
he certainly makes careful use of continent, the Janahs were the first to
the magic abilities as a result of arrive and demonstrated their battle
that choice. skills. They were not enough to stop
Further south, between Jandia and the spreading of the Plague, however;
Braska’s Volcano, everybody can still on the contrary, they gave the crystals
see the end result of what a Senduar new bodies to infect, thus allowing
enchanter, Ninsun, did a few centuries them to spread boundlessly, until the
earlier, in 107 P.G.: the Black Desert. infected people became a veritable
Ninsun wanted to trap a sandstorm army that kept growing in numbers.
within an object that could release it Finally, it was the joint intervention
every time it was used, but he made of the Senduars—on a pilgrimage
a mistake in creating the object and toward the desert—and the Rok’Nars
ended up altering both the color and living in the area that put a stop to the
the essence of the sand he loved so threat in 111 P.G., together with the
much . The Dune Globe he created military support of all the Tribes and
has become legendary, but its actual the cleansing of the disease in its first
whereabouts are unknown. What no stage by the Daughters of the Earth.
one knows is that the sand was not Those already in the advanced stages
the only element to be trapped within of the disease had to be exterminated,
the Globe: it also contains a bihar, and the Rok’Nars’ and Senduars’
made immortal by the magic process, task was made easier by their own
and over the centuries more than an physiology. In the following years,
owner of the Globe has been killed by the Disciples of the Mother took it
that—now eternal—creature. upon themselves to guard the desert
There is another phenomenon borders to limit future contagion,
that started to appear soon after the while the Travelers kept scouting its
creation of the Black Desert. The sands, motivated by fascination and
purple crystals that had always been duty in equal measure.
present there produced some special
arthropods—the rakars—which
camouflage themselves perfectly Senduars of Si-An
among the sand and the crystals Landing on Si-An is an important
themselves and are also the vile moment in any Senduar’s journey:
carriers of a terrible disease. The crossing the Varnha Desert is a
Crystal Plague, as it has been called, sacred stage of their wanderings.
first developed among the caravans They are among the few who can
heading toward the southern coast or truly appreciate the uniqueness of its
heading inland from the sea, and the landscapes and also see the challenge
first who had to deal with it were the those dunes poses to any wayfarer
villages scattered around the desert.

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as reason enough to visit them. The The enchanted places protected by
fact that those same sands host their the Rok’Nars, such as Mesa Atminas
capital and guard the legacy of their and the Breath of Gromsh, fascinate
forefathers, forced to a life of captivity, the travelers and are always included
makes the desert an essential stage in their itinerary on the continent.
in their journey. While in the
desert, many Senduars experience
the blessing of mystic experiences Senduars of Si-Neb
granted them by their Kami that Abandoned ruins, unspoiled nature
often drive them to the boundary and landscapes scarred by magic:
between life and death. Of course, all these things are incentives the
they do not care about the Kronoss Travelers cannot simply resist. For
theories, according to which those centuries, Si-Neb has been the
visions are the natural consequence continent on which the Senduar
of dehydration and malnutrition. usually stay longer, so much so that
No Traveler sound of mind will ever the number of caravans here is well
pass up climbing on the shell of the above average. Si-Neb’s fascinating
huge koopash carrying the city which landscapes are not the only reason
is the symbol of the tribe itself on they tend to spend more time
his back. This makes Dunesia the wandering among these suggestive
hub of exchanges between Senduars, places. In fact, many of them belong
whether they barter materials to the ancient group of researchers
recovered anywhere on Enascentia known as the Servants of the
or exchange notes about a subject Unknown. After the unsuccessful
they studied during their journey. In experiment with the Mnemonic
time, the capital has become a unique Gems, all experiments in progress
crucible of culture and information, are now subjected to greater controls
an ever-evolving urban center which and the intentions of a researcher
frequently hosts people from other are debated in depth before his
Tribes, eager to obtain from the project is approved. This is probably
Senduars the secrets they keep but are why the Servants of the Unknown
seldom willing to share. However, it is managed to leave their past failures
not easy to access the knowledge kept behind and never incurred the
within Dunesia’s halls, so it is more wrath of more conservative Tribes
likely that the visitors will stay just for or organizations.
the time necessary to learn a specific While traveling in the desolate
art or discipline lands of the southern continent,
it is possible to cross the path of
one of the original carriers of the
Mnemonic Gems, who have by now

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gone insane for the most part. While throwing weapons. In a melee, they
still faithful to Senduar ideals, they prefer polearms, such as spears and
have all given in to the charm of the halberds, which they use as staffs when
spoken word, a relief valve they need not fighting.
to endure their state. Among them,
there is also Enlil, surrounded by the
troops the Inquisition has put at his Genesis
disposal, one of the most resolute The Genesis of a Senduar is always a
and uncompromising divisions of deeply spiritual moment. The whole
the Way. welcoming ceremony involves ritual
codified gestures. Throughout the
ritual, none of the officiants says a
Appearance word, and the Newly Generated is
The Senduars’ custom of dressing forced into silence by gestures or
themselves in oversized clothing even more direct means if necessary.
that covers them from head to foot In most cases, however, it is not
makes it difficult to see at first glance necessary.
the otherwise distinctive features in During this rite, the Newly
their appearance. The members of Generated receives his travel gear—
this Tribe have a rough and grainy which will probably accompany him
skin, akin to desert sands in texture for many lunar cycles—which he
and color, and they are the only can choose to accept, and then at the
ones among the current Tribes to be end of the ceremony, each Senduar
totally sexless. However, their choice resumes his personal journey. Left
of clothing also makes them easily to his own devices, the new Tribe
recognizable: a hood pulled down member ends up doing the same.
over a face hidden by a piece of cloth
with a pair of green or brown eyes Civilization
peering above it is a clear sign you are
dealing with a Senduar. Their hair is There are Tribes who are inclined
almost always hidden by their cowls, to settle in single-Tribe villages. The
but when visible, it is usually quite Senduars are the only Tribe who will
fine and brown. never do this: the only thing that
The numerous layers of clothing resembles a Senduar village is a caravan
are not the only weight the Senduars made up solely of Senduars. However,
have to bear because they usually you will never find them in the same
carry with them all items necessary for place for more than two nights in a
their travels: torches, canteens, knives, row. Even their capital, Dunesia, is
candles, etc. They often use ranged
weapons, such as bows, crossbows, and

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always moving, and greets members Do not expect them to be good
of any Tribe within its walls, free company, however. The Senduars
from constraints of any kind. are not unpleasant and tend not to
To this Tribe, hospitality is a isolate themselves, but they have very
fundamental and almost sacred little inclination for dialogue. Though
value. This is also true when they accustomed to traveling alone for long
extend their hospitality—as a nomad periods of time, they have learned to
will do when helping any traveler he listen. Silence may be invaluable, just
meets along the way—and when they like words always have the potential
receive it, they have no prejudice to ruin a perfect landscape, a natural
against anyone showing respect for and beautiful balance. A Senduar
this cornerstone of their culture. It always prefers not to express himself
is said some Senduars died because with words: he uses gestures, writing
they accepted an Oscurian’s offer of or even actions, knowing well that an
hospitality, even if they knew quite inspirational action will induce others
well what they were in for. There are to do the same—or to ignore it—but
few similar stories: when the sacred in any case will be understood. Only
nature of this gesture is violated, the when they cannot find any alternative,
dishonorable host’s life comes to the they resort to using words, but they
same end. are as concise as possible and sound
The Silent Ones usually travel quite annoyed.
in large caravans, which start with
a single individual and gradually
grow in size along the way. They Game Features
do not understand the concept of
community, but will never refuse to Magic Trapping
help another traveler, especially if he A Senduar adds a particular Trapping
belongs to their own Tribe. to each magic: casting his spells
never requires the use of any spoken
component.
Behavior and Customs
In their never-ending journey to Inclined to Traveling
discover their Kami and his creations, A Senduar always feels the need to
the Travelers choose a new destination resume his journey after a brief stay
each time and savor every moment somewhere. If a Character accepts a
and detail of their journey there. They prolonged break from his traveling
believe that if they stay put, their with good grace, the Game Master
vantage point will never change, and should consider giving him a penalty
the same will happen to them. for being out of character.

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Survival Instinct Relationships with the
The Senduars are sturdy creatures:
their bodies can withstand any other Tribes
weather and the difficult situations
they may have to face on rough Allied with the Lumians:
terrains. Likewise, their minds are “Honest, loyal.”
highly adaptable, which makes it
easier for them to find edible food
Allied with the Kronoss:
“Hospitable, careful.”
or live by their wits. At character
creation, a Senduar gets Vigor and Allied with the Oscurians:
Survival d6, and a +1 Toughness “Self-serving, well-stocked with goods.”
bonus.
Allied with the Rok’Nars:
Always in the Saddle “Strong, self-confident.”
The Senduars’ physical strength, Allied with the Whisplings:
gained from being constantly “Spontaneous, resourceful.”
mobile, and being one of the races
that share the deepest bond with Indifferent to the Feruas:
pack animals (such as horses and “Tame, irrelevant.”
koopash) predispose them to travel.
At character creation, a Senduar gets
Indifferent to the Gromsh:
“Amusing, dangerous.”
Riding d6.
Indifferent to the Janahs:
Keen Senses “Aggressive, stubborn.”
A Senduar is a keen observer: details
are extremely important to him, and Indifferent to the Menoosh:
he seldom misses relevant clues or “Inspiring, inspired.”
details. At character creation, he gets
Notice and Tracking d6.
View of the Ways
Silent
A Senduar deems speaking an Indifferent to the Guild of Free
overindulgence and always tries to Trade:
avoid it. He prefers to speak through “Noisy.”
gestures or directly through his Indifferent to the Defenders of
actions. Should a player ignore this Free Will:
and act differently, the Game Master “Incomprehensible.”
should consider giving him a penalty
for being out of character. Indifferent to the Inquisition of
the Blazing Arrow:
“Resolute.”

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Player's Guide
Indifferent to the Followers of his journey—rigorous on land—
the Mosaic: collecting soil samples in transparent
“Day-dreamers.” vials with the aim of forming a
mosaic with handfuls of earth from
Indifferent to the Warlords: in every corner of Enascentia. His
“Coherent.”
choice of a mosaic is far from casual
and reflects his personal view, which
Famous Characters leads him to become a member
of the homonymous Way. And it
is in making this decision that he
Ir-e-Nor, finally reaches a turning point in his
philosophy, concluding that each
also known as Silent Sand
journey must have a destination, just
Itinerant philosopher and warrior, like each path must have a trailblazer
since his first years of life, Ir-e-Nor who opens the way to those who will
proves to be an attentive listener. follow him. In 990 P.G., he puts into
He starts quite soon on his path of place the first of ten fragments, a
research, always joining different series of pins applied on his cloak and
caravans and groups as per the custom made to contain small rolls of
Senduar tradition. He embraces the parchment with his notes, the result
dictates of his Kami with enthusiasm, of years of study. His original intent
developing his personal version of the is to fill each scroll with information
concept on which his tribe is based: regarding a specific Tribe, position
Discovery through travel is first and one of them every year along his path
foremost a discovery of one’s own and finally trace a map to reach them
self via an inner journey. In time, he all, using a mosaic made with the
realizes he is just a part of the whole, samples of soil he had collected. What
which leads him to acquire a healthy he wants to accomplish is to pass on
interest in the other cultures. He to future Tribes the knowledge about
puts his knowledge at the disposal the present ones to create continuity
of people from any Tribe, as a guide, and a precise goal in the gathering of
listening to their tales attentively, knowledge through travel. His choice
developing his philosophical with regard to timing, however,
dissertations in silence, and reading springs from intuition based on
the texts he has accumulated as a tales he heard about the previous
reward for his services. Overthrows of the Royal Races,
During his journeys, he is the only which led him to believe they were
survivor of a tragic shipwreck after a not casual incidents but cyclical
violent storm, which causes him to events that occur at intervals of one
develop a strong aversion to water. thousand years.
From the coast of Dejama, he resumes

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Now, in 996 P.G., Ir-e-Nor still has Powers: Healing, Limb Shaping *,
three fragments on his cloak. Two are Omen*, Oasis*, Teleport*; Power
dedicated to the Gromsh—because Points: 15
he still has to find a meaning for Special Abilities: Magic Appearance
their constant wandering—and the *
Kronoss—because he is convinced Special Attacks: Scimitar (spell,
there is a meaning behind that d10+d6-1) x2.
thousand-year interval, and they Gear: Long staff (Str+d4, +1 Parry,
already know what it is. The last one reach 1, 2 hands), leather armor (1).
will be dedicated to the Senduars,
deliberately, because if it is necessary Enlil
to know oneself before being able to
understand others, it is also true that Generated in the first half of the third
we are often misled by thinking we century in a Garden of Life in Si-
know best. Neb, during one of his first voyages,
He prefers to fight turning his upper he meets Obatala’s caravan which
limbs into scimitars made of sand immediately intrigues him. Since the
(Limb Shaping) and taking advantage moment of his Genesis, he has been
of the mobility granted him by his aware of being able to alter the Veil,
enchantments (Teleport). The nature but he feels far more comfortable
of his enchantments and the sand he handling a bow or riding an animal.
carries with him, together with his However, he also refuses to think
usual aversion to talking, have earned the gift of magic was bestowed
him the nickname of Silent Sand. upon him without a specific reason.
Tribe: Senduar; Way: Followers of He soon comes to believe he is the
the Mosaic; Rank: Veteran. perfect guinea pig for the scholars’
Attributes: Agility d10, Smarts d8, experiments because he can manage
Spirit d6, Strength d4, Vigor d8 arcane powers and at the same time
Skills: Fighting d10, Knowledge his physical prowess is noteworthy.
(arcane) d6, Knowledge (geography) He joins the Servants of the Unknown
d6, Knowledge (Tribes) d6, Notice d8, and soon becomes one of the ten
Riding d6, Spellcasting d8, Survival subjects selected for the experiment
d6, Tracking d6. with the Mnemonic Gems. Over
Charisma: -; Pace: 6; Parry: 8 (7); the years, that experiment turns out
Toughness: 8 (1) to be more of a curse than anything
Hindrances: Delusional (pins legacy), else, but Enlil keeps fighting, even in
Phobia (water), Quirk (collects earth). the darkest moments. The continual
Edges: Ambidextrous, Arcane traumatic experiences he endures
Background, New Power (x2), Power when he wakes up, however, affect his
Points, Qualified in Scimitar *, Rapid mind, and he develops a real phobia
Recharge, Two-fisted. against sleeping at night. He therefore

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takes stimulants regularly, postponing Tribe: Senduar; Way: Inquisition of
the feared moment when his energies the Blazing Arrow; Rank: Heroic.
collapse for as long as possible, and he Attributes: Agility d12, Smarts d8,
starts accumulating sensory stimuli Spirit d12, Strength d6, Vigor d12
that are not his. Skills: Fighting d10, Healing d6,
After Iriko’s kidnap by the Faceless Investigation d6, Notice d12+2, Riding
Ones, Enlil develops a strong hatred d12, Shooting d12+2, Spellcasting d8,
against the whole Way and swears Survival d10, Tracking d10.
to avenge himself for the suffering Charisma: -; Pace: 6; Parry: 7;
inflicted on him and all the other Toughness: 10 (1)
gem carriers, which is why he joins Hindrances: Habit (stimulants),
the Inquisition of the Blazing Arrow. Phobia (sleeping), Vengeful.
The High Inquisitor Morken himself Edges: Bow Expert *, Bow Master
takes interest in his case and looks *, Centaur*, Extraction, Improved
carefully into it. He then has Enlil Extraction, Marksman, New Power,
undergo hard training to learn to use Qualified in Scimitar*, Quick, Quick
the Mnemonic Gem only as an asset, Draw, Strong Shooter *, Unerring
instead of enduring it as a burden. Shooter *.
After his training, Enlil joins nineteen Powers: Detect/Conceal Arcana,
other Inquisitors, forming a division Environmental Protection, Oasis*,
devoted to finding the Faceless Ones Omen*; Power Points: 10
through the use of the artefact on Gear: Scimitar(Agi+d6-2)*,
the Senduar’s forehead. It is one of composite short bow (12/24/48,
the most ruthless armed handfuls 2d6+1)*, leather armor (1).
of Inquisitors, who have no respect
for the taboo of the symbol and will
not let anything prevent them from
hunting down their prey. They camp
by day to allow Enlil to wake up as the
sun sets and recover from his visions,
and then they strike with swift night
raids, when the carriers of Mnemonic
Gems are more vulnerable and less
prone to travel, which makes it easier
to track them down through the
Inquisitor’s visions. Enlil’s curse has
him trapped in a vortex that worsens
with each killing. When he next goes
back to sleep, he relives the death of
his victim.

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Whisplings
Childrens of the Wind, Disciples of the Father

View of the Kami


The Kami is our Father, the Sky. Isn’t it natural, after all, to think that’s where
we come from? His breath gives us life, his wrath takes it away. We are free in
the Sky, and it is to the Sky we dedicate our freedom.

“Mournful being… if only I could put my past naiveté right…no one understands
the nature of his affliction more than I do. How could I know the real intentions
of that vile usurper…so, he came to me, full of hope, and I turned it into
hollow sadness…who, among us, wouldn’t want to forget the atrocities…those
memories are far away now, but that lined face still struggles to find a smile. So,
he came to me, full of hope, and I turned it…mournful being…”

The Eternal, about Whispling

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Characters
Even the sky greeted the advent of unique place, an ode to the Father
Whispling on Enascentia excitedly. that would become their capital,
Wrapped in the darkest of cloaks, Whisp, carved in a mountainside that
it sang full-throated, yelled and could be only reached by flight.
screamed passionate hymns to its Life in Whisp during the first
most faithful servant. It danced and centuries was debauched and wild as
moved frantically over the sea and its people tried to distract their ruler,
land, everywhere. A real cataclysm haunted by his past. After some initial
was unleashed on Artanty, where the resistance, the First Generated joined
First Generated opened his eyes, and in the singing and dancing, drinking
on the surrounding waters. The wind hard and indulging in all sorts of
swept away any object or creature on excesses so that the joy of a life
its path—nothing was left in its wake. following the teachings of his Kami
Lightning, hurricanes, typhoons: would overwhelm him. This kept his
Father Wind sent all his heralds to people’s morale high, but when he
remind the earth of the arrival of returned to his rooms, his memories
his beloved son. Whispling took would come back as a heavy cloak on
advantage of every tool at his disposal his shoulders.
to carry out his task. He partially For more than three centuries, the
completed what Kronoss—active on Whisplings simply rejoiced in life and
that same continent—was doing, but the other gifts of the Kami, without
while Kronoss was interested only giving any thought to organizational,
in the members of the by-now Lost bureaucratic or military matters.
Tribes, Whispling unleashed the As a result, they seemed more like
forces of nature with no regard for a multitude of independent beings
anything: living beings or inanimate than as a true close-knit Tribe. The
objects. first consequence of this was the
When he regained consciousness, expansion of the Kronoss’s dominance
the regret for his actions overwhelmed over the western and central regions
him like a flood and never fully left of Artanty, with the sole exception of
his heart. He dragged himself to the the east, in the vicinity of Whisp. The
place of Genesis of the Elders and situation was the same on the other
was quite open with them about what continents, where the Whisplings
he had done and his feelings about did not keep the expansionistic aims
it. Grateful for the life they had just of the neighboring peoples in check
been given and fully believing in the and tended to mingle with the other
innocence of the one who, among Tribes in the mixed cities, which
them, cared most for the freedom they found more congenial. In Si-An,
of each individual, the Elders tried however, the situation degenerated to
to make him forget the causes of his extreme depths when the Whisplings
melancholy. Together, they built a were forced to live through those first

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Characters
centuries trapped in few safe places, messenger the Feruas sent to the Rijia
hunted by the Predators. It was the jungle and in general wreaked havoc
initiative of some enchanters among through the lines of the First Felid’s
the Sons of the Sky that allowed army.
the Resistance to contact outside
reinforcements in the end and The Dervishes and the
overturn the tide of the war.
The arrival of the Blue Hope in
escape from Khrone
Artanty was just the beginning of the Those who saw the dervishes in action
counterattack led by those minorities, never forgot it. They were masters at
but it was also what made Whispling’s arms of incomparable skill. Facing
own spirit spring into action. He them on the battlefield meant facing
gathered those among the Elders anthropomorphic maelstroms made
who had been less prone to indulge of wind and metal, real furies, each
themselves and more prepared to fight with a fighting style different from the
during those long years of continuous others but equally skilled. Whispling
festivities and formed an elite body himself could not be spotted among
of warriors, dervishes, who would them easily, so high was the level of
have to strike the enemy rear and the the others’ talent. When Dunesia
strategic points of its formation with left the desert, it found an already-
swift and lethal raids. The rest of the frayed barrier, easy to break through
army of the Sons of the Wind kept because of the war of attrition the
fighting as it had always done, with dervishes had fought over the years.
the archers taking position above the The continuous exposure to the
enemy foot soldiers and releasing dangers of war had its unavoidable
the first volleys of arrows, taking consequences, even though the
advantage of the surprise element, number of losses was extremely low:
followed by the enchanters whose two of the original ten dervishes lost
task was to protect them from the their lives: Iosheka, the Sharp Dancer
counterattack that was sure to follow. and Heng, the Celestial Lightning.
Finally, once everyone’s attention When they went back to Whisp
was concentrated on the sky, the first after the truce, in 354 P.G., Whispling
line of fighters attacked the enemy’s did not dismiss his dervishes, who
rear, where the archers were usually by then were just seven, the number
positioned. While the main body with which they are remembered,
of the joined Kronoss, Whispling but made them his personal guards.
and Oscurian army was fighting on When he appointed them, he wanted
the north-western coast of Si-An, to thank them for their outstanding
the ten dervishes opened the way to service and gave them access to the
supply provisions along the border of treasury of the capital—considerably
the Varnha Desert, intercepted any increased during the war—so that

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they could choose one or more come in the first place. They saved
weapons appropriate to their fighting the villages near the glaciers from the
style or the nickname they had been threat of the leoxams when they tried
given on the battlefield. to migrate to the southern mountains
Whispling’s elite selection did in 498 P.G., and in 363 P.G., they went
not simply watch his back in the as far as Lake Garemas in Si-An to
inaccessible halls of Whisp but fight the monstrosities generated by
fought by his side every moment the Breath of Gromsh, fighting side
of his troubled life. In fact, the First by side with the recently established
Generated had a strange feeling of Warlords. In 567 P.G., they ventured
fulfillment in fighting the war in Si- to the Silent Plain, in Dejama,
An, a feeling that increased his unease when Triglav’s Veltrians pushed
and the guilt already tormenting him. dangerously to the north, crushing all
Luckily, that anguish did not last as resistance.
long as the original one, which would And yet, at the end of each of
never vanish. He soon understood those feats, Whispling could not help
the cause of his conflicting feelings, but fall prey to his thoughts again.
which was the awareness of fighting From time to time, he would go to
for a good cause against enemies who Khrone, to see the First Generated
had made the wrong choice…but a nearest to him, from the geographical
choice all the same. What oppressed and personal points of view, at least
him was the denial of freedom, the judging from the things he confided
killing of unknowing people, who had to him. Posing as Kronoss, Satnio
no true fault nor had been allowed to listened willingly to the Son of the
take sides consciously. Wind when he vented his tormented
Once he understood this side of feelings, and on each visit, he planted
his nature, he did not stop for one the seed of doubt in his heart with
moment. He would frequently leave the intent of forming an alliance that
the comforts of Whisp to fight his would make them both invincible.
people’s battles personally, with his Whispling’s agreement, though, was
dervishes by his side. Not all the Tribes late in coming, and after years of
ever had the same privilege, and part failed attempts, Satnio decided it was
of the blind trust the Whisplings time to speed things up. (p. 95)
have in their First Generated is due After forming an alliance with the
to this. At the head of the armies of Scholars, Whispling changed his
the Sons of the Wind, those eight behavior. The change was gradual and
fighters accomplished great feats for therefore unnoticed by the majority
their people. In 460 P.G., they stopped of Whisplings, but it did not go
the cutrus’s advance, sending the unnoticed by those who had been at
survivors running back to the Peaks his side for centuries…not after they
of the Moon, from where they had saw how he looked at them and with

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whom he kept company. The dervishes The Elders Council of Khrone
gathered to discuss the problem, but decided not to take part in the event
they did not even have to broach the openly to avoid rumors and turning
subject because they all immediately again to the Masters of Deceit for
understood what was wrong with help as it had done during the First
both the alliance and the transfer Elemental War. Since that day, each
of Whisp’s beloved halls to the now dervish has been pursued and hunted
changeable Khrone. And yet, they down by the Oscurians of Artanty,
did not know how to behave. Publicly driven by an unprecedented reward
voicing their beliefs was dangerous, offered for the head of each of them.
at a time when all the Disciples of the Today, it is believed in Khrone that
Father were grateful to the Scholars the hunt for the dervishes has ended,
of Time for their help in the First since all seven rewards have been
Elemental War; the present condition cashed in by the Aranxes in the
of the First among them made any service of the Whisperer of Secrets.
such move even more dangerous, for However, as it is well known, the
Whispling was responsive and yet Children of Shadows do not always
unrecognizable. To speak without play according to the rules, and three
any supporting evidence might have of the delivered heads were just an
meant condemning themselves at excellent work of forgery.
their own hands, and the capital Below is a description of the ten
hosting them had suddenly become original dervishes and their fate.
the most dangerous place to be. So Asherah: expert in martial arts
it was that—even though without no and archery, she served on the front
place to go or plan to follow—they line and carried out support missions
decided to disappear, to fly away from in the rear with skill. Reserved and
that cage and search for a solution to thoughtful, it took time for her
whatever was ailing their guide. Since to get used to the company of the
they knew their disappearance would other dervishes, whom at first she
be noticed, they parted ways so that considered merely an annoyance she
their pursuers would have to spread had to endure because that was the
their forces thinly. They each knew will of the First among them and she
they had volunteered for a mission, held him in the highest esteem, even
perhaps the most difficult they had more than his other devoted fighters.
ever faced since they had earned the When she received her reward in the
title of dervishes. In any case, what treasury of Whisp, no one noticed any
happened that day in 582 P.G. was to difference in her when she returned.
be remembered by all the peoples— The other dervishes never looked into
their own included—as ‘the flight of the matter, and it is still unknown
the dervishes’. whether some of her incredible skills
were the result of her discipline or

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whether she had any magical help. those who had disowned him after
After Whispling’s drastic change, years of honored service. He willingly
Palden and Witha dragged Asherah joined the Faceless Ones.
away from Khrone by force to prevent Hammon: Also called the Celestial
her from doing something foolish Salamander, he was the stealthiest
that would expose them all to their element of the group. Reconnaissance
new enemies, whoever they were. Her missions were usually entrusted to
companions’ care was not enough, him because of his natural ability to
though, and she died by Palden’s side make no noise whatsoever when he
soon after the healer’s death. moved. Because of his experience of
Diyu: (see p..218) throwing knives and any short blade,
Gefjun: together with Diyu, Heng, he was assigned many a solo mission
Witha and Whispling, he was one and a place at the rear of the enemy,
of the five original dervishes who where the Salamander—the dagger
could use the Veil, but he did not he had chosen in the treasury of
share knowledge of the same type of Whisp—could shine the most. When
known spells. In fact, he specialized the dervishes left Khrone at the end of
in the field of personal magic the sixth century, he chose to follow
enhancement, fighting with his own the road he knew best and parted
limbs molded in the shape of curved from the others to vanish without a
blades or pole arms, depending on trace while waiting for the waters to
the circumstances. When the seven settle. He did some research of his
dervishes parted ways after leaving own on the possible causes of the
the Kronoss capital, Gefjun followed sudden change the First among them
Black Whirlwind because he had had undergone and thus learned
always felt closer to him than the about Tamiri’s experiments. Armed
others in the years they had spent with this knowledge, he tried to track
fighting side by side. In the darkest down the others, searching for them
moment, however, their personal all over Artanty with the only result
visions began to diverge until they of falling into the nets of the Oscurian
became incompatible. They still Aranxes, meeting his death there.
agreed on one point, though: if they Heng: Skilled dueler and archer, he
wanted to survive, they needed allies. owed his battle name to his speed
Unlike Black Whirlwind, who started on the battlefield and the volley of
looking for help for himself but never arrows he managed to pour over his
totally gave up the possibility of enemies before his companions could
saving Whispling, too, Gefjun chose come and support him. He died in the
to care only for himself, to the point first half of the fourth century, a few
of reneging his origins and betraying years before the truce, during the first
frontal fight with the shaman Maylea,
who was on the run at the time.

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Player's Guide
Iosheka: also called the Sharp Dancer, when casting a spell, a habit seen by
she fought by the side of the other most people as a simple ritual gesture.
dervishes for a whole decade before After fleeing Khrone, she stayed
losing her life in a raid that failed with Asherah and Palden to better
because of the very efficient aerial repel the Oscurians’ constant attacks,
defense put up by the Feruas. During but this only made the pursuers’
the battle Whispling managed to task easier. She was the first to die,
neutralize it, but the first volley of killed in a surprise attack organized
arrows was fatal to Iosheka. with the sole aim of eliminating the
Palden: Together with Black group’s healer before facing the two
Whirlwind, he was one of the remaining dervishes.
Whisplings’ battering rams. He
coupled the Whisplings’ natural agility
with brute strength, a trait unusual in Whisplings of Artanty
their race, which he displayed most The Whisplings of Artanty are
in the blows he delivered with his perhaps the only ones among the Sons
powerful halberd, Thunderclap. He of the Wind who maintain a vaguely
built a relationship of mutual trust and hierarchic social structure. In fact,
intimacy with Witha and followed her the First Generated is one of the few
after the dervishes left Whispling. He acknowledged rulers and lieutenants
died fighting by Asherah’s side, after scattered all over the continent—each
Witha’s death. governing one of the most developed
Black Whirlwind: (see p.. 220) Whispling urban centers— to answer
Whispling: At first, numbered among directly to him. This social pyramid
the dervishes, he joined their ranks was somewhat shaken when the
limiting his use of his magical talents dervishes escaped in 582 P.G. but
so that he would not be immediately soon found its solidity again. The
recognized by the enemies, only capital, Whisp, is still inhabited, even
delivering finishing blows or if its actual condition is quite different
intervening when his companions from the splendor of the first centuries
found themselves literally cornered. when the legitimate ruler still sat in
He left the group, later known as ‘the the throne room. In accordance with
seven dervishes’ when he decided to Whispling’s explicit request, most of
appoint them as his bodyguards. the city’s highest offices have moved
Witha: A skilled fencer, she was to Khrone to consolidate the alliance
unrivalled with a rapier, but her skills with the Kronoss, but those who
were not limited to that. Her natural stayed behind in Whisp still hope he
talent for magic and her interest in will soon return. Among the capital’s
alchemy and healing herbs earned citizens, there is also the merchant
her the role of healer of the group. It called the ‘Sultan’, who sympathizes
seems she used to grip her rapier’s hilt

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with the Defenders of Free Will and check, patrols are sent periodically
has secretly converted to the Senduar within their territories to monitor
Kami. The rarities he hoards in his their growth and take the necessary
personal nest are so many and varied measures ahead of time.
that they could be compared to the
treasure kept in the royal palace.
The Tribe has settled in various Whisplings of Dejama
villages, mixed cities and many places Unlike their fellow Tribesmen
set at such an altitude, no other Tribe beyond the northern sea, the Sons
could reach them. Claw Pass and the of the Wind of Dejama have no rules
Peaks of the Moon count an extremely whatsoever. They are free spirits, just
high number of Sons of the Wind like the Menoosh, their natural allies,
among their population. Most of and have a tendency to avoid settling
them are still there to contain threats in single-Tribe villages, preferring to
already repelled in past centuries by live in mixed cities or join the caravans
Whispling and his dervishes. Cutrus traveling along the Sijang Road or
and leoxams never stopped wandering through the Silent Plain. Incredible
out of the valleys among the Peaks of as it might seem, the passion for
the Moon and glaciers, even though freedom of action and thought typical
they never attacked the settlements of the Painted Ones is shared in these
in such numbers as they did in their lands by another Tribe: the Gromsh.
first historically documented assaults. One can often see a Disciple of the
To keep that potential threat in

Timeline of the Third Era

Year Event Where


Anno 0 The Scarlet Vengeance starts spreading Dejama
2 P.G. Satnio takes Kronoss’ place Artanty
3 P.G. The Oscurians find a cure for the Scarlet Vengeance and Dejama
exploit it
12 P.G. The Conquest of Si-An by the Ferua Pack begins Si-An
107 P.G. Ninsun creates the Dune Globe and, as a consequence, Dejama
the Black Desert
111 P.G. Fight to contain the Crystal Plague Dejama
163 P.G. The Inquisition of the Blazing Arrow is founded Artanty
241 P.G. Obatala founds the Servants of the Unknown Si-Neb

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354 P.G. The Conquest of Si-An ends; the Feruas are isolated Si-An
inside Melvor and Rijia
359 P.G. The Warlords are founded Si-An
363 P.G. Whispling and his dervishes fight side by side with the Si-An
Warlords in the War of Lake Garemas
395 P.G. Sayele creates the Purple Hourglass and, as a Si-An
consequence, Mesa Atminas
400 P.G. First Council of the Royal Races Dejama
428 P.G. Simar creates Ku'Rak and, as a consequence, the Temple Si-Neb
of Sennonga
458 P.G. The Defenders of Free Will are founded Si-Neb
460 P.G. Whispling and his dervishes drive the cutrus back in the Artanty
valleys of the Peaks of the Moon
498 P.G. Whispling and his dervishes prevent the leoxams from Artanty
migrating beyond the borders of the glaciers.
507 P.G. The Followers of the Mosaic are founded Si-Neb
514 P.G. Triglav betrays and kills Veltarr, becoming the ruler of Dejama
Jandia
536 P.G. The Guild of Free Trade is founded Dejama
567 P.G. Whispling and his dervishes prevent the Veltarians from Dejama
advancing on the Silent Plain
581 P.G. The First Elemental War begins Artanty
582 P.G. The First Elemental War ends Artanty
600 P.G. Second Council of the Royal Races Si-Neb
621 P.G. Braska’s centuries-old challenge against the phoenix Dejama
begins; Janah drives Triglav away from Jandia
624 P.G. Legis is founded Artanty
627 P.G. In-A-Heartbeat explodes; Legis is rebuilt Artanty
747 P.G. The expedition toward Fourth Dream begins Dejama
765 P.G. The Silent Expedition begins; the Return Harbors are Si-Neb
founded
789 P.G. You-Too Much-Speak is defeated by the walls of Si-An
Kor'Maresh
804 P.G. Second Elemental War Si-An e Si-Neb
985 P.G. The Faceless Ones kidnap Iriku and begin Si-Neb
experimenting on the Mnemonic Gems

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Father taking part in a wild dance in to prevent the Feruas’ marksmen
one of the many Gromsh gatherings from sighting them. Moreover, their
called, ‘I say this is Kartali’. natural ability to manipulate the wind
Art and music are at home on found a practical use when applied to
the western continent, and the the most abundant element at their
Whisplings living in these lands disposal: they specialized in creating
share this common passion. Among small localized sandstorms.
them are the best bards of all The Whisplings generated in Si-An
Enascentia, real masters at playing can be recognized not only from their
an instrument, delivering an oration different habits but also from their
or singing. They can also be dancers, clothing and the musical instruments
jugglers, acrobats: their creative flair they use. Their clothing is usually
knows no limits. made from light cloth but cover
most of their bodies to protect their
delicate skin from the heat of the sun.
Whisplings of Si-An They favor brighter colors than the
As with Lumians and other peoples Whisplings on the other continents,
usually bound by strong traditions, usually preferring shades from
the Whisplings trapped in the Varnha yellow to red, light green and beige
Desert for the first three centuries included. When playing, they favor
of Enascentia’s history developed a wind and percussion instruments to
different lifestyle from their fellow the stringed ones and specialize in
Tribesmen on the other continents. playing any type of drum.
The Feruas had soon equipped In the southern region, there is a
themselves with bows, crossbows and well-known Whispling city, Cridara,
other ranged weapons built specifically where huge wind instruments are
to prevent the Sons of the Wind from activated periodically by the winds
escaping, even though sooner or later channeled by a nearby rocky gorge.
they would have been forced to land What is never revealed about this
on enemy territory. Therefore, the city is that there are hard-and-fast
Disciples of the Father were forced to rules regulating curfews as well as the
remain in the desert, too, at least until nighttime activity of the city guards,
the Blue Hope was finally built and dedicated to regulating and containing
launched. As a direct consequence most of the winds channeled through
of this, the Whisplings had to adapt the horns. This is due to the fact that,
their lifestyle to their situation, which in the past, some inhabitants reacted
meant they learned to fly accelerating to the night melodies by behaving
horizontally instead of vertically so strangely and talking about visions
that they would avoid any obstacle of creatures made of shadows before
while flying at an altitude low enough losing consciousness.

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Whisplings of Si-Neb Appearance
While this continent has an The Whisplings are graceful and
abundance of the high rocky peaks naturally elegant creatures. One is
usually favored by the Sons of struck immediately by their light
the Wind, the massive presence of majestic stride. The first thing that
Rok’Nars in those areas, together with catches your eye is their quite peculiar
their capital located right in the middle hair is almost imperceptible: you
of the Mehara Mountains, prevents the can tell exactly where it begins but
Whisplings from enjoying those gifts of not where it ends, because it literally
nature as much as they would like to. vanishes into air.
They gather mostly in medium- The color of their skin is also quite
sized villages and contact other different to that of other Tribes, because
Tribes as little as possible, with the it is always quite light, often bluish.
exception of the Senduar caravans. Tall and slender, the Whisplings have
They always join them willingly and an average height of almost six feet and
usually delight the Silent Ones with seldom weigh more than a hundred
their musical talent. and forty pounds.
A rather troubled Disciple of Their clothing is always eccentric
the Father has been sighted often and refined: the Whisplings always act
wandering along the coast. It is according to the mood of the moment
Melgart, a veteran of the Second and seldom go unnoticed. This is true
Elemental War who never fully both for the males and females; the
recovered from it nor could ever latter shamelessly dress even more
accept the defeat. He still wanders on scantily to attract the attention of rapt
the waters separating the continents onlookers.
where the war took place and The Disciples of the Father use
along their coasts in search of any ranged weapons mostly because of
unlucky person on which to vent his their affinity with the winds. They
frustration, preferably some Rok’Nar. favor agility and skill when fighting, a
Melgart is an extremely experienced penchant that usually prevents them
enchanter, and over the years, he from using any kind of armor.
specialized in creating hurricanes, It is not unusual to see them carrying
which he unleashes on his victims. a musical instrument.
He often goes to the harbors of the
cities along the coast, embarking on
ships full of passengers. He waits until Genesis
the ship is far at sea, then he flies off A Whispling’s Genesis can be heard
the ship and unleashes one of his easily by whomever happens to be in
hurricanes, the violence of which he the vicinity. Even before the young
has learned to endure

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Characters
one appears, those who convened to This totally free choice also leads to
celebrate the new life start dancing a lifestyle more or less influenced by
and singing to praise the Father. Once the other races, opening the way to
the Newly Generated appears, the the use of kronlings, the inclination
dancing stops, the music becomes to socialize, the development of the
a background complement, and the musical arts, etc.
Elders explain to the new Whispling Single-Tribe Whispling villages are
the few things he needs to know an incredible sight, or at least this is
about their view of the Kami and the what the few fortunate members of
freedom it gives. other Tribes who can see them would
Together, they then take part in the swear. Characterized by a totally
best demonstration of such theories, vertical development, they have many
an exclusive prerogative of this Tribe: openings to the outside and resemble
flight. Once the Newly Generated has huge nests rather than proper cities.
learned to move freely in the air, the Should you ever manage to visit one,
celebration resumes in the trees, in you would never go far without a
the air or wherever else they like. local guide who could fly you to the
most inaccessible areas.

Civilization
Although true that almost all the
Behavior and Customs
Kronoss live—or have lived for a The Children of the Wind stood out
period of their life—in the flying originally because of their intense
fortresses with the Whisplings, the vitality and irrepressible propensity
same cannot be said for the Children to experiment and compulsively
of the Wind. There are two schools satisfy their curiosity. Now, they trust
of thought among the Whisplings: Whisplings’ choice in agreeing upon
the first being that the first advocates an alliance with the Kronoss. This
follow the same path of the brothers choice meant sacrificing centuries of
who were the first to choose to work traditions and customs based on the
together with their allied Tribe and lack of any ties and communion with
live in the same halls; or they choose the air in order to aspire to something
a life of isolation, and followers of this greater. Right now, the Whisplings are
view settle in places any Tribe who suffering because of their captivity,
cannot fly will never be able to reach but hope for a bright future shines in
and live there in communion with their eyes. The whole Tribe is torn by
their Kami, away from all those who agonizing inner conflict: they would
cannot fully understand him. like to take flight as free as birds but
are forced to bide their time, locked
up inside huge cages, waiting for

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Player's Guide
the moment their wings will be long Thrown to the Ground
enough. The sadness enveloping them Not only do the Whisplings yearn for
quenches their natural enthusiasm. as frequent a contact with the Father
They often resort to music to express as possible, but they also literally
their feelings. suffer from the absence of His touch.
The females are extremely empathic If forced or thrown to the ground (for
and reflective. The males tend to example, if held down forcibly on his
be more impulsive and boisterous. back), a Whispling is automatically
Both compose hymns and sing their Shaken.
Father’s praises, always ready to hold
festivals and dance in his honor. Fly
The Wind holds each of his Children
in his hands and grants them the gift
Game Features of soaring through the air. According
to his Rank, each Whispling can fly in
Innate Agility accordance with the corresponding
Among all the physical and mental spell. As a Novice, a Whispling can
characteristics of the Children of the cast the spell on himself once every
Wind, the most typical is undoubtedly hour; as a Veteran, he can do this
their agility, the gracefulness of each twice an hour and can choose whether
movement and the mastery guiding to cast the spell on himself or on
their limbs when they use a ranged another target. Upon reaching Heroic
weapon. At character creation, a Rank, he has no limit whatsoever to
Whispling gets Agility, Throwing, and the number of times he can use this
Shooting d6. spell on himself, and at Legendary
Rank, he can use his Boating skill to
Slim pilot flying ships.
A Whispling’s body structure allows
him to fly, but at the same time makes
him less inclined to facing arduous Relationships with the
physical trials. Increasing his Vigor
die costs 2 points at character’s
other Tribes
creation and 2 advancements during
Allied with the Gromsh:
the game.
“Honestly, I haven’t yet understood
Elemental Manipulation (Air) whether they are totally free from
Every Whispling can cast this spell bonds or whether they bear the
three times a day. If he has an Arcane heaviest burden of them all. In any
Background, the spell is added to his case, they offer an entertaining show…
list of known spells and can be used at least seen from up here.”
more than three times a day.

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Characters
Allied with the Kronoss: View of the Ways
“We need to learn from them and they
from us. Can you imagine? Being able
Inclined towards the Defenders
to be anywhere in any given moment:
of Free Will:
this is the ultimate expression of
“This really is a Way expressing the
freedom.”
concept of free choice. Find some creed
Allied with the Menoosh: to be of your liking? Follow it without
“They understand us best when we concern. If it’s the same I believe in, I’ll
speak about freedom. We just look for be happy to explain it to you.”
it in different places, but the end result
Indifferent to the Guild of Free
is the same.” Trade:
Allied with the Senduars: “It certainly is the most free among the
“To travel, make discoveries: I really Ways. Anyone can do business with
understand them! If they were just a them. I prefer to keep doing so and feel
little more companionable, they would free from any ties.”
be perfect.” Indifferent to the Inquisition of
Indifferent to the Feruas: the Blazing Arrow:
“Ascending from earth we put more “They’re free to seek vengeance if it’s
distance between us and them, and we what they want. Personally, I find it
really do not miss them.” such an unproductive undertaking.”

Indifferent to the Janahs: Indifferent to the Followers of


“I like their attitude. Sooner or later we the Mosaic:
might find them flying at our side.” “They chose a very particular way of
expressing themselves, searching for
Indifferent to the Lumians: their own identity in other people.”
“Among them all, theirs seems to be the
sturdiest cage. It’s golden, but it’s still a Indifferent to the Warlords:
cage.” “Let it be clear…I don’t think their
theories are wrong. However, such a
Indifferent to the Oscurians: regimented way of thinking might end
“We don’t mind using any means to up overcoming the view of the Kami
pursue our intents. And I believe they within each individual.”
hold all the means in their hands.”
Enemies of the Rok’Nars:
“We never disapproved of you for
clinging to the ground you love so
much. Why, then, do you now take
exception to our wanting to fly beyond
peaks we couldn’t even see before?”

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Player's Guide
Famous Characters Sakima, who managed to give him
some magically altered substances
by controling the mind of a subject
Diyu for a long period of time. As soon
as she realized how big a fish she
Generated halfway through the had caught in her net, the Oscurian
second century, Diyu was already tried a triple cross: she trapped bits
one of the guards serving in the of Diju’s memories inside a leaf of
royal palace in Whisp, when the First Parvati Mina to sell it to the Gromsh
among them decided to appoint him collector, kept the dervish prisoner
as a dervish. Devoted to duty as he long enough to create a passable copy
was, Diju willingly accepted the office of his head that would allow her to
also because he held Whispling in the cash in the reward, then she sold him
highest esteem, which was why he as a slave to the highest bidder. Diju
tended to orbit around him. Together is presently serving as bodyguard of
with Asherah, he soon became one a Kronoss slave trader, Siros, and his
of Whispling’s most trusted servants destiny might well be in the hands
and carved a place within the group of those players who will decide to
for himself, thanks to his many follow the Plot Point at the end of
talents, most of all his fighting style Game Master's Guide (p. 133)
based on the use of two scimitars and Tribe: Whispling; Way: None; Rank:
a few spells. Legendary.
After the so-called flight of Attributes: Agility d12+2, Smarts
the dervishes, he lost track of his d10, Spirit d8, Strength d6, Vigor d6
companions and carried on his Skills: Boating d12, Fighting
investigation on what had happened d12+2 (+2 scimitar, +2 Ghyldeptis,
to Whispling by himself, following +2 Tag-Mag), Investigation d8,
more than a few wrong leads. Knowledge (battle) d8, Knowledge
Centuries later, he finally believed (Whispling) d12, Notice d8, Shooting
he had found the right path when he d6, Spellcasting d8, Throwing d6,
learned about Mesa Atminas and the Tracking d6.
leaves of Parvati Mina. He went to Charisma: -; Pace: 6; Parry: 13;
see the greatest expert on the subject, Toughness: 8 (1)
the Gromsh collector Wise-Much- Hindrances: Loyal, Vow (saving
Feather, but the Gromsh gave him Whispling), Wanted (Oscurian)
many reasons to doubt the validity of Edges: Ambidextrous, Arcane
his theory. Disheartened but far from Background, Block, First Strike,
defeated, he went to a nearby inn to Florentine, Frenzy, Improved Block,
spend the night in Ereldia before Improved First Strike, Improved
resuming his wandering, and there Toughasnails, Improved Trademark
he got caught in the net of an Aranx, Weapon (Ghyldeptis), Improved

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Player's Guide
Trademark Weapon (Tag-Mag), After leaving Khrone, he spent
Master of Arms, New Power (x2), his first days on the run with
Qualified in Scimitar*, Quick Draw, Gefjun, with whom he often talked
Scimitar Expert*, Toughasnails, about their absurd situation. Their
Trademark Weapon (Ghyldeptis), respective points of view differed in
Trademark Weapon (Tag-Mag), Two- many respects, most of all whether
fisted, Two-handed Scimitar Master*, Whispling was genuine in that
Weapon Master, Whirlwind*. situation. They agreed on one point,
Powers: Air Globe, Armor, Bolt, however, and it was the need to
Deflection, I Am Wind*; Power find someone who could give them
Points: 10 shelter and cooperate with them in
Special Abilities: Elemental the difficult times they would soon
Manipulation (air, 3/day), Fly (1/ have to face. When Black Whirlwind
hour), Slim*, Thrown to the Ground*. expressed his intention of joining
Gear: Ghyldeptis – Scimitar Zamalki’s Warlords because they
(Agi+d6-2) Catalyst and Whirlwind were the only Way that respected his
LI3*, Tag-Mag – Scimitar (Agi+d6-2) personal view of the world, Gefjun
Power Absorber and Whirlwind, did not reply and disappeared during
leather armor (1). the last night before reaching the
fortress-city.
Black Whirlwind From that day on, Black Whirlwind
left his past as a dervish behind and
Black Whirlwind was one of the dedicated himself to the Way he had
youngest—and most restless— joined, leading a life that was not
dervishes. Unlike the others, he very different from the one he had
substituted the name received at led before. Soon, the people in the
his Genesis with his battle name. fortress started to call him by his new
The reason for this was never made name: the Black. Appearances aside,
known, and it is better not to bring in his heart, he still nurtures the hope
up the subject with him. Front-line, of being able to do something for the
reckless and expert fighter, he never First among them one day, but to
lost any opportunity to wield the have a future he must first build his
large two-handed scimitar he always present.
carried strapped to his back. The day Tribe: Whispling; Way: Warlords;
when each dervish was granted a gift Rank: Legendary.
from the royal treasure, he set his eyes Attributes: Agility d12+2, Smarts d8,
on another scimitar, just like his own Spirit d10, Strength d8, Vigor d10
but all black…it is not known if its Skills: Fighting d12+2 (+2 two-
color was due to the material it was handed scimitar, +2 Black Wind),
made of or some spell applied to it… Intimidation d12, Knowledge (battle)
which was soon renamed Black Wind.

220
Characters
d12, Knowledge (Whispling) d12, Weapon (Black Wind), Two-handed
Notice d6, Shooting d12, Survival d8, Scimitar Expert*, Two-handed
Taunt d12, Throwing d6. Scimitar Master*.
Charisma: -; Pace: 6; Parry: 11; Special Abilities: Slim*, Elemental
Toughness: 11 (2) Manipulation (air, 3/day), Thrown to
Hindrances: Overconfident, the Ground *, Fly (1/hour).
Stubborn, Wanted (Oscurian) Gear: Black Wind – Two-handed
Edges: Command, Counterattack, scimitar (Agi+d8-2, AP 2, -1 Parry, 2
Dodge, Expert Taunter, First Strike, hands) Lightning quick and Piercing,
Frenzy, Improved Counterattack, heavy crossbow (15/30/60, 2d8, AP 2,
Improved Dodge, Improved First 1 action to reload), chainmail (2).
Strike, Improved Frenzy, Improved
Level Headed, Improved Sweep,
Improved Trademark Weapon (Black
Wind), Level Headed, Qualified
in Two-handed Scimitar*, Strong
Willed, Sweep, Tactician, Trademark

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Player's Guide

The Ways course, the truth is that the only


real bond they share is that of their
questionable personal honor.
Origin: The Guild was not born out
of some ideals but from the need
Guild of Free Trade to conduct one’s business in peace.
It was not founded by a powerful
nobleman or brave warleader but
originated from a joint venture of
the merchants of Jundali—which
used to be a mixed-Tribes city and
is now the capital of this Way—who
in the year 536 P.G. decided to join
forces and created a social structure
to protect their interests.
Hierarchy: This Way does not have
any real leaders—just the members
residing in Jundali. They do not have
This Way was founded by an any formal power—or rights—over
Oscurian, admittedly for his own the other members, but they hold
gain; by some fortuitous coincidence, the key to the actual leadership of
there are few exponents of the most the Guild: all information converges
virtuous Tribes among its members. here in Jundali. Each negotiation is
Gromsh are welcome, most of all carried on in the interests of the
because of their tendency to get rid single member involved without
of invaluable objects and collect having to answer to anybody. Of
worthless ones, thus exponentially course, the smartest members
incrementing the possibilities of manage to earn the favor of the most
‘trade’ and the resulting profits for influential allies within the Way, but
the Guild itself. as we already said, personal interest
Most of the Guild members is the rule.
behave thus for convenience’s sake Diffusion: This Way has its own
because they did not like any of representatives on every continent,
the other Ways, but at the same but it is most prosperous in the
time wanted to have some potential cities. The Guild has headquarters
allies. Through the Guild, they are in Si-An and Si-Neb, too, but they
bound by a non-aggression pact and are mostly warehouses and handling
by another unwritten agreement in centers used to provide and deliver
which they support each other in those goods more in demand in
case of trouble or in a bargain. Of Artanty and Dejama. Truth is,

222
Characters
wherever there are any Oscurians,
it is highly probable the Guild has
eyes and ears there.
Playing a Guild member: The
Guild is undoubtedly the most
tolerant among the Ways and forces
no obligations upon its members.
Since there are no real leaders, it is
kept going mostly by a continuous
cycle of asked-for and granted
‘favors’ among its members. If all
the players are Guild members, can take unlimited time to make his
they could act out of sheer personal choice, but once it is made, he will
interest or because of some tangible have to follow the chosen road to the
and material promise from some end of his days. Within this Way, it is
other member of the Guild. possible to find people who pondered
Searching for a long-lost treasure for years over their choices and
and delivering an important object ended up opting for the Kami usually
to a buyer or collecting important followed by the Tribe to which they
information on behalf of a third belong. Thanks to these Defenders,
party are all everyday activities for any new member can learn the creed
adventurers belonging to this Way. of any given Kami directly from
whomever would have worshipped
him by Genesis. Of course, it is
Defenders of Free much more difficult to find members
belonging to the Lost Tribes.
Will This means that any document
or memory pertaining to them is
The members of this Way do not considered quite valuable as the only
accept the absolute and unconditional means to allow the members of the
worship of the Kami ‘forced’ upon the Way to learn about other possible
Tribes by the Genesis—an opinion choices they would otherwise not be
shared by the Defenders and the able to access.
Faceless Ones. According to the Those not belonging to the Way
Defenders, each individual should are always shocked by the sight of
understand the precepts of each a longtime Defender, most of all if
existing Kami and then freely choose he shows off the powers acquired
the one that better suits his character through his new choice. Among
and philosophy of life. However, them all, the most shocking are
they do not appreciate indecisive or perhaps the Lumians, who can
turncoat members: each Defender become invisible and control

223
Player's Guide
shadows. Even when they embrace
another ideology, the Rok’Nars
still maintain a certain measure of
Playing a Defender of Free contact with the Mother and never
Will lose their characteristic appearance;
in the same way, the new Kami
Together with the Faceless Ones, this cannot influence them completely.
is undoubtedly the most unusual Way: For the same reasons, a Defender
managing a session or even a whole who embraces the worship of
campaign as a Defender is a real Mother Earth does not change in
challenge, both for the players and the appearance; the only change is that
Game Master, and it is a choice that he acquires the ability to cast spells
should be fully thought out before unique to the Rok’Nars.
opting for it. It is a performance within Origin: The origin of this Way is due
a performance, a course of action to the inquisitiveness of its founder,
needing a solid personal background the Menoosh Nankil’Slas. Intrigued
and a good knowledge of the setting. by the Senduar culture, he joined
This ruleset does not offer any specific
rules to manage powers that do not belong
one of their caravans, and before he
to one’s Tribe, which is the peculiarity realized it, he was so fascinated by
of this Way: each Game Master will their traditions that he made them
have to establish the opportune changes his own. As time went by, more and
leading to a gradual change of one’s more people joined the ‘Siment
Kami, the resulting change of all Genesis Menoosh’s’ caravan, intrigued by
privileges and the access to spells usually the unusual guest. Years later, some
specific to other Tribes. The example of those travelers—Nankil’Slas being
of the Rok’Nars, which we gave when the first—were aware they were now
describing the Way, clearly shows who
worshipping a different Kami, a
manages the changes, which do not have
to be complete either in the acquisition
conversion that happened so naturally,
or in the loss of powers and privileges.
there was no hint they had wavered
over their choice. The Way was
officially founded in 458 P.G. to give
everyone a choice worthy of its name.
Hierarchy: The cities built by the
Defenders of Free Will—and those
which later became official seats of
this Way—all have a temple for each
known and worshipped Kami within
their walls. Such temples may vary in
shape and size, from imposing marble
buildings to simple altars erected
randomly along the city streets. Each

224
Characters
of them has a keeper called Templar,
and each seat of the Way has a number Inquisition of the
of temples equal to that of the Kami
presently worshipped in it, which Blazing Arrowl
should be 29: one for each known
Kami. The highest officers of this Way
are the 29 Templars of Clamatis.
Diffusion: Those who do not belong
to this Way look upon its members
with the utmost suspicion, to the
point they are not always welcome
guests. Most Tribes do not look
kindly on anyone who calls their
Kami into question and are not very
keen on listening to the personal
history of each member of the Way.
The Defenders of Free Will often
gather together independently from This Way owes its origins to the Tribes’
the Kami chosen by each of them: need to defend themselves from the
whoever chose his Kami freely is threat of the Faceless Ones, which has
always quite respectful of those who become a declaration of war against
share his fate or are going to walk his them. Some Tribes are inherently
same path. inclined to join the Inquisition;
Playing a Defender of Free Will: others have fewer of their members
The members of this Way seldom among them, individuals who have
travel alone. Prejudice against them usually joined the Inquisition because
is usually less than that against of personal reasons.
the Faceless Ones but tends to be The Inquisition is organized in
expressed more often because the ranks and looks like a ‘military’
Defenders carry the marks of the organization. The way it is set
new Kami of their choice on them. up closely reflects the Lumians’
For many different reasons, it is modus operandi and the Janahs’
more usual to see Defenders travel determination, since the rigid
in groups; they may be on a mission discipline of the Inquisition aims
on behalf of one or more Templars or at one thing only: the total removal
are trying to find someone who can of the Faceless Ones’ threat.
better explain to them those Kami At the very top of the Way, there
belonging to a lost past, etc. (see box). are three ‘High Inquisitors’: those
who gathered around whomever
shared their point of view and laid

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Player's Guide
the groundwork for a coalition of down, so in the year 163 P.G. the
Tribes through which to pursue Lumians realized they had to
their goal. reorganize their ranks and lure the
Origin: The origin of this Way is other Tribes into taking part to their
due to the inquisitiveness of its mission to fight together under
founder, the Menoosh Nankil’Slas. a communal banner: that of the
Intrigued by the Senduar culture, Blazing Arrow.
he joined one of their caravans, Hierarchy: The Inquisition is led by
and before he realized it, he was so three individuals known as the High
fascinated by their traditions that Inquisitors: Elshian, Awon, and
he made them his own. As time Morken. Each of them represents
went by, more and more people one of the three Tribes which, more
joined the ‘Siment Menoosh’s’ than any other, embraced the cause
caravan, intrigued by the unusual of the Way…respectively: Lumian,
guest. Years later, some of those Kronoss and Janah. Each garrison,
travelers—Nankil’Slas being the be it stationed on neutral territory
first—were aware they were now or within a city, is led by a Chief
worshipping a different Kami, Inquisitor. He answers directly to
a conversion that happened so the High Inquisitors and has to go
naturally, there was no hint they to Merrinock at regular intervals,
had wavered over their choice. the length of which varies according
The Way was officially founded in to the geographical distance. It
458 P.G. to give everyone a choice is also said that there is an inner
worthy of its name. council hidden in the shadows of
Origin: Once the phenomenon of the capital, but any Inquisitor will
the defacing of the symbols by the readily deny its existence.
Faceless Ones became common Diffusion: This Way is well liked
knowledge, nobody could rest almost everywhere because it is
easily. The first-known breeding commonly thought that it provides
ground was a mixed-Tribes village the much-needed service of keeping
in Artanty, set in the vicinity of the the threat of the Faceless Ones at
Moon Forest. Since then—toward bay. It is not unusual for mixed-
the end of the first century— the Tribes cities to have a permanent
Lumian Elshian started gathering garrison of the Blazing Arrow, and at
all the Lumians willing to fight times even single Tribe villages have
to keep the threat of the Faceless one. This practice is more common
Ones far from the settlements of the in Artanty, where the capital of
continent. These bands of Lumians the Way is situated, whereas in Si-
grew in number constantly, but An and most of all in Si-Neb, the
their opponents were even more Inquisition is organized mostly in
numerous and difficult to track patrols that wander through the

226
Characters
continent, seeking shelter in the
keeps the Way has built in many a
strategic location.
Playing an Inquisitor: Belonging
to the Inquisition is a choice that fits
easily into the dynamics of a group of
adventurers. Many reasons can drive
a member of this Way to join such
a group, the group itself requiring
protection in a dangerous mission or
investigation—that may or may not
be undercover—into the presence of allies. This view of theirs is not always
some Faceless Ones in any given area. understood and accepted, however,
Managing a whole group of members and they have learned caution in their
of the Blazing Arrow is even simpler. A approaches. In particular, they search
few possible assignments are: collecting for the Lost Tribes and offer them their
information about the movements of unconditional support because each
the Faceless Ones, intervening in a single tassel is valuable, and the rarest
city that has just been hit or at risk of ones have to be protected.
being hit by them, investigating on the Origins: The first to formulate the
material the blades used to deface the theory on which this Way is based
symbols are made of, etc. was a Rok’Nar called Honsu, also
called ‘the reflective one’. Honsu
came to the conclusion that to fully
Followers of the understand the world in its entirety,
it was necessary to delve into its
Mosaic history and understand its roots.
His idea took hold within many
Each member of this Way respects and a community, and the number
accepts the others’ view of the Kami; in of people ready to devote their
fact, they try to understand all points existence to the task of joining past
of view and bring them together to and present as parts of a whole
make them compatible. They fully grew exponentially. The Way was
believe that all Tribes exist in that time officially founded in 506 P.G.,
and place for a reason and that each the same year in which its capital,
race is but a tile of a wider mosaic, of Durandia, was built.
an overall view they cannot yet quite Hierarchy: Each seat of the
grasp. They do not conform to the Followers of the Mosaic is governed
usual enmities or alliances among by a council of at least ten members,
the different races. To them, all the one for each Royal Race. The number
Tribes are neutral or even potential of the council members may vary

227
Player's Guide
according to how many members of
the Lost Tribes have been added to
Faceless Ones
it permanently. More often than not,
however, they are simply invited
to attend to any decision assembly
without formally becoming real
members; any member of a Lost
Race is held in the greatest esteem
within this Way. All Followers of
the Mosaic are governed by the
Council of Durandia, their capital,
which comprises just ten officially
accepted members.
Diffusion: The Followers of the
Mosaic are spread everywhere, just
like the mosaic tiles they are trying In most cases, belonging to the
to put together to get the overall Faceless Ones is not a free choice
view they long for. They tend to but one forced upon their members.
be secretive when they have to Some Newly Generated are
protect the fruits of their research, selected by the Elders and captured
those being the Lost Tribes they immediately after their Genesis
host in their cities, in Durandia in before they are even aware where
particular. they are. Then, the part of their body
Playing a Follower of the Mosaic: carrying their symbol is wounded
This Way does not have any specific in order to ‘erase’ it, a practice the
enemies, and there are no great Faceless Ones call ‘Liberation’.
dangers in exhibiting its symbol. From that moment on, the new
The only ones who could have any members are branded as Faceless
interest in hindering their research Ones and rejected by all the Tribes
are those who in turn are trying to because of the impossibility of
lay their hands on the Lost Tribes distinguishing between those who
with totally different intentions: made their choices when the Way
The Defenders of Free Will and the was founded and those upon which
Faceless Ones. Groups of Followers that same choice was forced by
of the Mosaic can start on a mission others. Many times in the past, the
for many different reasons, all Faceless Ones took advantage of
revolving around the Lost Tribes. this ambiguity to strike within the
villages that fell into their snare.
Now, the Tribes prefer to reject
those who are innocent rather
than exposing themselves to the

228
Characters
treacherous ones. The most obvious they removed a brand forced upon
consequence of this is that in the them, intending to be free of any
long run, most of those who did not Kami-related values. This is still
want to become Faceless Ones are their intent when they increase their
forced to embrace their cause just numbers: to free other individuals,
to survive. The most drastic among even when it means forcing upon
them—generally Lumians—may them a ‘freedom’ they never wanted
ultimately take their own lives. and will never be able to appreciate.
The founders of the Way chose
to remove their symbol voluntarily Not much else is known about them
because they did not feel part of other than that they also comprise a
what it represented. By so doing, few renowned members of ancient,

229
Player's Guide
Masters. It is up to them to choose
whether to use such information
during the game and how to do it.
Playing a Faceless One
The Faceless Ones are an integral part
of Enascentia and its history and will Warlords
certainly undergo further development
in rulesets to come. At the moment, This specific Way is not centered on
however, there are no specific rules the origins, like many others, but on
to play them or manage the powers the end. Everyone is so busy talking
they achieved through their particular about the Kami and the origins of the
choice. world that no one cares about where it
Any Game Master who may want to is all going to end. No Tribe follows the
use any Faceless Ones as opponents in same life path as plants and animals,
some adventure, can do so using the which means its members’ lifespan
powers and characteristics pertaining is indefinite. The only event that can
to the usual ten Tribes: race privileges put an end to an individual’s life is by
and exclusive spells can be used again getting killed by somebody else. But…
by most Faceless Ones after they adapt what would happen if there were no
to their new condition. more deaths? In the long run, resources
For this very reason, should any of the would be insufficient, and it would be
Heroes incur such a fate and become a despicable way to die. This is why
a Faceless One, his Character should the members of this Way celebrate
be managed mainly at an acting level,
War and sing its praises because it is
with the powers allowed by the Kami
becoming unavailable to the Character
the ultimate form of balance, the end
for a game period of at least a week…a of everyone’s life and of what gives
span of time which could easily become meaning to each individual’s life.
months or even years. Without War, everything would come
to nothing.
Origin: The first standards of the
Warlords appeared in 359 P.G. by the
then-neutral city of Kor’Maresh, a few
allegedly extinguished Tribes. Finally, months after the Elder Janah Urmen
there are rumors about the last and his army got there. According
survivors of their Tribe, who are said to legend, at the origins of this Way,
to have chosen to erase it totally by there would be an agreement with a
‘effacing’ its last existing symbol. member of a Lost Tribe, who would
Most details pertaining to the Faceless share with the Relentless One the
Ones are unknown to Enascentia’s credit of founding this Way and laying
inhabitants, which is why they appear down its philosophy.
in the section reserved for the Game

230
Characters
can be reassigned to another garrison.
Each Herald answers to the Herald of
Kor’Maresh, a position recently taken
over by the Menoosh Genden.
Diffusion: The Warlords are more
numerous in those places where
the other Ways are less at ease—
in Si-An and Si-Neb—where they
Hierarchy: The whole pyramidal are in close contact with the most
structure of this Way is an ode to the dangerous creatures and face the
Warlords’ lady, War. Each fortress is most uncommon challenges. But it
ruled by a Herald in charge of the is possible to find them anywhere,
Vassals, whose number may vary always moved by the pretext of
according to the size of the outpost. praising War and offering new
The lower ranks have no specific tributes to it. Not all the Warlords are
names, and they are identified only at direct orders of the Vassals: many
by the number of red notches on the of them serve in various armies as
white blade on their emblem, which mercenaries or even volunteers.
they always wear with pride pinned Playing a Warlord: This is the most
on their tunic. Those notches are a motivating Way to an adventurer:
decoration granted after an important the Warlords are constantly looking
battle at the discretion of the Vassal for a valid reason to give thanks to
or Herald who led the troops into their lady, War. Just try to avoid the
action; upon collecting ten notches, company of diplomats who cannot
an individual becomes a Vassal and stand the sight of blood.

231
Chapter 3

Player's Options

T
he traveler was alone on the forest path, his sole garment a piece of rough leather
he used as cloak. His face was concealed by the hood, but nothing could hide the
bulk of his frame.
Lynx stared intensely at her prey from her vantage point on a tall branch. A black
shadow among even darker shadows, the Ferua was perfectly still but for her tail that
kept lashing the air nervously.
"Prey," whispered the Kami in her mind. "Food. Blood. Play."
When the hunting instinct possessed her, Lynx could not think very clearly.
The traveler stopped, sniffing the air like a dog.
"Kitten," he growled mockingly," come play with Guur!"
A black shadow pounced from the tree, lethal claws extended toward the hooded
stranger’s neck.
A wild, mad laughter echoed in the Wood of the Seven while the cloak, thrown
against the feline woman, was torn apart in a whirlwind of claws and savage hisses.
Guur, the Gromsh, stood naked in front of the Ferua, the crude big hammer looking
like a toy in his hands.
"People of village told me furry beast killed them. Guur came pay visit."
Studying her opponent from the other side of the path, Lynx replied in a surprisingly
calm voice.
"This is my territory. My hunting ground. Go away or prepare to die."
"Die?" Guur laughed again. "Guur like death! He brings much of it!" he snarled.
But the mocking words had barely left the Gromsh’s mouth that the Ferua was
already on him, claws tearing away large pieces of skin from the Gromsh’s massive
arms.
He grunted. Then he kicked, fast and strong, catching the feline woman right on her
legs.
Lynx fell, and Guur was upon her, one hand around her thin neck while he raised
his hammer high with the other.
"Now Gromsh smash!" he growled, the madness of his Kami swirling in his eyes.
"Now... Gromsh... die," Lynx sputtered.
A creak sounded somewhere among the canopy of branches above them, then a
massive shadow swooped down on both the Ferua and the Gromsh.
A hand as large as an eradicated tree slammed into the ground in the very place
where the two fighters had been just a heartbeat before.
Amazed, Guur and Lynx stared at the creature that had emerged from the wood.
Big as a house, with short legs, it had very long arms and a stupid expression on its
rocky face covered with moss and fungi.
"A Cudru!" Lynx cursed.
"Wasn’t this your hunting ground, kitten?" the Gromsh growled.
"It was, mad one. But apparently nobody told this beast," the Ferua retorted.
Meanwhile, the Cudru raised both his arms again, ready to squash both opponents.
"I go for the right flank, you for the left!" Lynx pounced, without waiting for an
answer.

* * *

"You, dork!" the Ferua cursed, sitting over the dead body of the Cudru."I said I go
for the right flank, you for the left and you did just the opposite!"
"Guur don't know right and left. All the same." The Gromsh shrugged.
The cat woman hissed, contemptuously. "Gromsh! May the Kami curse you!"
The large Gromsh smiled again.
"Good battle. Now we eat."
"Eat what? Thanks to this beast all the venison within ten miles must have run
away."
"Eat it," Guur said.
The Ferua widened her eyes. "Eat it? Are you kidding? It is poisonous. It can kill us!"
Player's Guide

Altered Skills The use of this skill does not


extend to one’s own Tribe, since the
character already has the necessary
knowledge about it without having
Boating to make any rolls.
This Skill works just as it does in This skill can also be used to acquire
the core rules. The only difference knowledge about the Lost Tribes.
is that it is also used by flying In this case, a general knowledge
boat crews to do the same things; will provide some information,
the Whisplings use it to set and such as to which generation a given
direct the course of their ships Lost Tribe belongs, together with a
when the accumulated experience general idea of its Kami and most
allows them to (Rank, Legendary). evident physical characteristics. We
suggest, however, that you give out
Knowledge this information a little at a time,
Given the diversity of the Tribes this granting more only in the case of a
setting offers and the importance of raise. Since the information we give
each, some characters may wish to in the ruleset is intentionally scant,
delve more deeply into this kind of if you do not find what you need to
knowledge. All general information know, feel free to create the kind
pertaining to each present Tribe is of past for Enascientia that best
considered ‘Common Knowledge’ suits the campaign you are running
and is therefore regulated by one or to forbid the use of this Skill
or more Smart rolls. To gather completely. In any case, it is better
more specific information, (such not to give this kind of information
as knowing exactly which are to a Newly Generated. Similarly,
the powers of the members of a acquiring this Skill or increasing
certain Tribe or its customs and the relative die type should be
traditions—for example, those game dynamics connected to
pertaining the Genesis), a kind of corresponding game actions such
Knowledge specific to that Tribe is as the recovery of a book on that
necessary. For instance, everyone subject, or direct teaching given
knows Oscurians always act out of by someone belonging to that
personal gain and have no qualms specific category or by a well-
about conspiring behind people’s informed scholar.
backs, but a successful Oscurian Finally, a character who does
Knowledge roll allows the character not have the necessary specific
to recognize that only Oscurians knowledge cannot tell one poison
can become invisible, and a raise or potion apart from another, and
will provide further details, such as while he can recognize the different
the duration of the spell and so on. Menoosh tattoos, he will not be able

234
Player's Options
to link them to the corresponding expertise the character shows in
effects unless he already possesses repairing a broken door, a splintered
some experience on the matter. shield or a broken weapon.
Such observations do not apply to
anyone possessing the Crafting Skill Survival
pertaining to that specific category, The description is still the same
but this exemption is valid only as in Savage World core rules, but
for actions within his present Skill there are a few additions. This
levels. Skill now makes it possible to
extract poisons directly from the
Repair animal that produces it and process
Of course, as explained in the them. It is also possible to make a
original description, this Skill is Survival roll to understand how
not related to vehicles, machinery many ingredients the hero can
or other modern devices, but to the find in a given place, with different
degrees of effort, depending on

235
Player's Guide
their availability and other variables to the specified kind of Crafting.
(seasonal, climatic, etc.). Such Unlike other Skills, this one is not
ingredients can be traded, resold or intended to establish how well the
used for the Crafting Skill. character reacts when under stress,
thereby automatically succeeding in
his attempts, irrespective of the time

Removed Skills needed. In this situation, it is always


necessary to make a Skill roll, the
result of which cannot be influenced
by using Bennies: luck has only a
Driving and Piloting marginal role in work that continues
Better suited to modern settings, both for consecutive days. For similar
these Skills have little or nothing to do reasons, the use of this kind of Skill
with the Fantasy world we are dealing requires a considerable amount of
with. Should the characters, in the time and is usually used in between
development of the story, have to deal adventures or to fill downtime within
with some kind of device looking like the narration itself whenever possible.
a complex vehicle, it will probably In any case, it concerns everyday
be of magical nature and therefore objects; magical objects and scrolls
managed through Spellcasting or are excluded because they need the
Knowledge (Arcane) rolls. Coaches, Magic Writing Skill. Each Crafting
carts and wagons are all drawn by should require specific tools. (Cost
some kind of animal, usually horses and weight are to be agreed upon
or koopash; in this instance, a Riding with the Game Master.)
roll is required, if necessary. There are also two kinds of
Crafting with different rules and
effects: potions and poisons. Below
are their rules.
New Abilities Crafting - Potions
Alchemists—famous, ancient
artisans—use two different methods
Crafting - Smarts to make their potions: they use only
This skill encompasses all professions herbs and natural extracts or magic.
that require working materials to The effects are essentially the same,
obtain the finished product: forging but there are a few differences in
weapons, sewing clothes, making making and preserving the potions
shoes, etc. The time necessary to thus obtained. Primordial Alchemists
obtain the desired result should be take two hours to make their potions,
decided by the Game Master and but they go bad sooner, which means
changes considerably according that after three days, their effects

236
Player's Options
vanish. Magic Alchemists, however, Charisma
must carry out a procedure that is Requirements: Crafting—Potions
more demanding of their time and d10, Rank Heroic
energy—in this case, twelve hours Components: 1 tuft of Menoosh hair,
of work and ten Power Points at the 6 pistachios, juice of 1 apple, 1 banana,
end of that time. But their potions’ 1 tablespoon rye flour, 8 peppermint
effects last up to a week, and they can leaves, 1 plenulia petal, 1 teaspoon
also exclude one of the components maple syrup, 1 teaspoon dried basil,
required because they compensate 1 vanilla pod.
its absence with their Arcane power. Duration: Ten minutes
In both cases, once the work is done, Effect: +2 to Charisma.
and after using the components
and spending the Power Points, Feline Leap
Alchemists make a Crafting-Potions Requirements: Crafting—Potions
roll to ensure the potion will work. d4, Rank Novice
If the roll fails, this means both the Components: 1 tuft of Ferua hair,
components and the PPs go to waste 5 chiodini mushrooms, sulphurous
and the potion has no effect (just water, 2 pine needles
like in any other Crafting, Bennies Duration: Three rounds
cannot be used). A raise, however, Effect: +5 to Pace, the Running die is
will double the length of the potion’s increased by 1 step.
effect. Crafting potions without Greater Healing
proper alchemic tools inflicts a Requirements: Crafting—Potions
penalty of -2 to roll. d12, Rank Legendary
Below is a list of all the potions that Components: 1 teaspoon alaea salt,
can be made using this skill, together 1 teaspoon pink salt, 5 macadamia
with requirements, components and nuts, flesh 1 avocado, 1 teaspoon malt
effects duration. flour, 3 tamarisk sprigs, 12 wild rose
Agility blooms, 1 tablespoon rose honey, 1
Requirements: Crafting—Potions teaspoon black pepper, 1 teaspoon
d6, Rank Seasoned saffron.
Components: 3 teaspoons finely Duration: Immediate
ground green tea, 7 skimmia berries, Effect: Heals 1 wound. The rule of the
2 tablespoon orange juice, 10 black Golden Hour can be ignored.
mulberries, 1 tablespoon spelt flour, Healing
10 araucaria needles Requirements: Crafting—Potions
Duration: One minute d10, Rank Heroic
Effect: The Agility die is increased by Components: 1 teaspoon sodium
one step. citrate, 3 walnut kernels, juice of 1
pink grapefruit, flesh of 10 figs, 1

237
Player's Guide
tablespoon barley flour, 4 larch leaves,
1 Bach flower, 1 teaspoon jasmine
honey, 1 teaspoon marjoram, 1 whole
cinnamon stick. Need and Usage of the
Duration: Immediate Components
Effect: Heals 1 wound. The rule of the
In the Crafting Skills in these pages,
Golden Hour is still valid. we have listed all the components
Resistance to elements, major needed to make each potion. Rather
than mandatory requirements, they are
Requirements: Creation—Potions
merely suggestions, intended to give more
d12, Rank Legendary depth to a feature of the setting, namely:
Components: 1 teaspoon ground bartering. Therefore, instead of resorting
pink marble, 1 teaspoon ground to the use of precious items such as jewels
marble, 5 pitted medlars, pulp of 1 or gems when trading, it is possible to use
mango, 1 tablespoon chestnut flour, resources that may become useful later
3 poplar leaves, 6 oleander flowers, and make even the most commonplace
1 teaspoon thyme honey, 1 teaspoon objects become valuable assets.
nutmeg, 1 teaspoon star anise. But, if, in your opinion, they do not add
Duration: One hour to the game experience or even limit it
somehow, by all means replace them
Effect: Prevents the first two damages
with simpler components or ignore the
inflicted by an elemental source (ice, components rule completely, assuming
fire, water, electricity, etc.) a professional will know where to find
Resistance to Elements, Minor those necessary.
Conversely, if you like the rule, we
Requirements: Crafting—Potions
suggest trying similar variations for the
d6, Rank Seasoned
other uses of Crafting.
Components: 1 teaspoon ground
white marble, 5 pyracantha berries,
the juice of half a cucumber, the flesh
of 1 pome, 1 tablespoon sunflower-
seed flour, 1 mulberry leaf. Components: 1 teaspoon clay
Duration: Ten minutes powder, 6 white grapes, pulp of 1
Effect: Prevents the first damage nectarine, 3 tablespoons pineapple
inflicted by an elemental source (ice, flesh, 1 tablespoon almond flour, 3
fire, water, electricity, etc.) holm oak leaves.
Smarts Duration: One minute
Requirements: Crafting—Potions Effect: The Smarts die is increased by
d6, Rank Seasoned 1 step.
Spirit
Requirements: Crafting—Potions
d8, Rank Veteran

238
Player's Options
Components: 1 teaspoon silver Effect: +3 to Toughness. It is
powder, 5 maqui berries, juice of considered natural armor, so it cannot
1 dragon fruit, flesh of 1 kiwi, 1 be added to any other type of armor,
tablespoon potato starch, 1 baobab whether or not it is natural.
leaf, 6 wild daisies corollas, 1 teaspoon
wildflower honey. Strength
Duration: One minute Requirements: Crafting—Potions
Effect: The Spirit die is increased by d8, Rank Veteran
one step. Components: 1 teaspoon pink salt,
6 blackberries, pulp of half a tomato,
Stone Skin 2 boiled chestnuts, 1 tablespoon
Requirements: Creation—Potions cornflour, 1 juniper sprig, the corolla
d10, Rank Heroic of a red tulipan, 1 teaspoon chestnut
Components: 1 sliver of Rok’Nar honey.
skin, 5 almonds, pulp of 3 yellow Duration: One minute
plums, flesh of 3 apricots, 1 Effect: The Strength die is increased
tablespoon wholewheat flour, 6 oak by 1 step.
leaves, 4 elder tree leaves, 1 teaspoon
dandelion honey, 1 teaspoon blue Surprise, Major
ginger, 1 licorice stick. Requirements: Crafting—Potions
Duration: Three rounds d12, Rank Legendary

239
Player's Guide
Components: 1 tablespoon ground Components: Ground Gromsh
Gromsh bones, 1 Whispling hair, bones, 2 lychees, the juice of 5
1 handful dried pumpkin flowers, strawberries, 1 corolla of a blooming
juice of 3 carrots, 1 tablespoon oat magnolia.
flour, 5 ailanthus leaves, 3 myrobalan Duration: Immediate
plum flowers, 1 teaspoon lavender, 1 Effect: Make a 1d10 roll and apply the
teaspoon pink pepper, 1 sprig of sage. corresponding result:
Duration: Immediate • 1: The character is at the focus
Effect: Make a 1d10 roll and apply the of a small explosion, suffers 2d6
corresponding result. damage, and anyone within a
• 1: The character is the focus of Small Burst Template from him
an explosion and suffers 3d6 must make an Agility roll to pre-
damage. Anyone within a Small vent suffering the same damage.
Burst Template from him must • 2-3: The character is Shaken (this
make an Agility roll at -2 to avoid may cause a wound).
suffering the same damage. • 4-5: Nothing happens.
• 2: The character is Shaken and • 6: The character gets +2 to the
suffers 1 or 2 wounds if already next Traits roll made by the fol-
Shaken. lowing round.
• 3: Nothing happens. • 7: The character gets +2 to the
• 4-5: The character adds +4 to the next damage roll made by the
next Traits roll made within the following round.
following round. • 8: The character gets 1 Benny.
• 6-7: The character adds +4 to the • 9: Removes one wound from the
next damage roll made within the character.
following round. • 10: The character chooses one
• 8: The character gets 2 Bennies. of the above-listed results and
• 9: Removes 2 wounds from the applies it twice (number 6 and 7
character. must be intended as for the next
• 10: The character chooses one two rolls made by the following
of the above-listed results and round and not as a +4 to check.
applies it twice (numbers 6 and 7
must be intended as for the next Vigor
two rolls made by the following Requirements: Crafting—Potions
d8, Rank Veteran
round and not as a +8 to check).
Surprise, Minor
Requirements: Crafting—Potions
d4, Rank Novice

240
Player's Options
Components: 2 goji berries, 1 skill, and the Survival skill has to be
dozen raspberries, a piece of ginger, used in its place. Natural venoms keep
1 tablespoon millet flour, 9 weeping- for three days (a raise has no effect).
willow leaves, 6 abutilon corollas, 1 Crafting poisons without the proper
teaspoon blue-gum honey. apothecary tools causes a penalty of
Duration: One minute -2 to roll.
Effect: The Vigor die is increased by Below is a list of the existing poisons
one step. that can be made or extracted, with
all the relative specifications:
Will
Requirements: Crafting—Potions Black Tear
d4, Rank Novice. Type: Ingestion
Components: Janah blood, 5 Requirements: Crafting—Poisons
currants, juice of half a lemon, 3 silver d10, Rank Heroic
maple leaves. Components: 1 teaspoonful black
Duration: Ten minutes tea powder, 5 blueberry flowers,
Effect: +2 to Fear checks. 3 blackberries, dried skin of 1
chameleon.
Crafting - Poisons Effect: The target has hallucinations
This skill allows you to create your of a threatening nature and reacts
own poisons without having to turn to to them rather than to what actually
the black market or the best-stocked surrounds him. This does not prevent
Oscurian. In order to prepare a him from fighting and defending
poison, the necessary components— himself, but he suffers a -2 or -4—
mixed and marinated—are sufficient. depending on the circumstances—
The whole procedure takes two hours, penalty to all rolls.
at the end of which it is necessary to
make a Crafting-Poisons roll. The Caress of the Kami
potion does not work if the roll is Type: Contact
unsuccessful, but if successful, the Requirements: Crafting—Poisons
potion maintains its power for three d6, Rank Seasoned
days (seven with a raise) when it is no Components: 1 toad’s skin, 5 passion
longer considered harmful. There are flowers, juice of 1 starfruit.
four categories of poisons, depending Effect: A Spirit roll is required. If
on how they are taken: inhalation, it fails, it decreases the Strength and
contact, ingestion or inoculation Vigor die by one type.
poisons. Most of those belonging to Crested Jellyfish Poison
this latter category can already be Type: Inoculation
found in nature and can be extracted Requirements: Survival d4
from the animals producing them, (extraction, Rank Novice)
but this is irrelevant to the use of this Components: None

241
Player's Guide
Rank Required Skill Potion Name Duration Effect
Novice Crafting- Feline Leap 3 rounds +5 to Pace, Running
Potions d4 die is increased by
one step
Novice Crafting- Surprise, Minor Immediate random effect (see
Potions d4 description)
Novice Crafting- Will 10 minutes + 2 to Fear checks
Potions d4
Seasoned Crafting- Agility 1 minute The Agility die is
Potions d6 increased by 1 step
Seasoned Crafting- Smarts 1 minute The Smarts die is
Potions d6 increased by 1 step

Seasoned Crafting- Resistance to 10 minutes Prevents first


Potions d6 Elements, Minor elemental damage
Veteran Crafting- Strength 1 minute The Strength die is
Potions d8 increased by 1 step
Veteran Crafting- Spirit 1 minute The Spirit die is
Potions d8 increased by 1 step
Veteran Crafting- Vigor 1 minute The Vigor die is
Potions d8 increased by 1 step
Heroic Crafting- Charisma 10 minutes +2 to Charisma
Potions d10
Heroic Crafting- Healing Immediate Heals 1 wound in
Potions d10 1 hour
Heroic Crafting- Stone Skin 3 rounds +3 to Toughness
Potions d10 (natural armor)
Legendary Crafting- Greater Healing Immediate Heals 1 wound
Potions d12
Legendary Crafting- Resistance to 1 hour Prevents the first
Potions d12 Elements, Major two elemental
damages.
Legendary Crafting- Surprise, Major Immediate random effect (see
Potions d12 description)

242
Player's Options
Effect: A Vigor roll is required. Kiss of the Kami
If it fails, the target suffers -2 to Type: Contact
Toughness for ten minutes. (Cannot Requirements: Crafting—Poisons
be combined.) d8, Rank Veteran
Components: 1 toad’s skin, 5
Dart
yellow hibiscus flowers, the juice of
Type: Inhalation
1 cherimoya, 3 ground cardamom
Requirements: Crafting—Poisons
seeds.
d4, Rank Novice
Effect: A Vigor roll is required. The
Components: 1 cat’s eye, 1
target loses 8 Power Points if the roll
tablespoon baobab resin
fails, 4 if it is successful. With a raise it
Effect: A Spirit roll is required. If it
has no ill effect.
fails, the Spirit, Smarts and Perception
dice are decreased by two types. If Lahan Poison
successful, they are decreased by one Type: Inoculation
die type only. With a raise there is no Requirements: Survival d10 (extraction,
ill effect. Rank Novice)
Components: None
Embrace Of The Kami
Effect: A Vigor roll is required. If it
Type: Contact
fails, the target is Shaken (this can
Requirements: Crafting—Poisons
cause 1 wound) and suffers 1 wound.
d10, Rank Heroic
If successful, the target is just Shaken
Components: 1 toad’s skin, 5
(this can cause 1 wound). With a raise
strawberry tree flowers, juice of 1
it has no ill effect.
sweet granadilla, 1 tablespoon ground
wild thyme, 1 tablespoon oolong tea. Liquid Nightmare
Effect: A Vigor roll is required; if it Type: Ingestion
fails, the target suffers -2 to all Traits Requirements: Crafting—Poisons
rolls, -1 if the roll is successful. With a d12, Rank Legendary
raise it has no ill effect. Components: Dormouse blood, 3
orchid flowers, 5 bird-of-paradise
Ferua's Poison
petals, juice of 1 kiwano melon.
Type: Inoculation
Effect: The target falls into a deep
Requirements: Survival d8 (extraction,
slumber. Only a wound can wake
Rank Novice)
him up.
Components: None
Effect: A Vigor roll is required. If it Lost Blood
fails, the target is stunned for 1d6 Type: Ingestion
rounds. Requirements: Crafting—Poisons
d8, Rank Veteran

243
Player's Guide
Components: 1 teaspoon peacock Parsha spit
blood, 1 rafflesia flower, juice of 10 Type: Ingestion
alkekengi, 1 tablespoon wheat flour. Requirements: Crafting—Poisons
Effect: - 1 to all Trait rolls. d6, Rank Seasoned
Components: 1 tablespoon snail
Mantle
slime, 2 fuchsia flowers, juice of 1
Type: Inhalation
kumquat.
Requirements: Crafting—Poisons
Effect: The target’s three lowest skills
d10, Rank Heroic
are managed as if the subject never
Components: 1 bat wing, 3 Whispling
trained to use them.
hairs, 1 aristolochia flower, flesh of 1
lulo fruit Peacemaker
Effect: Throughout the duration of Type: Inhalation
the effect, the targets must make Requirements: Crafting—Poisons
a Spirit roll every minute or suffer d6, Rank Seasoned
a cumulative -1 to all Fighting, Components: 1 rooster crest, 5
Throwing, Parry and Shooting rolls. sleepy plant flowers, juice of 1 banana
passion fruit
Marsh Water
Effect: A Spirit roll is required. If
Type: Ingestion
it fails, the target will be easier to
Requirements: Crafting—Poisons
persuade. Throughout the duration of
d4, Rank Novice
the effect, anyone interacting with the
Components: 12 frog eggs, 3 desert-
target gets a +4 bonus to Charisma
rose flowers
and all Will tests. It is also possible
Effect: The targets 3 lowest skills are
to use again the Reaction Table that
reduced by 1 die type.
has to be used during all Persuasion
Mind vise attempts.
Type: Inhalation
Pembur poison
Requirements: Crafting—Poisons
Type: Inoculation
d8, Rank Veteran
Requirements: Survival d12 (extraction,
Components: 1 tablespoon badger
Rank Novice)
blood, 2 solandra flowers, flesh of 1
Components: None
guava, 3 tablespoons wheat flour.
Effect: A Vigor roll is required. If it
Effect: Throughout the duration of
fails, the target is Incapacitated for
the effect, the targets must make a
2d6 round. If successful, the Vigor die
Spirit roll every minute or suffer a
is decreased by one die type and the
cumulative -1 to all Spellcasting rolls
target suffers a penalty of -1 to Agility
and lose one Power Point from their
Traits (cumulative, duration 1 hour).
stash.
With a raise it has no ill effect.

244
Player's Options
Red cloud the target suffers -5 to Pace, and the
Type: Inhalation Running die is decreased by one die
Requirements: Crafting—Poisons type. With a raise it has no ill effect.
d12, Rank Legendary Duration: ten minutes.
Components: 1 anthurium flower,
Union with the Kami
3 red tulip corollas, juice of 1 blood
Type: Contact
orange.
Requirements: Crafting—Poisons
Effect: This poison spreads as a red
d12, Rank Legendary
cloud, hence its name. Throughout
Components: 1 toad’s skin, 5 cherry-
the duration of the effect, the targets
tree flowers, juice of 1 rambutan, 3
must make a Spirit roll every minute
ground trigonella seeds, 1 spoonful
or being Shaken (if already Shaken,
of pu-erh tea, 1 tablespoon blueberry
the target is wounded).
juice.
Tok'Gor poison Effect: A Spirit roll is required. If it
Type: Inoculation fails, the target is Incapacitated, while
Requirements: Survival d6 if successful, the duration is halved.
(extraction, Rank Novice) With a raise it has no ill effect.
Components: None
Effect: A Vigor roll is required. If it
fails, the target suffers -10 to Pace
and cannot run; if it is successful,

245
Player's Guide
View of the Kami
Type: Contact
Requirements: Crafting—Poisons
d4, Rank Novice Tribal Recipes
Components: 1 toad’s skin, 5 protea Besides those listed in this section, each
flowers Tribe may have developed specific recipes,
Effect: A Vigor roll is required. If it using special components that can be found
fails, the Spirit and Smarts dice are only in their settlements. (This can be
decreased by one die type. changed at the Game Master’s discretion).
Below is, as an example, a Menoosh poison
Inhalation derived from a drink distilled only by them.
Grouped within this category are Without any Qualms
all the known forms of artistic Type: Ingestion
expression: dancing, singing, playing Requirements: Crafting—Poisons d6
an instrument, painting, etc. As with Rank Seasoned
the Knowledge Skill, it is necessary Components: 1 owl tongue, juice of 5
to specify in which form of art one is blackberries, 1 drop of sunset
Effect: if asked a question, the target must
better versed: the more specific it is,
answer truthfully. If magic or physical
the easier it will be for the character constraints prevent him from speaking,
to perform successfully. he will try anyhow and fail to do so.
Whoever performs before a well- Sunset: This drink is distilled by the
disposed public gets a Charisma bonus Menoosh, who add to it some natural
toward them for twenty-four hours non-toxic pigments, and it is used
after his performance, depending on mostly in great festivities. Usually, each
how good it was. Wide categories person takes just one drop of it daily to
such as ‘playing’ or ‘dancing’ have the feel cheerful and lose any inhibitions. A
following progression: 1 raise = +2 to greater use of this substance has given rise
to some of the most legendary tales about
Charisma, 2 raises = +4 to Charisma,
the Menoosh, which all depict some kind
3+ raises = +6 to Charisma. More of embarrassing behavior.
specific categories such as ‘harp’ or A bottle of sunset appears to be
‘belly dancing’ have this progression: iridescent, its color changing from orange
1 success = +2 to Charisma, 1 raise to red, fuchsia and blue; the prevalent
= +4 to Charisma, 2+ raises = +6 to color depends on how much one shakes
Charisma. the bottle.
Not all the forms of Performing
necessarily require Smarts. Dancing,
for example, may easily be linked
to Agility, to the GM’s discretion.
Some arts, such as music, require

246
Player's Options
Rank Required Poison Name Duration Effect
Skill
Novice Crafting- Marsh Water Ingestion Decreases 3 skills by
Poisons d4 one die type
Novice Crafting- Dart Inhalation Decreases Smarts,
Poisons d4 Perception and Spirit
(Spirit to resist) by two
die types
Novice Survival d4 Crested Inoculation -2 Toughness (Vigor to
Medusa Poison resist)
Novice Survival d6 Tok'Gor Poison Inoculation -10 to Pace and
Running impossible
(Vigor to resist)
Novice Survival d8 Ferua Poison Inoculation Stunned for 1d6 rounds
(Vigor to resist)
Novice Survival d10 Lahan Poison Inoculation Shaken and 1 wound
(Vigor to resist)
Novice Survival d12 Pembur Poison Inoculation Incapacitated for 2d6
rounds (Vigor to resist)
Novice Crafting- View of the Contact Decreases Spirit and
Poisons d4 Kami Smarts dice by one die
type (Vigor to resist)
Seasoned Crafting- Caress of the Contact Decreases Strength and
Poisons d6 Kami Vigor dice by one die
type (Spirit to resist)
Seasoned Crafting- Peacemaker Inhalation +4 Charisma when
Poisons d6 interacting with the
victim
Seasoned Crafting- Parsha Spit Ingestion The target is
Poisons d6 considered as not
trained in his 3 lowest
skills
Veteran Crafting- Kiss of the Ingestion -8 Power Points (Vigor
Poisons d8 Kami to resist)
Veteran Crafting- Mind Vise Inhalation Cumulative penalties
Poisons d8 each minute (Spirit to
resist)
Veteran Crafting- Lost Blood Ingestion -1 to all Trait rolls
Poisons d8

247
Player's Guide
Heroic Crafting- Embrace of the Contact -2 to all Trait rolls
Poisons d10 Kami (Vigor to resist)
Heroic Crafting- Black Tear Ingestion Hallucinations and
Poisons d10 penalties to checks
Heroic Crafting- Mantle Inhalation Cumulative penalties
Poisons d10 each minute (Spirit to
resist)
Legendary Crafting- Liquid Ingestion Deep slumber until
Poisons d12 Nightmare wounded
Legendary Crafting- Red Cloud Inhalation Cumulative penalties
Poisons d12 each minute (Vigor to
resist)
Legendary Crafting- Union with the Contact The victim is
Poisons d12 Kami Incapacitated (Spirit to
resist)

the possession of the necessary Example: writing down on a scroll


instrument for the performance to be the ‘armor’ spell—which costs in
successful. itself 2 Power Points—requires
the expenditure of 6 Power Points,
Magic Writing -Spirit plus four hours.
This skill allows the character to At the end of that time, to see if the
transfer part of his magical power on spell has worked, a Magic Writing roll
a scroll for future use; if the character is required; a Benny cannot be used
is a Menoosh, he can also draw magic to improve the result. If the roll is
tattoos. Unlike more complex magical successful, the character must spend
objects, such a small alteration of the the requested Power Points and the
Veil does not really unbalance it. scroll works correctly. With a raise,
To write a spell on a scroll, you must the expenditure of Power Points is
first be able to cast it; that is, you must halved or canceled with 2+ raises. If
know it. You then need a high-quality the roll fails, or there is a pause of one
virgin scroll and a thin-pointed pen. or more hours during the procedure
This procedure requires three times or the character does not have
the Power Points needed to cast the enough Power Points, the procedure
spell itself and a number of hours is a failure and the scroll becomes
equal to twice that amount. useless. A Menoosh can use the Magic
Writing skill to carve magic tattoos
on himself or on a willing target. For
this procedure to work correctly, it is

248
Player's Options
necessary to use a special ink (it can Kesul
be made with Crafting Inks, using Requirements: Magic Wrting d8,
natural pigments or found in any Rank Seasoned
Menoosh village) and a red-hot metal Duration: Three rounds
nib, whose temperature must be kept Failure: -2 to Spirit rolls.
constant. Each tattoo requires an hour Success: +2 to Spirit rolls.
to be patterned correctly, excluding Raise: +4 to Spirit rolls.
the time taken for its representation,
and can be carved once a day only. Koopash
The number of tattoos a Menoosh can Requirements: Magic Writing d6,
carve in one day varies depending on Rank Novice
how advanced his skill is: d6 = 1; d8 = Duration: One hour
2; d10+ = 3. Failure: The character gains 1 Fatigue
Resorting to this exclusive Menoosh level.
art form, however, is risky and not Success: The character ignores any
simple: a bad tattoo means that penalties from Fatigue.
whoever bears it suffers a negative Raise: The character ignores any
effect equal to the desired one. penalties from Fatigue and wounds.
Below is a list of possible tattoos, with Lucky clover
details of requirements, duration, Requirements: Magic Writing d12,
effects and possible contraindication: Rank Heroic
Baobab Duration: Three rounds
Requirements: Magic Writing d12, Failure: No effect
Rank Heroic Success: 1 Benny to be used while the
Duration: Three rounds effect lasts.
Failure: The target is Shaken (this can Raise: 1 Benny to be used while the
cause 1 wound). effect lasts (no additional effect).
Success: Removes a wound from Malpa
the target (the Golden Hour rule is Requirements: Magic Writing d10,
applied). Rank Veteran
Raise: Removes 2 wounds from Duration: Three round
the target (the Golden Hour rule is
When activating the tattoo, the
applied).
character must choose from:
Book Fighting, Shooting, Throwing.
Requirements: Magic Writing d10, Failure: -2 to chosen skill rolls.
Rank Veteran Success: +2 to chosen skill rolls.
Duration: Three rounds Raise: +4 to chosen skill rolls.
Failure: -2 to Spellcasting rolls.
Success: +2 to Spellcasting rolls.
Raise: +4 to Spellcasting rolls.

249
Player's Guide

250
Player's Options
Mountain Phoneix
Requirements: Magic Writing d8, (Covers the whole back.)
Rank Veteran
Duration: Three rounds Requirements: Magic Writing d12+1,
Failure: -2 to Vigor rolls. Rank Legendary
Success: +2 to Vigor rolls. Duration: 3 rounds
Raise: +4 to Vigor rolls. Failure: Incapacitated.
Success: If the character dies while
Pandama the tattoo is effective, he comes back
(A circle with sea animals drawn to life after 1d6 rounds.
in the lower half, land animals in Raise: When the character comes
the upper one) back to life, he releases a wave of fire
within a Medium Burst Template in
Requirements: Magic Writing d12+1, that round: anyone within it must
Rank Legendary make an Agility roll to avoid being
Duration: 1 round Shaken (this can cause one wound)
Failure: The character loses/misses and suffers one wound; if the roll
that round. is successful, the character is just
Success: For the duration of one Shaken (this can cause one wound).
round, the character makes multiple With at least one raise, there is no ill
actions at no penalty. effect.
Raise: The duration is two rounds.
Scroll
Pembur Requirements: Magic Writing d6,
Requirements: Magic Writing d6, Rank Novice
Rank Novice Duration: Five hours
Duration: Ten minutes Failure: The time required to recover
Failure: -5 to Pace. the Power Points doubles (from one
Success: +5 to Pace, the Running die to two hours)
is increased by 1 die type. Success: The time required to recover
Raise: +10 to Pace the Running die is the Power Points is halved (from one
increased by 2 die types. hour to thirty minutes or a minimum
Plenulia of fifteen).
Requirements: Magic Writing d10, Raise: The time required to recover
Rank Veteran the Power Points is halved (from one
Duration: Ten minutes hour to thirty minutes or a minimum
Failure: -2 to Charisma. of fifteen) and the character
Success: +2 to Charisma. immediately recovers five Power
Raise: +4 to Charisma. Points.

251
Player's Guide
Umakin
(Tiger head drawn on the back of
Hindrances
the character’s thumb and index As with the Skills, in most cases,
finger as if those fingers were the Hindrances here are the same as in
beast’s jaws) Savage Worlds core rules. In this
Requirements: Magic Writing d12, section we will examine those that
Rank Heroic have changed or have disappeared
Duration: Three rounds because they are ill-suited to this
Failure: -1 to all Trait rolls. setting, and we shall introduce new
Success: +1 to all Trait rolls. ones. We will also make a distinction
Raise: +2 to all Trait Rolls. between those better suited for
campaigns which do not include the
Wurnug history of the Genesis and those that
Requirements: Magic Writing d8,
can be used in both cases. After each
Rank Seasoned
name, in parentheses, you will find
Duration: Three rounds
the type of Hindrance: minor (m),
Failure: -2 to Strength rolls.
major (M), or both (b).
Success: +2 to Strength rolls.
Raise: +4 to Strength rolls.

Rank Required Skill Tatoo Name Duration


Novice Magic Writing d6 Koopash 1 hour

Novice Magic Writing d6 Scroll 5 hours

Novice Magic Writing d6 Pembur 10 minutes

Seasoned Magic Writing d8 Kesul 3 rounds


Seasoned Magic Writing d8 Mountain 3 rounds
Seasoned Magic Writing d8 Wurnug 3 rounds
Veteran Magic Writing d10 Book 3 rounds
Veteran Magic Writing d10 Malpa 3 rounds
Veteran Magic Writing d10 Plenulia 10 minutes
Heroic Magic Writing d12 Baobab 3 rounds
Heroic Magic Writing d12 Lucky Clover 3 rounds
Heroic Magic Writing d12 Umakin 3 rounds
Legendary Magic Writing d12+1 Phoenix 3 rounds
Legendary Magic Writing d12+1 Pandama 1 round

252
Player's Options
Removed Hindrances although in some particular instances,
the Game Master is free to use it as he
All Thumbs (m): The so-called ‘high- deems it best (for example, in the case
technology’ objects are non-existent of a Rok’Nar being part of a Ferua
here, hunting party from the first game
Doubting Thomas (m): Such a session); if present, this Hindrance
character would have a short life in falls in the ‘Post-Genesis Campaign’
a fantasy setting and an even shorter category.
one in a place such as Enascentia Poverty (m): This Hindrance—more
which has so many out-of-the- advised against than forbidden—is
ordinary creatures and events. ill-suited to the most common trade
Elderly (M): Nobody ages in instrument of the Tribes: bartering.
Enascentia. Moreover, some Tribes do not care
Outsider (m): The existing differences very much for material assets, which
between Tribes and Ways are already would make this Hindrance Hobson’s
so defined and clear-cut that such a choice for them.
Hindrance is either superfluous or
ubiquitous. Its use is very inadvisable,

Effect Success Raise


+1 Fatigue Level No No Fatigue and wounds
Fatigue penalty penalty
Doubles PP recovery time Halves PP recovery time Halves PP recovery time,
and +5PP
-5 Pace +5 Pace, Running die +10 Pace, Running die
increased by 1 die type increased by 2 die types
-2 to Spirit rolls +2 to Spirit rolls +4to Spirit rolls
-2 to vigor rolls +2 to Vigor rolls +4 to Vigor rolls
-2 to Strength rolls +2to Strength rolls +4 to Strength rolls
-2 to Spellcasting rolls +2 to Spellcasting rolls +4 to Spellcasting rolls
-2 to Attack rolls +2 to Attack rolls -2 to Attack rolls
-2 Charisma +2 Charisma +4 Charisma
Shaken Heals 1 wound Heals 2 wounds
No effect +1 Benny -
-1 to all Traits rolls +1 to all Traits rolls +2 to all Traits rolls
Incapacitated Special Special
1 round lost Multiple actions at no Duration 2 rounds
penalty

253
Player's Guide
Small (M): Each tribe has very Anemic (m), Arrogant (M), Badeyes
precise physical characteristics, and (b), Bad Luck (M), Big Mouth
besides the Oscurians, none of them, (m), Blind (M), Bloodthirsty (M),
as detailed in the race description, Cautious (m), Clueless (M), Code of
falls within this category. Honor (M), Curious (M), Delusional
Young (M): There are no births in (b), Greedy (b), Habit (b), Hard of
Enascentia; everyone is generated as Hearing (b), Heroic (M), Illiterate
an adult. (m), Lame (M), Loyal (m), Mean (m),
Obese (m), Onearm (M), Oneeye
(M), Oneleg (M), Overconfident (M),
Genesis Campaign: Pacifist (b), Phobia (b), Quirk (m),
Stubborn (m), Ugly (m), Vengeful (e),
Existing Hindrances Yellow (M).
All those Hindrances allowed in both
the types of Campaign fall within this
category: the one where the history
of the Genesis is told and the one in
which the story starts later.
From Savage Worlds core rules:

254
Player's Options
Genesis Campaign: Incomplete Genesis [b]
As the name itself implies, a
New Hindrances character with this Hindrance does
not have the same characteristics as
the other Newly Generated of that
Alien Whisper [b] Tribe. He may suffer from some
Each Tribe has a precise nature and physical shortcoming not previously
an equally precise idea of what the described—a Ferua lacking a tail, for
Kami is to its members. It is not the example or a Gromsh having no bone
same for this character, however. excrescences, or he may lack some
He has been generated with an idea basic notions so that he cannot speak,
of the Kami which is different from or run or ignores information usually
that of his kin, and his personality considered ‘Common Knowledge’. In
drives him to walk other paths. When this latter instance, this Hindrance
a character takes this Hindrance, should be assigned only to Newly
he must also choose a new Kami to Generated. The Game Master can
worship: we advise that he should consider this a Major or Minor
pick one among the ten that exist. Hindrance, depending on the gravity
According to the circumstances, this of the shortcoming.
can be considered either a Minor or
Major (or even non-existent if, for
example, the character has already Post Genesis
become a member of the Way of the
Followers of Free Will) Hindrance.
Campaign:
It is a very specific characteristic that Existing Hindrances
alters that character’s gaming style
substantially and probably that of This section lists those Hindrances
the whole group. Therefore, it is not that only fit into a campaign
advisable for a beginner to take it, and where the characters have some
the choice must always be approved past experience, memories and
by the Game Master. a history of completed missions:
Generated Naked [m] essentially, into a campaign that
Contrary to what usually happens, does not reveal the Genesis. The
the character appears without any Hindrances present in the Savage
kind of gear…no weapons, clothes Worlds core rules that fall within
or kronlings. This Hindrance can be this category are few:
taken only in a Genesis Campaign Death Wish (M) (Janahs and
and only if the Game Master thinks Lumians cannot take it), Enemy
it can be considered a real Hindrance (b), Vow (b), Wanted (b).
(for example, if no Elders are present
at the Genesis).

255
Player's Guide
this can be either a Minor or Major
Post Genesis Hindrance. It is not possible to defect
Campaign: from the Way of the Faceless Ones.

New Hindrances Lost [m]


At the moment of the character’s
Genesis, nobody was there to
Brand of the Faceless Ones [M] welcome him; therefore, he has not
The character’s symbol was effaced in been assimilated into a village or
the past by a Faceless One, and he still received basic teaching but has been
carries the scar. He is now considered forced to fend for himself from the
a Faceless One himself, and whoever very beginning. It is up to the player
sees his symbol for whatever reason to decide how that influenced his
attacks him immediately. This development and his view of the
Hindrance can be used to interpret world.
both the role of the infiltrator within
the group or that of an outcast always Prophet of the Kami [M]
living on the edge. In both cases, it This character does not simply explain
is advisable to describe a detailed his point of view about the Kami: he
background explaining the dynamics tries to force it upon others as the
of the character’s ‘Liberation’ and how only possible one, and to him all the
he lives with it. The Game Master other points of view are heresies.
always has the last word on the matter.

Debt [b]
It can be anything from a simple IOU
to a moral debt, but in any case the
Edges
character has a debt he will have to As with skills and Hindrances,
pay sooner or later. Depending on its most of the Edges are identical to
import, this Hindrance can be Minor Savage Worlds core rules. Unlike
or Major. Hindrances, however, Edges can be
used in a Genesis or Post-Genesis
Defector from a Way [b] Campaign without consequence.
At some point in his life, the hero Even Professional Edges, said to be
joined a Way, but it was not a long- the result of years of improvement
lasting experience. Depending on how in a specific activity, do not pose
long he remained in the Way before any problems. However, we still
abandoning it, the circumstances recommend that the story of a
in which he left and the Way itself, character having one of these
Professional Edges be told within the

256
Player's Options
narration, both by means of a player’s his interpretation to be as insane
performance and the description of as possible, he should turn his
how he acquired it. attention to the Janahs.
Just like Hindrances, Edges are
divided in categories. Let us see, then, Filthyrich
which among those that already exist See Rich. If the Game Master
have been altered and how, which permits, the characters in some
Edges have been removed, and finally Tribes (such as Oscurians, Janahs,
what new Edges this setting has to and Lumians) may possess an
offer. enchanted weapon, even as a Newly
Generated.

Background Edges: Improved Arcane Resistance


See Arcane Resistance
Alterations
Noble
No one can be of high birth in
Arcane Background Enascentia. Actually, no one can be
Enascentia’s magic works in a born in the conventional sense of the
peculiar way, which reflects in the word.
way this Edge works, and entails
a few changes. See details in the Rich
Powers section, p. 269 This Edge changes somewhat,
depending on whether the adventure
Arcane Resistance is Genesis-related or not and which
It works as shown in Savage Worlds Tribe is involved. It is not advisable
core rules, but the bonus applies also to use it in a Genesis Campaign. To
to magic effects produced by magic receive more than just a weapon,
objects. This does not increase simple gear or clothing at the Genesis
damages caused by a weapon via a is quite rare. In a Post-Genesis
spell, but the effect generated by the
weapon itself. Example: if hit by a
Burning Weapon, the character does
not gain 2 armor points but gains
them with the Fire Burst effect.

Berserk
Instead of being removed, this
Edge has been changed and limited
to a single Tribe. If a player wants

257
Player's Guide
Campaign, Kronoss, Whisplings
and Oscurians can carry up to five
hundred kronlings (a thousand with
the Filthyrich Edge) while members
of any Tribe can have up to a dozen
unusual, easy-to-barter objects, such
as potions, scrolls, poisons, inks, etc.

Background Edges:
New

Immunity to [Poison name]


Requirements: Novice
The character reacts in a different
way to the mixture of two or more
key components of a manufactured
poison, thus acquiring immunity to
that specific poison; this does not
apply to natural poisons, such as
scorpion, spider or Ferua poison.
The character can gain this Edge
more than once, in which case it is
necessary to specify to which poison
he is immune.

Mystic Memory
Requirements: Novice, Smarts d6
The character has an aptitude for
the arcane, and his memory is out
of the ordinary. Combined, these
characteristics allow him to register
and memorize the symbols—and
keep active the magic energy of a
scroll. A character with this Edge
can memorize one scroll and unleash
its power as a free action. It is not
possible to memorize more than one

258
Player's Options
scroll at a time, and unleashing its
power implies the usual deterioration
Combat Edges:
of the original magic text. New
Mystic Metabolism
Requirements: Novice, Vigor d6, Expert at [Weapon category
Slowed Metabolism
The character with this Edge can
name]
ingest a potion and keep its effect Requirements: Novice.
latent in his body for about twenty- The character has a thorough
four hours. As a free action, the knowledge of one category of
character can activate the potion’s weapons and gets +1 to Fighting,
effect at will. It is not possible to use Throwing or Shooting rolls when
more than one potion this way, but he fights with a weapon belonging
ingesting other potions normally is to that category. With a melee/
allowed. ranged weapon, such as a dagger
or a throwing axe, the character
Slowed Metabolism must choose which skill gets the
Requirements: Novice, Vigor d6 bonus when he gains the Fighting
A character with this Edge can or Throwing Edge. The relevant
slow down his metabolism: it takes categories are: Bows, Flails, Blunt
twice the usual time for the effects Weapons, Throwing Weapons,
of hunger and thirst to make him Polearms, Axes and Short Weapons,
Fatigued or Exhausted. The duration Crossbows, Staves, Swords; it is
of any potion he takes is doubled. possible to choose an Unusual
Weapon, but only one from this
category. This Edge can be gained
Combat Edges: more than once, each time for a
different category or bonus.
Variations
Master at [weapon category
name]
Rock and Roll Requirements: Seasoned, Expert at
Since machine guns do not exist (Weapon category name)
in Enascentia, this Edge—way too The character is a real master at using
modern—does not exist either. the weapons belonging to the category
he has chosen and adds another +1 to
the skill chosen as Expert at (category
name) when fighting with a weapon
belonging to that group.

259
Player's Guide
Qualified in [Unusual Weapon Inspiring Courage
name] Requirements: Seasoned, Command,
Requirements: Novice. Spirit d8
This Edge allows the character to Any allies within the ‘command
use the specified Unusual Weapon range’ add +1 to Fear checks and tests
without suffering the usual -2 penalty of Will.
to Fighting, Throwing and Shooting
rolls. It can be gained more than
once, specifying a different Unusual Power Edges:
Weapon each time.
New
Strong Shooter
Requirements: Veteran, Strength d6,
Concentration
Throwing or Shooting d8
When the character carries a ranged Requirements: Seasoned, Spellcasting d6
attack, his blow is particularly The character can spend 2 additional
forceful. The character adds +2 to Power Points when casting a spell, in
damage against targets hit within which case he gets a +1 bonus to that
Short Range. Spellcasting roll.

Unerring Shooter Deep Concentration


Requirements: Novice, Agility d6, Requirements: Veteran, Spellcasting
Throwing or Shooting d8 d8, Concentration
The character applies the following Just like the Concentration Edge,
range penalties: 0/-1/-3 (instead of but the character can spend 3 Power
the usual 0/-2/-4). Points to get a +2 bonus to roll.

Leadership Edges: Professional Edges:


New Variations

Fury Ace
Requirements: Heroic, Command, This Edge has been adapted to the
Spirit d8, Fervor means and skills applicable to this
Any allies within the ‘command setting. The +2 bonus applies to
range’ add +1 to melee damage. Boating (both traditional and flying
vessels) and Riding.

260
Player's Options

261
Player's Guide
Adept Professional Edges:
Since Arcane Backgrounds work
differently in Enascentia, having any New
of them instead of Miracle, which
does not exist, is adequate; likewise,
the d8 requisite refers to a more Artisan
generic ‘Spellcasting’. Requirements: Novice, Crafting (any
two) d8
Champion, Holy/unholy An Artisan adds +1 to roll to craft
warrior something using the selected skills.
These Edges have been removed
because in this setting, the concept Bulwark of the Light
of ‘good’ and ‘evil’ has been replaced Requirements: Novice, Lumian,
with the more complex view of the Spirit d8, Vigor d6, Fighting d8
Kami. Deceiving a passerby can The character gets an additional +2 to
be seen as ‘right and proper’ by an Fear checks and applies this bonus to
Oscurian and as an ‘immoral act’ by tests of Will, too. This Edge is usually
a Lumian. The ‘extraplanar’ concept chosen by male Lumians.
does not exist here.
Celestial Archer
Inventor, Mr. Fixit Requirements: Novice, Whispling,
Both these Edges have been removed, Agility d8, Smarts d6, Shooting d8
because of the absence of the Weird There are many bowmen of great
Science Arcane Background; they are experience among the Whisplings,
both better suited to a setting that and the Celestial Archers are the
makes use of modern technology. best of them. When shooting an
arrow, they double the normal-
McGyver range intervals allowed by the
Another Edge more suited to a bow. They can also use elemental
modern setting, not suitable for manipulation (air) as a free action
Enascentia. to help the arrow flight and get a
+2 bonus to Shooting roll.
Mentalist
Removed because of the absence of Centaur
the Psyonic Art Arcane Background. Requirements: Novice, Senduar,
Agility d8, Riding d8, Shooting d8
Trained to use their bow while mobile,
centaurs become one with their
mount, be it a horse, or a koopash
or any other means of transportation
that would normally make it more

262
Player's Options
difficult to take aim. A character Chronomancer spends 1 Power Point
with this Edge applies the following less in casting such spells and adds
changes when Fighting Mounted: +1 to his Spellcasting roll. However,
he does not suffer a -2 penalty to he spends 1 additional Power Point
actions if his mount is running; if the to cast all other spells. The spells in
character or mount are wounded, this category are: Temporal Anomaly,
the character gets +2 to Riding roll Stopping Time, Window on the Future,
to prevent falling; he adds +2 to Window on the Past, Quickness, Slow,
damage inflicted to targets on foot Time Jump, Speed.
within a 5” range.
Crowd Charmer
Champion of Chaos Requirements: Novice, Menoosh,
Requirements: Novice, Gromsh, Perform (any) d10, Persuasion d8,
Strength d8, Fighting d8, Throwing Spellcasting d8, Arcane Background
d6, Improvisational Fighter According to the Menoosh, art is
The Champions of Chaos usually allow magic and magic is art, but nobody
themselves to be carried away by the can master both as well as a Crowd
inspiration provided by their Kami Charmer. When performing the art
and can fight at any moment, using form a Menoosh knows best (usually
any object: improvised weapons can dancing, oratory, singing or playing
be thrown at a shorter range than the an instrument), bystanders are so
one allowed by their category, down mesmerized with the quality of his
to a minimum of small (large objects performance, they do not realize
are considered medium, medium a spell is being cast. After the first
objects are small). They also get +1 minute of his performance and until
to Fighting and Throwing rolls, and it ends, the Menoosh can cast any of
+1 to damage when fighting with an the following spells on one or more
improvised weapon. The Champions members of the audience (in the case
of Chaos never carry weapons with of multiple targets, the description
them, because any object near them is and number of Power Points of the
a better weapon than a blade or maul. spell itself must be used), using
his performance as a physical and
Chronomancer verbal element, with no other visible
Requirements: Novice, Kronoss, consequences: Confusion, Dispel,
Smarts d10, Knowledge (arcane) d8, Puppet, Fear, Mind Reading, Stun.
Knowledge (time) d8, Concentration The spell must be one the Charmer
Chronomancers specialize in spells knows. If Perform is successful, the
altering the flow of Time, largely people who have been attending since
devoting their studies to such spells and the beginning of the performance
managing to use the Veil surrounding do not notice anything; with a raise,
them more easily through them. A

263
Player's Guide
No one makes poisons as well as an
the effect extends to absent-minded
Oscurian, and among them Master
nearby people, passersby or anyone
Apothecaries are probably the best
else.
in this field. They can process any
Disciple of Determination poison among those they know how
to craft and turn it into one they
Requirements: Novice, Janah, Spirit
prefer. This alters the way the poison
d6, Vigor d6
is administered and the duration of
Nothing and no one can stop a
the effect depending on the chosen
Disciple of Determination when he
category.
abandons himself to it. The character
acts freely during his round, whether Example: A Veteran Master
he fails or has just one success in Apothecary with Crafting-Poisons
his Spirt roll to recover from being d8 can make one dose of Mind
Shaken. If he fails, he is still Shaken, Vise, which is administered by
which means he has to make another contact instead of inhalation.
roll in the next round and may suffer
wounds if hit. Master Tattooer
Requirements: Novice, Menoosh,
Entertainer Magic Writing d10, Spirit d8
Requirements: Novice, Perform (any All Menoosh can infuse their Tattoos
two) d8 with minimal magic power, drawing
An Entertainer adds +2 to any from nature’s supply, but Master
Perform roll in the two chosen Tattooers can do it with an expertise
specialties. difficult to emulate. It takes them ten
minutes—instead of the usual hour—
Light Bringer to carve a tattoo, and they can make
Requirements: Novice, Lumian, an additional one every day (d6 = 2,
Healing d8, Spellcasting d8, Arcane d8 = 3, d10 = 4). When they carve a
Background, Healing. second different tattoo on the same
The character is specialized in healing person, they can choose to link it to
spells: he spends one less Power Point the first one, which allows them to
to cast Healing, Luminescence and activate both with just one action.
Radiance. This Edge is usually chosen
by female Lumians. Night Shadow
Requirements: Novice, Oscurian,
Master Apothecary Agility d8, Knowledge (arcane) d10,
Requirements: Novice, Oscurian, Smarts d10, Stealth d10
Agility d6, Crafting - Poisons d6, Some Oscurians studied the arcane
Knowledge (poison) d8, Smarts d8 skills granted by the Kami to their
Tribe’s enchanters for so long that

264
Player's Options
they managed to partially extract When fighting unarmed, the
their essence. They have a supply character gets +1 to Parry and adds
of Power Points equal to the sum of +1 to damage. This Edge is chosen
their Smarts and Knowledge (arcane) usually by male Rok’Nar.
dice, which can be used only for
the Invisibility spell. As with Power Servant of the Mother
Points, they are recovered regularly at Requirements: Novice, Rok’Nar,
the rate of one an hour. Knowledge (nature) d8, Spellcasting
To cast the spell successfully, a Night d8, Arcane Background, Succor
Shadow must be successful in a Every time the character casts Succor,
Knowledge (arcane) roll and cannot the spell removes any negative effects
select additional targets. Apart of poison or any illnesses from the
from this, the spell works exactly as target. It can also dispel the effect
described in Savage Worlds core rules. another spell is having on the target
by making an opposed Spellcasting
Overwhelming Enchanter roll to the Spellcasting roll made by
Requirements: Novice, Janah, Smarts the enchanter who cast a spell on the
d6, Arcane Background, Knowledge target. This Edge is chosen usually by
(arcane) d8, Spellcasting d8 Female Rok’Nar.
Not all Janahs are fighters, and they
do not all have an object as their Sorcerer of Chaos
favorite weapon: some of them Requirements: Novice, Gromsh,
may rely primarily on their minds. Smarts d6, Spirit d8, Arcane
Such a character Abandons himself Background
to Determination in a slightly The Gromsh who have bonded with
different way: he gets a +2 bonus to their Kami accept all the gifts and
all Spellcasting rolls, damage from challenges he offers them. When they
magical sources (from bolt, for make a Spellcasting roll, the result is
example), and Toughness. He can not simply success or failure but what
also cast both the usual damage spells is listed below:
against a target, and enhancement and 1. Gromsh Explodes: The Sorcerer
healing spells on himself. However, is at the center of an explosion: he
he suffers all the remaining penalties suffers 3d6 damage, and anyone
and restrictions. within a Small Burst Template range
has to make an Agility roll to -2 not to
Protector of the Mother suffer the same damage.
Requirements: Novice, Rok’Nar, 2. Gromsh Explodes a Little: The
Fighting d8,Strength d6, Vigor d8, Sorcerer is at the center of a small
Martial Artist explosion: he suffers 2d6 damage, and

265
Player's Guide
anyone within a Small Burst Template Unerring Predator
must make an Agility roll not to suffer Requirements: Novice, Ferua,
the same damage. Agility d8, Shooting or Throwing d8,
3. Gromsh Suffers: The Sorcerer Unerring Shooter
suffers 2d6 damage. As a free action, a Ferua can coat
4-7. Gromsh Strong: The spell is cast the ammunition she is going to use
normally. with her natural poison. She gets a
8-11. Gromsh Can: The Sorcerer +2 bonus to the roll when making a
casts the spell normally and adds two called shot.
Power Points to his supply; however,
he can never exceed his maximum Warrior
allowed limit. Requirements: Novice, Strength
12+. Gromsh Can All: The spell is d6, Fighting d8, Expert at (weapon
cast twice, the first normally and the category name)
second without spending any Power The character does not just have
Points and choosing new targets knowledge of a single category of
(Spellcasting roll to be repeated only weapons, but follows a path that
if the spell requires an attack roll.) gives him a deeper knowledge of
many of them. Every time he attains
Stealthy Predator a new Rank, he gets one of the
Requirements: Novice, Ferua, Agility following bonus Edges: Expert at
d8, Fighting d8, Stealth d8 (weapon category name), Master at
When hitting an opponent in a sneak (weapon category name), Qualified in
attack, the character adds +2 to the (weapon category name), Qualified in
Fighting roll. (Unusual Weapon name).
Time Disciple Wayfarer
Requirements: Novice, Kronoss, Requirements: Novice, Senduar,
Fighting d8, Spellcasting d8, Martial Climbing d6, Survival d6, Swimming d6
Artist Some Senduars are more restless
These Kronoss combine the study than the others: they are more at
of Time’s secrets and its arts with a ease when traveling than resting
monastic lifestyle based on those and have learned to keep moving
teachings, acquiring a deeper whatever the circumstances. They
knowledge of their bodies and of the add +2 to Climbing, Riding, Boating,
limits they can reach. It works just Swimming and Survival rolls.
like the Adept Professional Edge, with
the exception that Temporal Anomaly, Whirlwind
Stopping Time and Quickness must Requirements: Novice, Whispling,
be added to the list of spells whose Agility d8, Fighting d10, Strength d6,
Trappings can be changed. Florentine

266
Player's Options
The speed with which a Whirlwind
wields two weapons at the same
Weird Edges:
time is without equal. When he gets New
through his opponent’s Parry with
both hands, he can carry out a third
attack with his main hand, with no Expert Apothecary
penalty to the roll. Requirements: Seasoned, Crafting—
Poisons d8, Qualified Apothecary
The Apothecary gains more
Social Edges: experience and reduces the necessary
New time by one quarter (half an hour).
He can also use one Benny for each
Crafting-Poisons roll.
Expert Taunter Expert Magic Writer
Requirements: Veteran, Intimidation
Requirements: Seasoned, Magic
or Taunt d8+
Writing d8, Qualified Magic Writer
The character is so used to threatening
The Writer gains more experience
or intimidating other people that he
and reduces the necessary time by
can make two tests of Will within the
one quarter. Moreover, he can also use
same round with the usual penalties
one Benny with each Magic Writing
for multiple actions in one round.
roll to produce magic scrolls.
Orator Expert Poisoner
Requirements: Novice, Smarts d8,
Requirements: Novice, Qualified
Intimidation or Taunt d8, Charisma
Poisoner
+2 or higher
When the character successfully
Those who know how to use words
poisons an opponent, he adds an
also know they can be an invaluable
additional +1 to the effect duration
tool to distract, intimidate and rouse
(whether it is rounds, minutes or
their listeners, as well as to persuade,
hours).
properly oil the wheels of social
machinery and lie. Orators add Expert Pourer
their Charisma bonus to Gambling,
Requirements: Seasoned, Crafting-
Intimidation and Taunt.
Potions d8, Qualified Pourer
The Pourer gains more experience
and reduces by one quarter the time
to prepare a potion (respectively, half
an hour and three hours). He can
also use one Benny for each Crafting-
Poisons roll.

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Qualified Apothecary Preserver
Requirements: Novice, Crafting- Requirements: Novice, Smarts d6,
Poisons d6 Survival d6
It takes the character half the usual The character has a minimal
required time (an hour) to prepare knowledge of alchemic and
a poison. He also adds +1 to his poisonous substances which allows
Crafting-Poisons roll. him to preserve the substances he
has with him in the most careful
Qualified Magic Writer way. He can make a Survival roll
Requirements: Novice, Magic every day following the expiry date
Writing d6 of the substance to see if he can find
It takes the character half the usual any herb or other natural substance
required time to write a magic scroll. to help him lengthen the potion’s
He also adds +1 to the Magic Writing duration. Each success and raise gives
roll necessary to craft magic scrolls. an additional duration day, but it is
not possible to make it last more than
Qualified Pourer twice the original duration time.
Requirements: Novice, Crafting—
Potions d6
It takes the character half the Legendary Edges:
usual required time (one hour for
Primordial Alchemists, six hours New
for Magic Alchemists) to prepare
a potion. He also adds +1 to the
Crafting-Potions rolls. Alter the Veil
Requirements: Legendary, Smarts
Qualified Poisoner d8, Spirit d8, Spellcasting d12
Requirements: Novice The character has acquired enough
When the character poisons an familiarity with the Veil to shape it to
opponent successfully, he adds +1 his liking (see the paragraph ‘Crafting
to the effect duration (whether it is Magical Objects’, Gear section).
rounds, minutes or hours).

One's Own Body Map


Requirements: Novice, Agility d6
Once per round, the character can
activate one of his tattoos as a free
action. Further activations generate
the usual penalties for multiple
actions in the same round.

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Powers Arcane Background


[Enchanter]
Arcane Skill: Spellcasting (Smarts/
Spirit)
Arcane Background Starting Power Points: 10
Starting Powers: 3
The Spellcasting Attribute changes
The use of magic in Enascentia is closely
according to the Tribe, as shown below:
related to the Tribe symbol. In fact, it is
Smarts: Kronoss, Menoosh,
a catalyst which allows whoever bears
it to draw from the latent magic power Oscurians, Senduars, Whisplings
surrounding him, shape it and use it to Spirit: Feruas, Gromsh, Janahs,
his own ends. The Power Points are not, Lumians, Rok’Nars
therefore, related to the quantity of magic
energy an individual possesses but to his Reckless Hoarding: Hoarding the right
ability to shape nature’s inherent magic quantity of magical energy is not simple,
power; this is an intense, and therefore and if not done carefully, it may be
trying, process. dangerous. When an Enchanter rolls 1
This has many philosophical on his Spellcasting dice—regardless of his
consequences that change according to Wild Dice—he is automatically Shaken.
the different views of the Kami: the most This can cause a wound.
accredited theory is that the symbol is the
bond between the Kami and his favorite
Tribe, and therefore it is the Kami himself
who grants magic powers to the more
Spells
deserving among his favorites. In fact,
In Enascentia, ‘powers’ are called
an effaced symbol causes the loss of
spells, and those using them are called
the Tribe powers acquired through the
enchanters, while for convenience’s sake,
Genesis and the inability to cast spells.
Power Points keep the same name. The
However, the Faceless Ones, who are the
powers used are those listed in Savage
living examples of this condition, have
Worlds core rules, with a few changes and
developed alternative ways to draw from
many new additions, listed below:
the Arcane, as explained in the Edges
section (and specifically in the Ways
paragraph).
In this setting, Savage Worlds core rules’ Removed Spells
normal Arcane Background powers are
replaced by a single version described Banish: Removed because Enascentia’s
below: inhabitants do not have the concept of
‘worlds’ and ‘planes’.
Summon ally: See Banish.

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Player's Guide
Elemental manipulation: Only a few listed in the following section, together
specific Tribes can control the elements with many new spells, grouped together
and only partially; this ability is already by Tribe.
specified within their game features. Divination: The spell is substantially
Zombie: None of the current Royal Races the same, but the source of the answer
can cast this spell. is always the enchanter’s Kami. Before
consulting his Kami, the enchanter must
give him a gift compliant with the Tribe’s
Altered Spells canons.
Drain Power Points: In this case, the only
difference is that there is no penalty in the
Beast friend, invisibility, burrow, case of different Arcane Backgrounds,
teleport, disguise, fly: These spells have because there is just one.
an important typecasting role in the
setting and can, therefore, be used only
by the Tribe more inclined to use them.
They will appear in the ‘exclusive spells’

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Player's Options
information in each other’s minds. It
New Spells [General] simply allows the involved characters
to talk without being overheard or at
great distances as a result of the spell
Limb Shaping being cast.
Rank: Novice Additional Targets: The spell may
Power Points: 1 affect an additional target for every
Range: Self additional Power Point spent,
Duration: 3 (1/round) up to a maximum of five targets
Trappings: Axes, swords, mauls communicating with each other. It
This spell can be used in two is not possible to send individual
ways, which both aim to turn the messages to some targets to the
enchanter’s arms into melee weapons. exclusion of the others: every sent
The enchanter joins his arms while message is heard by all.
casting the spell to obtain a two-hand
weapon or keeps them apart to get
two one-hand melee weapons. While
the spell lasts, the enchanter can take
Exclusive Spells
no other action with his hands.
The following spells are a privilege the
The spell adds +1 to the damage dice,
Kami grants only to his favorites. A
which is determined by the chosen
Character can choose whether or not
weapon. The character is considered
to take advantage of these additional
armed but can apply any unarmed
choices, which are in no way binding.
fighting Edge or benefit.
Novice Rank exclusive spells can
Mind Link be included in the selection of the
three spells allowed by the Arcane
Rank: Novice
Background Edge.
Power Points: 3
The only change concerns the
Range: Smarts x 2
Trappings. As they are specific
Duration: 10 minutes (1/10 minutes)
effects based on each Tribe’s peculiar
Trappings: Index finger pressed
characteristics, they do not have the
against the temple, thin light thread,
same room to maneuver as general
faint screeching.
spells. A shadow tentacle is still the
The enchanter chooses a target within
same whatever the Trappings, but what
the spell range and links with his
can change is how the Oscurian casts
mind: for the duration of the spell
his spell. The following descriptions,
they can mind-talk to each other.
therefore, do not provide suggested
An unwilling target gets an opposed
Trappings, but the Game Master or
Spirit roll to avoid the spell. Having a
the players can suggest custom ones,
mind link does not mean sharing huge
provided the original nature of the
amounts of information or reading
spell remains unaltered.

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Player's Guide
Feruas Exclusive Animal Friendship
Rank: Novice
Spells (The same as in Savage Worlds core
rules)

Abandon oneself to the Beast Animal Kinship


Rank: Veteran Rank: Seasoned
Power Points: 5 Power Points: 2
Range: Self Range: Self
Duration: Special Duration: 3 (1/round)
A Ferua allows her bestial nature With this spell, the Feruas become
to overcome her: she is no longer one with the animal world to which
aware of her surroundings and they belong and borrow some of its
attacks anything moving or giving peculiar characteristics for a limited
out heat within a Medium Burst amount of time. They stay the same
Template. At each round she can shape but for a few small mutations
carry a melee attack, a ranged that differ from case to case. This
attack and cast a spell with no spell cannot be cast again if one of
penalty for multiple actions; its variations is active already.
different actions, such as drawing • Chameleon: The enchanter and
a weapon or running, suffer the the things she carries assume
usual penalties. The character gets the same color as the surround-
+2 to Spellcasting rolls and +2 to ing environment. She becomes
damage or +4 with a raise. She also
invisible to any observer who did
suffers -2 to Parry and gets a +2
not witness the activation of the
Toughness bonus. The spell lasts
until the character finds or attacks spell, but only if she stands still. If
a valid target for three consecutive she moves, the spell does not end,
rounds. but turns into just a +2 to Stealth
The Game Master should consider rolls.
the character’s action from the • Hawk: The Ferua enchanter
interpretative point of view: a acquires the sight and un-
character under such a spell will erringness of a hawk, at no
never stop to take care of a wounded penalty to attack rolls against
companion; on the contrary, she targets within the maximum
will attack him notwithstanding,
range of a weapon.
should he be nearby.
• Cheetah: The enchanter’s Pace is
doubled; she rolls two Running
dice instead of one.

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Player's Options
Fog Pack Predator's Brand
Rank: Legendary Rank: Heroic
Power Points: 5-11 Power Points: 5
Range: Smarts x 2 Range: Smarts x5
Duration: 3 (2/round) Duration: 3
Very few Feruas can become one with Any target within range must make
nature, channel its essence and create an opposed Spirit roll or be branded.
duplicates of its inhabitants; those The brand’s shape and color appear in
who reach this level of communion the three following rounds. A target
can materialize two Pembur Spirits hit by the enchanter in the round of
by their side, beings that appear to the brand’s maximum visibility suffers
be made of fog but can move and bite three additional wounds. This spell can
just like their physical counterparts. be used only on creatures whose vital
At each round, the Ferua controls organs are known and/or visible.
these creatures like any NPC. When
wounded, a Spirit simply disappears.
Pembur Spirit
Gromsh Exclusive
Attributes: Agility d8, Smarts d4,
Spirit d6, Strength d10, Vigor d8
Spells
Skills: Fighting d10
Pace: 10; Parry: 6; Toughness: 6 Gromsh Blacksmith
Special Abilities: Rank: Novice
• Bite: For +d6 Power Points: 1
• Claw: Str Range: Self
• Fleet-footed: A Pembur rolls a Duration: 3 (1/round)
d10 when running instead of a The Gromsh enchanter can channel
d6. the power of Chaos into his
• Spiritual Poison: A target weapon, giving it new, random—of
wounded or Shaken by a Pembur course—features determined by his
must make a successful Vigor roll Spellcasting roll. The Sorcerers of
Chaos who cast this spell apply their
or decrease his Spirit dice by one
Spellcasting roll result to this list
dice type for 10 minutes (mini-
instead of their Professional Edges
mum d4). one.
• Additional Effects: The enchant- • 1: The weapon turns into some-
er creates one additional Pembur thing useless (a bunch of flowers,
Spirit per each Power Point spent a rubber chicken, etc.)
in addition to the cost of the spell, • 2: The weapon turns into some-
to a maximum of 5. thing useless but can still be used

273
Player's Guide
as an improvised weapon (a chair, The Gromsh enchanter teleports to
a bucket, etc.) a random area chosen by the Kami
• 3: The weapon remains the same (and determined by the Game Master
but becomes smaller, which at his discretion).
Additional Targets: The Gromsh can
reduces its damage dice by one
take with him up to two targets at
dice type.
the cost of 5 additional Power Points
• 4-7: The weapon damage dice is each. An unwilling target gets an
increased by one dice type. opposed Agility roll with a +2 bonus.
• 8-11: The weapon damage dice is
increased by two dice types. Gromsh Shows You Chaos
• 12+: The weapon damage dice is Rank: Legendary
increased by two dice types, and Power Points: 10
the enchanter adds +2 to Fight- Range: Self
ing, Shooting and Throwing rolls Duration: Instant
made with that weapon. The Gromsh enchanter literally
vomits the power of Chaos on the
Gromsh Explodes surrounding world, temporarily
Rank: Veteran altering the structure of everything
Power Points: 3 in a Large Burst Template centered
Range: Self on the enchanter himself. The result
Duration: Instant of this spell entirely depends on the
The Gromsh enchanter willingly Spellcasting roll, which, therefore,
becomes the center of an explosion does not just determine whether the
but never knows how much the spell is a failure or a success. The
Kami will help him. The character is Gromsh himself is never altered by
Shaken (this can cause a wound) as his spell. The Sorcerers of Chaos who
an additional cost to cast the spell. He cast this spell apply their Spellcasting
then causes 4d6 damage to himself roll result to this list, instead of their
and anybody within a Medium Burst Professional Edges one.
Template range. Any target in the • 1: The Gromsh cannot control
affected area besides the enchanter his magic power, which wounds
himself can make an opposed him. He loses Power Points, and
Agility roll at -2 to halve the damage it takes him the whole day (till
(fractions are rounded up). the next dawn) to recover them; he
is also Shaken, and suffers 1 wound
Gromsh Moves (2 if already Shaken). All creatures
Rank: Heroic within the affected area are altered as
Power Points: 10 if they rolled 1 on the corresponding
Range: Touch table. The effect lasts an hour.
Duration: Instant

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Player's Options
• 2: The Gromsh cannot control successful Vigor roll or suffer
his magic power, loses all his the mutation (roll a d6 on the
Power Points and cannot recov- Mutation Table). The effect lasts
er them within the day (till the a minute.
next dawn). All the creatures • 8-11: Whoever is within the
within the affected area are affected area must make a suc-
altered, as if they rolled 1 on the cessful Vigor roll. With a raise
corresponding table. The effect there is no ill effect. If the roll is
lasts an hour. successful, the character suf-
• 3: All the creatures within the fers a mutation (roll 1d6 on the
affected area are altered, as if Mutation Table), and if it fails,
they rolled 1 on the correspond- the character is Shaken after
ing table. The effect lasts an the mutation (this can cause a
hour. wound). A NPC wounded this
• 4-7: Whoever is within the way suffers a permanent mu-
affected area must make a

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Player's Guide
tation, becoming part of the Duration: 3 (1/round)
landscape: a statue, a tree, etc. This spell only works as a boost/
Otherwise, the effect lasts ten lower trait spell with the following
minutes. differences: the only target can be the
• 12+: Just like the pervious re- enchanter himself, and there are 2
sult, but the effect lasts an hour. Traits instead of 1.

Gromsh Strong!
Rank: Seasoned
Power Points: 2
Range: Self
Mutation Table
1d6 Mutation
1 Esthetic Change: this mutation is purely esthetical and only causes -2 to
Charisma. Examples: green hair, a crow beak on the forehead, a rabbit tail, etc.
2 Bulky: The character gets so bulky he suffers a -2 penalty to all Agility rolls
and all skills based on that Trait. With this mutation, the character must make
a successful Spirit roll to avoid being Shaken (this cannot cause any wounds).
Examples: heavy bulges protruding from the belly, a koopash shell on the back,
iron legs, etc.
3 Modified Sensory System: Besides the above-mentioned esthetic effect, the
character suffers -4 to all sensory rolls involving the stricken sense (Example: -4
to Notice in order to see something if the eyes have been altered) and -2 to all
Fighting, Shooting and Throwing rolls. The character must make a successful
Spirit roll to avoid being Shaken (this cannot cause any wounds). Examples:
antennae instead of eyes, sponges instead of ears, a mushroom replacing the
nose, etc.
4 Useless Arm: The character cannot use one arm and must use the other as if he
has the One-arm Hindrance. Randomly select an arm rolling a dice: with an
even result the arm selected is the right one, with an odd number is the left one.
The character must make a successful Spirit roll to avoid being Shaken (this
cannot cause any wounds). Examples: the arm turns into a tentacle, becomes
too short, is made unsubstantial, etc.
5 Useless Leg: The character cannot use one leg and is forced to move as if he
has the One-leg Hindrance. Randomly select a leg rolling a dice: with an even
result, the leg selected is the right one, with an odd number, the left one. The
character must make a successful Spirit roll to avoid being Shaken (this cannot
cause any wounds). Examples: the leg turns into a tentacle, becomes too short,
is made unsubstantial, etc.
6 Double Mutation: The target makes two rolls on the table. If he rolls another 6,
he must roll just one more time, instead of two.

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277
Player's Guide
rounds equal to the successes and
Janah Exclusive raises of the Enchanter. The Janah
Spells can choose his Spellcasting roll over
Intimidation/Taunt, if the result is
higher.
Keeping Control Relentless Determination
Rank: Veteran
Rank: Heroic
Power Points: 2-6
Power Points: 3
Range: Self
Range: A Janah 6” from the
Duration: 3 (1/round)
enchanter
Prevents the first effect of any
Duration: 3 (1/round)
magic control or interference,
The target can reach a new level of
Tribe privileges included, that can
Abandon, called Relentless. When
in any way limit or block the Janah’s
in this state, he gets an additional +2
actions. This category includes
to Toughness and at the beginning
the effects of Fear, mind control,
of each round can choose to teleport
physical coercion, stunning,
near to his objective. This can
paralysis, etc.
happen only if the Janah was looking
Additional effects: For 2 additional
at his objective when he Abandoned
Power Points spent in casting the
himself to Determination. At the
spell, the caster gets an additional
end of the spell, the Janah loses its
preventing effect, up to a total of 3.
benefits but maintains his state of
Overpowering Will Abandon, if still active.
Rank: Legendary Stubbornness
Power Points: 3
Rank: Seasoned
Range: Self
Power Points: 2
Duration: Instant
Range: Self
Any Janah of Legendary Rank is
Duration: 3 hours (1/hour)
the embodiment of determination,
When a Janah expresses his point
steadfastness and willpower. Those
of view on an idea and uses this
who can master this spell can channel
spell, nothing and no one will
these qualities and throw them at
ever be able to dissuade him, not
their opponents, who cannot react.
even with extremely persuasive
The enchanter makes a single test of
methods or resorting to magic.
Will against all his opponents within
The spell must be cast within a
a Medium Burst Template centered
minute from expressing the idea
on the enchanter himself. Those who
and lasts as indicated above.
fail the test of Will are overpowered
and cannot react for a number of

278
Player's Options
To me! Time Anomaly
Rank: Novice Rank: Novice
Power Points: 1 Power Points: 1
Range: Special Range: Touch
Duration: Instant Duration: 3 (2/round)
To use this spell, a Janah enchanter The touched target must make an
must have named his weapon. When opposed Spirit roll to avoid having
he calls its name and casts the spell, one randomly chosen (or chosen
the weapon appears in his hand, no by the enchanter, with a raise) limb
matter where it was. A Janah can be immobilized. If it is an arm, the target
bonded only to one weapon in any drops his weapon immediately, and
given moment. his arm is useless while the spell lasts.
He is forced to change hands and
suffers the eventual off-hand penalty
Kronoss Exclusive (unless he is Ambidextrous). If it is
a leg, in walking he suffers the usual
Spells multiple-action penalties in the same
round, and he cannot run.

Stopping Time Time Jump


Rank: Legendary Rank: Heroic
Power Points: 3-15 Power Points: 3
Range: Self Range: Smarts
Duration: 2 rounds Duration: 1 (2/round)
Time stops and only the enchanter The target must make an opposed
can act and move, thus gaining two Spirit roll at a -2 to avoid being
additional rounds. The spell blocks excluded from the normal flow of
any other existing time alteration, events. While isolated in that time
which makes it impossible to limbo, the target cannot do or suffer
cumulate extra additional rounds any kind of action as if he was not
(for example with the quickness spell). physically present. The only thing
Each interaction with objects or left of him is a projection of his
people becomes effective when the image, totally devoid of color.
time starts running normally again at
the end of the last additional round. w
Additional Effects: The Kronoss Rank: Veteran
enchanter can make the spell last Power Points: 5-X
more than 2 rounds by spending Range: Self
4 Power Points for each additional Duration: Instant
round when casting the spell, up to a
maximum of 5 rounds.

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280
Player's Options
The enchanter has a vision that Additional Effects: The enchanter
lasts a few seconds and shows can extend his vision of the past
him what will happen in the next by one additional hour for each
hour where he is standing, plus an additional Power Point spent.
additional hour with each raise. There is no limit to the Power
The choice of the vision depends Points he can spend this way.
entirely on the Game Master, but
the weft of time usually sends the
Kronoss visions pertinent to their Lumian Exclusive
thoughts, if possible. Each action
influences the course of events, Spells
so what the Kronoss sees is what
would happen if there were no
perceivable changes in the events. Appease the Crowd
Additional Effects: The enchanter Rank: Novice
can extend the vision by one Power Points: 2
additional hour for each additional Range: Smarts x 2
Power Point spent. There is no Duration: Instant
limit to the Power Points he can The enchanter calms overexcited
spend this way. people making them forget the
cause of pointless arguments or
Window on the Past quarrels, such as a sharp comment
Rank: Seasoned or sarcastic hint. If really angry,
Power Points: 5-X the target can make an opposed
Range: Self Spirit roll to prevent the effect with
Duration: Instant a modifier based on his position
The enchanter has a vision that lasts on the Reaction Table: Hostile +6,
a few seconds and shows him what Uncooperative +4, Neutral +2,
happened in the place he is now an Friendly +0, Helpful -2.
hour before the spell was activated,
plus an additional hour with each Leader of Men's Aura
raise. The choice of the vision Rank: Veteran
depends entirely on the Game Power Points: 3
Master, but the weft of time usually Range: Self
sends Kronoss visions pertinent to Duration: 3 (1/round)
their thoughts, if possible. Using The Lumian channels new energies
this spell too often can disrupt the in his allies within a Medium Burst
flow of time and induce the same Template. While the spell lasts,
vision. they get +1 to Parry and Fighting,
Spirit and Strength rolls.

281
Player's Guide
Luminescence blinded for the duration of the spell
Rank: Seasoned and must act as if having the Blind
Power Points: 3 Hindrance. With a raise there is no
Range: Self ill effect.
Duration: Instant
Has the same effects as succor but
on any ally in a Medium Burst Menoosh Exclusive
Template. Spells
Radiance
Rank: Heroic Charm
Power Points: 5
Rank: Novice
Range: Self
Power Points: 1
Duration: Instant
Range: Smarts x 2
This spell heals one wound on
Duration: Instant or 3 minutes (1/
any ally within a Medium Burst
minute)
Template, the enchanter included.
The enchanter infiltrates the target’s
With a raise he also recovers from
mind, filling it with pleasant feelings
being Shaken. The spell must be
that make him more amenable to
used within the usual Golden Hour.
dialogue and prone to carry out
Remove the Veil his wishes. The target must make a
successful Spirit roll. With a failure,
Rank Legendary
he suffers one of the following
Power Points: 5
effects, depending on his position
Range: Touch
on the Reaction Table: if the target is
Duration: 3 (2/round)
between Hostile and Neutral, he goes
The Lumian receives the greatest
up one level; if he is already Friendly
gift his Kami can grant: the vision of
or Helpful, he obeys any simple
his refulgence. If used on a Lumian,
command of the Menoosh, provided
the enchanter included, this
it does not directly damage him
spell envelopes him in the purest
or those he cares about. When the
light, allowing him to have all his
spell ends, the target remembers his
Traits increased by one dice type;
actions but is not aware of the magical
moreover, the target is immune
influence to which he was subjected.
from Fear. A target belonging
With a raise, the enchanter can make
to another Tribe must make a
the target forget what happened
successful Spirit opposed roll at -2
during the spell.
to avoid being mesmerized by the
intensity of the light, rendering
him ecstatic and immobile. If the
spell is successful, the target is

282
Player's Options
Fatal Illusion Additional Effects: The spell Burst
Rank: Heroic Template can be expanded to
Power Points: 5 Medium, spending two additional
Range: Smarts x 2 Power Points besides the cost of the
Duration: 3 rounds (special) spell, and to Large, spending four;
A mind stricken by Fatal Illusion it is also possible to increase of an
sees and feels itself threatened and additional +1 the opposed roll bonus,
senses dangers where there are none. up to a maximum of +4.
Whoever sees the target of this spell
believes he has lost his mind or is
Major Illusion
paranoid. The target himself can Rank: Veteran
act only cumulating penalties for Power Points: 4
multiple actions, since his first-round Range: Smarts x 2
action must be the one made to react Duration: 3 minutes (1/minute)
to his illusions, running away or This spell creates a complex illusion,
doing senseless things. Moreover, he a mixture of illusory images and/
must make an opposed Smarts roll or sounds, chosen at the enchanter’s
after three rounds from the activation discretion. The maximum number of
of the spell, and at each following created subjects is equal to half the
minute: he must get at least a raise enchanter’s Smarts. Some examples of
to release himself from the spell. practical uses can be: creating a small
With a success, the spell lasts another orchestra, a group of soldiers looking
minute, with a failure, the target is for someone or a whole medium-
immediately Incapacitated (NPC sized room where before there was
dice, instead). just a garden. The objects existing in
the place where the illusion is cast
Irresistible Charm are hidden by it, but in fact they
Rank: Legendary are still there, hindering whomever
Power Points: 3-9 tries to get around them. Any
Range: Self/Smarts x 2 target suspecting that what he sees
Duration: Special is not real can make an opposed
There are two ways to cast this spell: on Smarts roll, with an eventual +2
a single or multiple targets. In the first or +4 bonus, depending on the
case it works exactly like the Charm reason for his doubts. Anyone
spell, but its effects extend to all who was certain the room had a
targets within a Small Burst Template fireplace when he visited it a year
originating from the enchanter. In the earlier can doubt with a +2 bonus;
second case, the spell works exactly a person bumping into the invisible
like the Puppet spell, but with a +1 to fireplace while walking around the
the opposed Spellcasting roll. same room would get +4.

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Player's Guide
Minor Illusion Invisibility
Rank: Seasoned Rank: Seasoned
Power Points: 2 (The same as in Savage Worlds core
Range: Smarts 2 rules)
Duration: 3 minutes (1/minute)
The enchanter creates a simple Shadow Globes
illusory image or sound: a violin Rank: Legendary
playing a melody, a person talking, Power Points: 10-15
etc. However, this spell does Range: Self
not permit creating both types Duration: 3 (1/round)
of illusion, i.e. the image of the One of the enchanter’s hands is
violin together with its sound or enveloped by a fleeting magic shadow
hearing a materialized person talk. that leaves behind four shadow
The enchanter can manage his globes, one for each hollow between
creation at will for all the duration his fingers. These shadow globes can
of the spell, having the image of a and are used just like a Benny. It is
person appear and disappear, for also possible to use up two globes to
example, or moving or altering it. repeat a damage roll.
If the target knows the sound or Additional Effects: By spending
the image well (for example, if he is five Power Points besides the cost
an experienced musician or knows of the spell, the magic shadow
the materialized person), he can envelopes both the enchanter’s hands,
doubt what he is hearing or seeing generating eight globes.
is real by making a successful
opposed Smarts roll with a +2 or Shadow Globes
+4 bonus, depending on the depth Rank: Legendary
of his knowledge. Power Points: 10-15
Range: Self
Duration: 3 (1/round)
Oscurian Exclusive One of the enchanter’s hands is
enveloped by a fleeting magic shadow
Spells that leaves behind four shadow
globes, one for each hollow between
his fingers. These shadow globes can
Disguise and are used just like a Benny. It is
Rank: Novice also possible to use up two globes to
(Apart from the Rank, the spell is the repeat a damage roll.
same as in Savage Worlds core rules)

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Player's Options
Additional Effects: By spending Shadow Tentacles
five Power Points besides the cost Rank: Heroic
of the spell, the magic shadow Power Points: 3-11
envelopes both the enchanter’s hands, Range: Smarts x 7,5
generating eight globes. Duration: 3 (1/round)
A tentacle made entirely of solid
Shadow Motion darkness develops from a shadow
Rank: Veteran within range and at a command
Power Points: 4 from the enchanter, attacks at the
Range: Self end of each of his rounds, sharing his
Duration: 3 (2/round) initiative card.
Any shadow large enough to contain
the enchanter becomes a gate to reach
any other shadow within his field Tentacle
of vision. Within this totally dark Attributes: Agility d6, Smarts d4,
environment, the enchanter can move Spirit d4, Strength d12, Vigor d10
as many yards as he wishes and even Abilities: Fighting d10
reach a specific destination, provided Pace: 0; Parry: 7; Toughness: 11 (3)
he can see it (for example, using the Special Abilities:
darksight spell). Armor: +3 natural armor

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Player's Guide
Blow: Str+d6, range 2. Earthly Regeneration
Constrict: +4 to Fighting rolls to Rank: Legendary
grapple Power Points: 3
Size: Large (+1) Range: Touch
Tentacles are considered NPCs, have Duration: Special
no right to any Bennies and can suffer The Rok’Nar enchanter touches the
only one wound. earth and bonds with it, drawing
Additional Effects: The enchanter nourishment from it and healing his
may create more tentacles for two own body. After casting the spell,
additional Power Points each, up to a the Rok’Nar can spend two Power
maximum of five. Each tentacle needs Points in each round to get one of the
its own independent shadow area, following effects:
unless the shadow is wide enough
to hold more than one circular base • Heal 1 wound
1” in diameter (for example, a totally • Remove the effect of a poison
dark room, a moonless night, etc.). • Remove the effect of an illness
• Remove the effect of a spell.
Rok'Nars Exclusive While the spell lasts, the character
Spells cannot make any other action. The
spell ends when the Rok’Nar breaks
contact with the earth or stops
Burrow
spending Power Points.
Rank: Novice
(The same as in Savage Worlds core Embrace of the Mother
rules) Rank: Heroic
Power Points: 5
Caress of the Mother
Range: Touch
Rank: Veteran
Duration: 3 (2/round)
Power Points: 3
The target can oppose a Soak roll to
Range: Touch
any blow without using a Benny. He
Duration: 3 (1/round)
can make only one Soak roll for each
The target gains +2 to Toughness that
suffered damage.
can be combined with any type of
Additional Targets: The enchanter
armor. If fighting unarmed, the target
can select up to two additional targets
gets a +2 damage bonus.
at the cost of three Power Points each.
Additional Targets: The enchanter
can select up to two additional targets Stability
at the cost of two Power Points each. Rank: Seasoned
Power Points: 2
Range: Touch

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Player's Options
Duration: 3 (1/round) Omen
While in contact with the ground, the Rank: Veteran
target cannot be moved or thrown to Power Points: 5
the ground. Range: Self
Additional Targets: The enchanter Duration: Special
can select up to 2 additional targets at The enchanter spreads sand on the
the cost of 1 Power Point each. ground and draws signs in it with a
stick. He then falls into a trance for a
few minutes when he is totally at the
Senduar Exclusive mercy of events. While in a trance,
Spells he has a vision regarding his next
journey. The enchanter must have
already decided his next destination
Journey in order to cast this spell. The collected
Rank: Legendary information varies according to the
Power Points: 20 number of successful rolls and raises.
Range: Special Base Success: Standard information
Duration: Instant that gives a +2 bonus to Survival
It works like the teleport spell, but rolls to find water or food and
there is a substantial difference: the indicates where to find a safe place
Senduar can visit any place he has along the way.
been at least once before. 1 raise: General knowledge of possible
Additional Targets: See teleport. dangers along the road (outlaws, wild
creatures, etc.) and vague omens
Oasis
about when the Senduar will have to
Rank: Novice face one of them. The exact type of
Power Points: 2 threat is unknown.
Range: Smarts x 2 2+ raises: Exact knowledge of the
Duration: 3 (1 round) most serious concrete threat the
The enchanter spreads sand in the journey will bring and vague omens
air within a Medium Burst Template. about when the Senduar will have to
Suspended in the air, the sand is face it.
almost invisible to the naked eye,
but reveals any form of invisibility or Sand Simulacrum
camouflage within the affected area. Rank: Heroic
All the allies within the template, the Power Points: 5
enchanter included, get +1 to Parry Range: Special
(+2 with a raise), because the sand Duration: 3 (2/round)
reacts to any attack getting thicker. The enchanter creates a copy of himself
made entirely of sand. The sand
simulacrum acts during the Senduar’s

287
Player's Guide
turn and obeys him directly. Apart Cyclone
from being a NPC instead of a Wild Rank: Legendary
Card, this simulacrum is identical to Power Points: 5-10
the character in any other respect, the Range: Smarts
ability to cast spells included. (It even Duration: 3 (2/round)
has the same number of Power Points The enchanter generates and controls
the enchanter has stored away.) Traits, a cyclone with Size +1 and Pace 2.
Edges and Hindrances are the same as (It cannot run.) During his round,
those of the original, and the gear is the Whispling can move the cyclone
the one he had when casting the spell. with its normal Pace. Since this action
Eventual magical objects are exact requires concentration, the enchanter
replicas, but they lack any magical suffers a -2 penalty for multiple actions
property. for any other action he makes during
that round. Anyone hit by the cyclone
Teleport or standing in the same spot when the
Rank: Seasoned enchanter’s round starts, suffers the
(This spell is the same as in Savage following effects, depending on the
Worlds core rules) Size difference between the cyclone
and the target himself:
Whispling Exclusive -3 (or less): Nothing happens.
Spells -2: The target may be hit by rubble
thrown around by the cyclone; if he
fails an Agility roll, he is Shaken (this
Air Globe
cannot cause any wounds).
Rank: Heroic -1: Same as above, but the Agility roll
Power Points: 5 is made at -2.
Range: Touch 0: Same as above, but the Agility roll
Duration: 3 (2/round) is made at -4.
The Whispling enchanter surrounds 1-2: The target must make a successful
the target with an air globe charged Vigor roll or be thrown the same
with electrostatic energy that whirls distance he would have covered at
all around him and gives him +2 to Pace 2; he is also Shaken (this can
Parry. Anyone coming in contact with cause 1 wound).
the target, either by being touched 3-4: The target must make a successful
by him, or by scoring a melee attack Vigor roll at -2 or be thrown the same
or for any other reason, must make distance he would have covered at
a successful Vigor roll at -2, or he is Pace 4; he is also Shaken (this can
Shaken. This can cause a wound. cause 1 wound).

288
Player's Options
5-6: The target must make a successful the havoc Power, with the target at the
Vigor roll at -4 or be thrown the same center of a Medium Burst Template
distance he would have covered at (which cannot be raised to Large).
Pace 8; he is also Shaken (this can
cause 1 wound) and suffers 1 wound. Whispers in the Air
7-8: The target must make a successful Rank: Novice
Vigor roll at -4 or be thrown the same Power Points: 2
distance he would have covered at Range: 1 mile
Pace 16; he is also Shaken (this can Duration: Instant
cause 1 wound) and suffers 1 wound The enchanter chooses a person, a
9-10: The target must make a place or an object. This allows him
successful Vigor roll at -4 or be to hear snatches of conversations
thrown the same distance he would about the chosen target (no more
have covered at Pace 32; he is also than a dozen words) within a range
Shaken (this can cause 1 wound) of a mile and held no more than
and suffers 2 wounds 11+: The target three days before.
must make a successful Vigor roll at
-4 or be thrown the same distance he
would have covered at Pace 64; he is
also Shaken (this can cause 1 wound)
and suffers 3 wounds.
Additional Effects: The cyclone gains +1
Size or +1 Pace for every additional Power
Point spent. It is not possible to spend
more than 10 Power Points this way.

Fly
Rank: Seasoned
(Apart from the Rank, this spell is the
same as in Savage Worlds core rules)

I Am Wind
Rank: Veteran
Power Points: 4
Range: Self
Duration: 3 (/2 round)
The wind surrounds the Whispling
and unleashes all its strength when he
strikes. At each successful Fighting,
Shooting or Throwing roll, the
enchanter produces the same effect as

289
Chapter 4

Gears

T
he Weapon Master observed the student from the mezzanine overlooking the
Eternal Forge. Below, Demien hammered the steel rhythmically.
As if feeling his Master’s stare upon him, the Lumien student raised his eyes,
sweating.
"Is it almost done," he said.
The Weapon Master remained silent.
"Well... at least I think it is ready," Demien amended, a little unnerved by that
silence.
"What was the first lesson I taught you, when you first came to the Eternal Forge?"
the Weapon Master asked.
"It is not the arm of the smith that forges the weapon, it is the Kami."
"Good," the Weapon Master nodded. "At least you remember the words."
Demien blushed.
Meanwhile, the Weapon Master climbed down the stairs; upon reaching the ground
level of the forge, he gently took—bare-handed—the amorphous piece of glowing steel
from Demien’s gloved hand.
"Take care, Master, it is hot!" he exclaimed.
But the Master didn't flinch as raised the blade and swept it right to left.
"It is unbalanced," he finally stated.
Demien lowered his eyes, ashamed.
"And dull," the Master added. Then he turned and walked away, shaking his head.
"What I must do, Master?" Demien's voice was barely a whisper.
The Master stopped and turned his head.
"Use the Kami, of course. Find it within the metal and in your soul, and meld the
two of them together. This is the only way you'll forge a real weapon, one worthy of
your Race."
"I tried! The Kami knows I tried, but I failed! What can I do?" Demien's voice rose
in anger.
"Close your eyes," the Weapon Master whispered, "and find the Kami."
* * *
It was very late and Demien was alone in the Forge. The hammer lay abandoned
on the anvil.
The Lumian sat cross-legged on the ground, the rough piece of steel in his hands.
His eyes were closed and a faint glow surrounded his body, the light of his Kami.
Slowly, very slowly, the light flowed from his hand to the metal, which started
to glow.
Demian widened his eyes, excited.
"Yes! The light! The light of the Kami is in the blade!"
On the mezzanine, unseen, the Weapon Master smiled and then turned away.
The sound of Demian's hammer on the anvil assured him that a new blade, and a
strong one, was being forged.
Player's Guide

Gear Magical objects, potions, poisons and


magical scrolls do not have a fixed
price. They all are rare goods, and it
The following section lists all mundane is always the merchant selling them
items, weapons, armors and magical who establishes their price from time
objects existing in enascentia. The to time. This depends on the supply
summary tables also specify their cost and availability in a given area, and he
in kronlings, which is the currency will ask for other equally rare items in
used by kronoss, whisplings, and— exchange. It is extremely difficult to
if need be—oscurians. All the other pay for something in kronlings.
tribes barter for what they need,
with services and favors often used
as payment in kind. The prices are, Armor
therefore, approximate, given only
Unlike weapons, the additions to
to allow trade between those three
the armors listed in Savage Worlds
tribes. However, it is necessary to
core rules have been minimal. For
specify that oscurians use kronlings
convenience, however, they are
only when dealing with kronoss and
all listed here, together with the
whisplings, as well as relieving of
description of the only new addition:
them any simpleton who does not
Chromius: A chromius armor offers
know their value.
more or less the same protection as a
One kronling is the equivalent of
chain hauberk and covers torso, arms
one dollar, as indicated in Savage
and legs, but it is made of a very strange
Worlds core rules, which can,
metal typical of Enascentia, the
therefore, be applied freely here, too.

292
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Armors
TYPE ARMOR WEIGHT COST NOTES
ARMOR
Chain Hauberk +2 25 300 covers torso, arms and
legs
Chromius +2 20 1500 covers torso, arms and
legs; + 1 to Stealth; -1 to
Shooting and Throwing
against wearer.
Leather +1 15 50 covers torso, arms and
legs
Plate arms +3 100 200 cover arms
(vambrace)
Plate Corselet +3 25 400 covers torso
Plate Leggings +3 15 300 cover legs
Pot Helm +3 4 75 50% vs head shot
Steel Helm +3 8 150 covers head
(enclosed)
BARDING
Plate Barding +3 30 1250 for horses
SHIELDS
Large shield 20 200 +2 Parry, +2 Armor to
(pavise)- ranged shots that hit
Medium shield - 12 50 +1 Parry, +2 Armor to
ranged shots that hit
Small shield - 8 25 +1 Parry

chromius. Its base price is very high, properties turn into a +1 bonus to
because the raw material is a much- Stealth rolls and -1 malus to Shooting
valued exchange good, quite rare on and Throwing rolls against anyone
any market for its intrinsic properties. wearing a chromius armor.
In fact, chromius takes the same color
as any object it comes in contact
with. This makes it quite difficult to Weapons
find a chromius lode among rocks Enascentia is a fantasy setting and as
that all look the same and makes its such includes all weapons listed as
price rise in inverse proportion to its ‘medieval’ in the Savage Worlds core
availability. Chromius camouflage rules in the weapon category. The

293
Player's Guide
Weapons
NAME DAMAGE WEIGHT
SWORDS

Bastard Sword Str+d8 10


Dagger Str+d4+1 3
Great Sword Str+d10 12
Long Sword Str+d8 8
Rapier Str+d4 3
Short Sword Str+d6 4
AXES AND SHORT WEAPONS
Battle Axe Str+d8 10
Great Axe Str+d10 15
Sickle Str+d4 2

BLUNT WEAPONS
Mace Str+d6+1 6
Maul Str+d8 20
Two-Handed Mace Str+d8+1 16
Warhammer Str+d6 8
FLAILS
Flail Str+d6 8
Two-handed War Flail S tr+d8 11
War Flail Str+d4 7
POLE ARMS
Halberd Str+d8 15
Lance Str+d8 10
Partisan Str+d8+1 20
Pike Str+d8 25
War Scythe Str+10 13
STAVES
Long Staff Str+d4 8
Reinforced Staff Str+d4+1 12
Short staff or club Str+d4 4

294
Gears

COST RANGE NOTES

500 0 Parry -1, +1 damage if used with 2 hands


150 0 -
400 0 Parry -1, 2 hands
300 0 -
150 0 Parry +1
200 0 -

300 0 -
500 0 AP 1, Parry -1, 2 hands
150 0 The same category includes cleaver and billhook; the only
differences are in the shape.

200 0 -
400 0 AP 2 vs rigid armor, Parry -1, 2 hands
350 0 Parry -1, 2 hands
250 0 AP 1 vs rigid armor (plate mail)

200 - Ignores Shield Parry and Cover bonus;


350 - Ignores Shield Parry and Cover bonus; Parry -1, 2 hands; AP 1
150 - Ignores Shield Parry and Cover bonus; AP 1

250 1 2 hands
300 2 AP 2 when charging, only usable in mounted combat
350 2 Parry -1, 2 hands
400 2 2 hands
200 1 Parry -1, 2 hands

10 1 Parry +1, 2 hands


100 1 Parry +1, 2 hands
10 0 Parry +1

295
Player's Guide
NAME DAMAGE WEIGHT
UNUSUAL WEAPONS
Biliong Str+d10 16
Blowpipe 2d6 1
Chakram Str+d8 2

Flamberge Str+d10 14
Gauntlet sword Str+d8 8
Katana Str+d6+2 6
Ranseur Str+d10 18
Saber Agi+d4-2 4
Scimitar Agi+d6-2 8
Two-Handed Scimitar Agi+d8-2 12
War Gauntlet Str+d4 4
RANGED WEAPONS
Axe Str+d6 2
Javelin Str+d6 5
Knife Str+d4 1
Hammer Str+d4+1 3
Sling Str+d4 1
BOWS
Long Bow 2d6 5
Long composite bow 2d6+1 10
Short Bow 2d6 3
Short composite bow 2d6+1 6
CROSSBOWS
Heavy Crossbow 2d8 20
Light crossbow 2d6 10
One-hand crossbow 2d4+1 4

296
Gears
COST RANGE NOTES

100 - AP 1, 2 hands
10 4/8/16 -
200 3/6/12 Returns to the owner with a raise on the Throwing roll;
lacking the Qualified in Chakram Edge adds -2 to the
Fighting roll
600 1 -
500 - Unarming the wielder is impossible
1000 -
400 2 2 hands
500 - -
550 - -
700 - Parry -1, 2 hands
300 - Parry +1

200 3/6/12
100 3/6/12 Parry +1, Reach 1, 2 hands
25 3/6/12 -
150 3/6/12 AP 1 vs rigid armor
10 4/8/16 -

250 15/30/60 Requires Str d8


350 15/30/60 Requires Str d10
200 12/24/48 Requires Str d6
300 12/24/48 Requires Str d6

800 15/30/60 Requires Str d8, AP 2, 1 action to reload


500 15/30/60 Requires Str d6, AP 2, 1 action to reload
300 12/24/48 AP 1, 1 action to reload

297
Player's Guide
technological level, necessary to build The Unusual Weapons category
the very first fire weapons (using includes rather odd weapons, seldom
gunpowder), has not been reached seen and used. Over the years, only
yet, not even by the Kronoss, who are a few adventurers have specialized
the most advanced Tribe. in their use or have been generated
Unlike the core rules, here, the with a knowledge and ability equal
weapons are divided into categories, to that given by training. Using such
which is extremely important where weapons entails a penalty of -2 to any
the new Edges Expert in (weapon Fighting/Shooting/Throwing roll
category name), Master in (weapon unless the character has the Qualified
category name) and Warrior are in (Unusual Weapon name) Edge.
concerned. For convenience, we list In that case, the character is not
all the weapons that can be used in qualified in all Unusual Weapons
Enascentia, both those already in the but only in the one specified when
core rules and the new ones. Should selecting the Edge.
there be any differences between the
Savage Worlds core rules version and
the one in this setting, the latter must
be followed.

298
Gears
New Weapons properly without incurring any
penalties, but the damage is greater
Bastard Sword: This long melee as well.
weapon is a cross between a long Mace: A specific type of spiked mace,
and a great sword both in size and specifically created for riders, who
fighting style, which is why it is usually hang it from their saddles.
also called ‘One and a half hands It has a long metal handle, and the
sword’, as it can be used with one head is made of many ribs set radially
or both hands, depending on the around its tip.
situation. If used with one hand, One-Hand Crossbow: This version
it has the same characteristics as a of the crossbow, also called small
long sword, but if necessary, it can crossbow, has been invented by the
be used with two hands to add a +1 Oscurians to shoot with precision,
bonus to damage (Str+d8+1), with a even though they do not have the
penalty of -1 to Parry. necessary strength to use a regular
Composite Short and Long Bow: The crossbow. All the other Tribes can
main difference between a bow and use it easily with one hand, and in
its composite version is the curved spite of its limited range at times,
shape of the latter, which allows they choose it because it is more
extra strength and draw weight to be manageable. Like all crossbows, it
applied to the bowstring. The energy requires one action to reload.
stored is released with the arrow. A Partisan: This pole arm is similar
composite bow is made from wood, to a lance. The only difference is the
horn, sinew (usually from gazelles) metal point, which presents a large
and animal glue, often fish glue. central blade with two side blades,
Dagger: Short melee weapon with a symmetrical and straight but ending
scalloped blade. It is slightly smaller in two small curved wings.
than a short sword. Reinforced Staff: Very similar to
Hammer: The original version of the its wooden equivalent, this is a long
later-perfected Warhammer, a melee staff, reinforced with iron, at both
weapon intended for use against ends in particular. It is used mostly
armored opponents. Lighter and more by versatile long-weapons evaluators
manageable than a Warhammer, it can who, unlike Rok’Nars and Feruas,
be used as a melee or ranged weapon, have no qualms about violating the
and even as a throwing weapon. natural holiness of wood.
Heavy Crossbow: Similar to the light Short Staff or Club: This simple
crossbow, but larger, heavier and wooden weapon is the short version
deadlier. It requires more strength of the long staff. It is often used by
than the other models to be used Rok’Nar females.

299
Player's Guide
Sickle: This type of weapon includes Unusual Weapons
all similar short weapons, such as
cleavers and billhooks, quite different Biliong: Apart from the blade, this axe
in shape but sharing the same game is made entirely of vegetal materials,
statistics. Another typical common from the strong wood handle to the
element is their humble origins: creepers and vegetal fibers used to
often inaccurately used as weapons, bind the pieces together. It is the only
these are tools belonging to common kind of axe the Rok’Nars like to use,
trades, such as farmer or butcher. but other Tribes use it as well.
Two-handed Mace: The heavy, two- Blowpipe: A simple pipe of variable
handed version of the mace. It differs length made of different materials,
from a maul mostly in the shape of depending on its origin, devised to
the head. strike at a distance using only the
Two-handed War Flail: While based force of one’s breath. Often used by
on the same principle as the flail, assassins and Feruas because it is
this weapon is larger because it is manageable, light and noiseless, in
intended for two-handed use and can some situations it gives the same
have additional bars. results as more complex weapons,
War Flail: Unlike the flail, which such as bows or crossbows, while
usually has just one spiked ball, the being much easier to handle.
war flail has two iron bars, commonly Chakram: This heavy metal weapon,
called ‘bruisers’, used to fight enemies circular in shape and with a sharp
who have a bad habit of obstructing edge, has originally been devised
their opponents with solid layers of as a throwing weapon, but with
metal. This weapon’s peculiarities proper training it can also be used
make it a perfect tool to breach an in a melee, even though it is difficult
opponent’s defense. to wield at close quarters (if lacking
War Scythe: Just like the sickle and the Qualified in Chakram Edge, the
other short weapons, it has humble wielder has an additional, cumulative
origins and is a farming tool that -2 to Fighting). However, anyone
can be found on any farm. With who masters its use can perform
proper training it can become far incredible acrobatics with it, thanks
more dangerous than its smaller to its peculiar shape and an accurately
counterparts. It is far from easy to planned trajectory: with a raise on a
handle, which is why it is the only Throwing roll, the chakram returns to
melee weapon incurring a -2 penalty the thrower’s hand.
to Parry. Flamberge: Remarkable for its size
and weight, this two-handed sword is
usually more than six feet long. It has
a characteristically undulating style of
blade which gives it a flame-like look.

300
Gears
The Lumians value it greatly, and it is Scimitar: This is a single-edged,
used as a service weapon in many of markedly curved melee weapon with
their villages. a convex edge and a concave back. See
Gauntlet Sword: This straight melee saber specifics about curved weapons’
weapon is just like a long sword in general and game features.
every detail except for its special hilt, Two-handed Scimitar: This two-
which is a steel gauntlet that covers handed version has the same shape
the hand and wrist. The problem it and more or less the same use as
poses is clear: while wielding it, the regular scimitars, but just like any
hand holding the sword cannot be two-handed weapon, it is more
used for any other action; taking the cumbersome, harder to wield and
gauntlet on and off requires a number more lethal on the target. See saber
of actions to fasten and release the specifics about curved weapons’
straps that lasts between five and general and game features.
ten minutes. However, once on, the War Gauntlet: This metal glove
sword stays firmly in place. It is valued covering both the hand and the
greatly by Lumians, both because forearm makes it possible to better
they feel some affinity with it and for parry a blow, catching the opponent’s
the typically martial appearance it blade with the forearm (+1 to Parry).
conveys. At the same time, it can be used
Ranseur: A solid three-bladed to counter-attack by punching the
weapon, with a longer central blade opponent without being considered
and two side blades turned outward. unarmed. It is used mostly by the
Devised for long-range lunges, it Janahs for their secondary arm,
gives the wielder a long reach without while the primary arm wields their
reducing his parrying ability. named weapons. In any case, the War
Saber: A particular kind of sword Gauntlet is a real weapon, specifically
with a curved, single-edged blade devised for melee combat, far more
sharpened on the outside and a jointed and difficult to use than a
rather large hand guard. Just like common plate-armor gauntlet.
all the other curved weapons listed
here, a saber can be lethal in the
right hands and ineffective if used Mundane Items
by an incompetent wielder. In game As with weapons, most of the
terms, a saber inflicts damage using items in this category are the same
Agility instead of Strength as its main found in Savage Worlds core rules.
Attribute, despite a -2 penalty to the All anachronistic items have been
total damage. removed, and the whole category,
including any new items, is listed
below for convenience.

301
Player's Guide
Alchemist’s Kit: This category Parsha: This animal, also called
includes vials, small colanders, small mountain dromedary, is a rather
pots and all those tools that make an ordinary pack animal, slow and not
alchemist’s life easier, saving him from very reliable, but sure-footed on the
having to make do with whatever he most arduous mountain trails. Its
finds at hand. Lack of this equipment thick fur protects it from the cold. For
entails a penalty of -2 to all Crafting- more data about parshas, see Bestiary.
Potions rolls. Scribe’s Kit: This category includes
Apothecary’s Kit: This category nibs, inks and all those tools that
includes vials, pestle, mortar and all make a scribe’s life easier, preventing
those tools that make an apothecary’s him from having to make do with
life easier, saving him from having to whatever he finds at hand. Lack of
make do with whatever he finds at hand. this equipment entails a penalty of -2
Lack of this equipment entails a penalty to all Magic Writing rolls to write a
of -2 to all Crafting-Poisons rolls. spell on a scroll. However, these tools
Instrument (music, juggling, are not enough for a Menoosh who
etc.): This category includes all the wants to carve a magic tattoo; he must
instruments an artist needs to perform have a specific set of tools.
using his skill. Some arts, such as Tattooer’s Kit: This category includes
oratory or dance do not require any natural pigments, needles and all
instruments, while in other cases, those tools that make a tattooer’s life
such as with musicians and jugglers, easier preventing him from having
it is simply impossible to perform to make do with whatever he finds at
without the required instrument hand. Lack of this equipment entails a
or tool. The weight and cost of each penalty of -2 to all Magic Writing rolls
instrument may vary considerably; to carve a magic tattoo. However, such
however, that should never limit tools are not enough for a Menoosh
a player who wants to choose the who also wants to write magic scrolls;
variation of Perform that better suits he must have a specific set of tools.
his character but is impeded by lack of
room in his backpack or by kronlings
in his pockets. They cannot all be Scrolls
dancers and poets, can they? Contrary to common belief,
Koopash: This animal is the most enchanters using magic scrolls do not
used as a mount and a pack animal, really read them when casting their
favored even over horses and used spell. The arcane symbols on the scroll
to carry heavy loads or to cover put the scroll and its user on the same
long distances because it can travel wavelength, which takes just a few
constantly for three days without ever seconds. To establish this connection,
having to eat or rest. For more data the enchanter must have Arcane
about koopash, see Bestiary.

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Background Edge or Knowledge causes one Fatigue level to the user
(Arcana) d8+. He must make a (removable with about eight hours’
Spellcasting or Knowledge (arcana) rest).
roll to know if the written spell will Picking up and reading a scroll are
be used properly: with a success, the two actions, which causes the usual
effect enclosed in the text is released penalties for multiple actions in the
and comes into force immediately; same round. There is no list of the
with a failure nothing happens. In existing magic scrolls because it is
both cases, the attempt consumes made up by all the spells that can
the text. In order to cast the spell, the possibly be cast.
enchanter must also satisfy the Rank
requirements necessary to learn the
spell (Novice, Seasoned, Veteran, Potions
Heroic, Legendary). Anybody trying There are two different kinds of
to activate a spell without having alchemic procedures used to make
the above-mentioned requirements potions: primordial and magic. The
releases the spell in the wrong way results of both methods are the same.
and the scroll consumes itself, turning All that changes is the preservation
into ash. Using such arcane skills also time of the liquid, which can be three
requires a substantial expenditure of to six days for primordial potions and
energy: each additional scroll (after seven to fourteen days for magic ones.
the first one) read within twelve hours

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Mundane Items Table
ITEM COST WEIGHT NOTEs
Alchemist’s Kit 200 5 Making potions without the
proper equipment entails -2 to
the roll.
Apothecary’s Kit 200 5 Making poisons without the
proper equipment entails -2 to
the roll.
Backpack 50 2
Bedroll 25 4
Blanket 10 4
Candle 1 1 Provides light in 2” radius
Canteen 5 1
Crowbar 10 2
Flask (ceramic) 5 1
Flint and Steel 3 <1
Grappling hook 100 2
Hammer 10 1
Handcuffs (manacles) 15 2
Instrument X X Without one it is impossible
(music, juggling, etc.) to Perform if the chosen
skill requires the use of an
instrument. Weight and
cost depend on the type of
instrument.
Lantern 25 3 Provides light in 4” radius
Lockpicks 200 <1 Lockpicking without proper
tools entails -2 to the roll
Oil for lantern 2 1
Quiver 25 2 Holds 20 arrows/bolts
Rope 10 15 10”
Scribe’s Kit 150 2 Writing scrolls without the
proper equipment entails -2 to
the roll.
Shovel 5 5
Soap 1 1/5

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Tattooer’s Kit 150 2 Carving tattoos without the
proper equipment entails -2 to
the roll.
Tool kit 200 5 Repairing things without tools
entails -2 to the roll
Torch 5 1 1 hour, provides light in 4”
radius
Whetstone 5 1
Whistle 2 -
ANIMALS AND TACK
Elaborate Saddle 50 10
Horse 300 -
Koopash 1000 - Can carry 4 people on its shell
(plus a rider on its neck) and
a load of several tons without
slowing down
Parsha 150 - Mountain mount, ill-suited to
cover long distances
Saddle 10 10
War Horse 750 -
AMMUNITION
Arrow 5 2 Sold in bundles of 10 pieces,
Cost and weight refer to one lot.
Blowpipe dart 3 2 Sold in bundles of 10 pieces,
Cost and weight refer to one lot
Quarrel 2 1/5 AP 2
Sling stone - 1/10 Stones can be found for free
with a Notice roll and 1d10
minutes searching, depending
on terrain.

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The actual length of time depends on touched in combat, this counts as an
getting a raise or not in the Crafting- action and implies the usual multiple
Potions roll. actions penalty. The tattooer must
Once the potion has been taken, make a Magic Writing roll, and the
the alchemic process generates a user applies the resulting effects,
specific reaction in the body, which depending on the roll’s success or
cannot react to the same stimulus failure. This action does not allow the
unless there is an interval of at least use of a Benny.
twelve hours in between each dose. For a complete list of the existing
Picking up a potion and drinking tattoos, see the section Skills, Magic
it are two actions, which causes the Writing
usual penalties for multiple actions in
the same round.
For a complete list of the existing Vehicles
potions, see the section Skills, This is, perhaps, the only category
Crafting—Potions. that distances itself considerably from
Savage Worlds core rules and includes
Tattoos only new types of vehicles.

Although they cannot be considered Boat: The most simple form of


real physical items in an adventurer’s watercraft, usually a rowing boat.
Gear, tattoos are still listed in this Carriage/Coach: A vehicle intended
section because they always are good more for people than goods,
bartering currency when a Menoosh much faster than its commercial
is involved (be it you or the person counterpart. This kind of vehicle
with whom you are dealing). is, therefore, preferred to the large
To use a tattoo, it is enough to touch tortoise-like koopash because of its
it and say the Menoosh word that higher speed. Usually drawn by two
corresponds to what it represents; if horses.

Vehicle Table
Type ACC/TS TOUGHNESS CREW COST
Boat 1/2 8 (2) 1+3 500
Carriage/Coach 5/1510 (2) 2+8 1.000
Cart 1/5 10 (2) 1+5 500
Flying Ship 10/100 13 (2) 4+30 500.000
Merchant Ship 2/10 13 (2) 6+10 50.000

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Cart: A common cart, used by
farmers and goods transporters. It is
used by those who cannot afford to
buy a koopash. Other kinds of mounts
Flying Ship: This is undoubtedly the In Bestiary, you will find other
most unusual among Enascentia’s creatures listed as potential mounts,
vehicles, and at the same time, the but extremely difficult to tame and
one that most characterizes this train, such as meburuusas and eranx.
setting. Flying ships are vehicles They have not been included in
designed and made by the Whisplings this section so that the reader is not
to enable other Tribes to travel by given the false impression that they
air the way only Whisplings can. In are commonly used as mounts. The
fact, two Whisplings are necessary specimens of those species currently
to raise, pilot and hold aloft a flying trained and used as mounts can be
ship: one counteracts gravity, and counted on the fingers of both hands,
the other controls the winds to swell so it will be extremely unlikely you will
the sails placed underneath the hull. need game features for these creatures,
Therefore, it is highly advisable to fly let alone their probable high price!.
with a crew of at least four Whisplings
to allow them to take shifts manning
the ship, depending on the distance
to cover. Because they are partially
covered and have an unusual
elongated shape, such ships need Poisons
a special dock to load and unload
passengers. As an alternative, the As specified in the Crafting-Poisons
Whispling skipper can concentrate Skill, there are four categories
enough energy on the hull to make of poisons, each with a different
the ship levitate, totally still, while the working principle and method of
other Whisplings secure it to a tree administration: inhalation, contact,
with some ropes, furl the sails and ingestion and inoculation.
prepare for the disembarkation of the Poisons administered through
passengers and unloading cargo. inoculation must be spread on a
Merchant Ship: Medium-sized type weapon or on an arrow/quarrel
of ship used for trading. It often if using a ranged weapon and are
carries only its crew to leave as much effective only if they come in contact
room as possible for the cargo. with the target’s blood, which
requires a wound, even a superficial
one (being Shaken falls within the
required parameters) Spreading
the poison on the weapon, which

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Player's Guide
requires an action and therefore bare skin. This is the most versatile
entails the usual multiple action type of poison because it can also
penalties, must be done no more be administered by ingestion or
than three rounds before using the inoculation. Its effect is instant and
weapon, or the poison goes to waste. lasts 2d6 rounds. Poisons in this
Unless otherwise specified, the effect category have no smell but leave a
is instant. More than by their color thin yellowish layer on the coated
or smell, which are both present, surface.
these poisons can be identified by the Finally, poisons administered by
movements of one’s opponent, who ingestion must enter the bloodstream.
must apply it during or immediately It is necessary, therefore, for the
before the fight. target to swallow them, mixed with
Poisons administered through either food or drink, and the taste
inhalation must be released in the might alert a target who has reason
air, taking care not to release them to suspect something is amiss. A
in too large a room (to the Game Notice roll allows him to be aware of
Master’s discretion) or in the open. It the poison. The roll has a -2 malus if
is then necessary to wait for at least the target does not know what he is
a minute (six combat rounds) before eating, plus an additional -2 malus
they take effect. Anyone aware of the if the target has no training in the
presence of the poison can hold his Crafting-Poisons or Knowledge
breath for a number of rounds equal (poisons) Skills. Once ingested, the
to his Vigor roll (i.e. d8 = 8 rounds), poison takes effect after an hour, and
thus delaying the inhalation and the its effect lasts for 1d6 hours.
poison taking effect. Once started, For a complete list of existing
the effect lasts while the substance poisons, see the section Skills,
is inhaled (up to a maximum of Crafting-Poisons
ten minutes, after which time it
dissipates) and for ten minutes after
that. Releasing the substance in the Magic Objects
air is considered a free action, and If it is true that the Veil of Magic
the poison itself is colorless and has shrouds everything and everyone
no smell, unless otherwise specified. in Enascentia, it is also true that it
As the name itself suggests, poisons temporarily allows those tailors, who
administered by touch only have to are reckless enough, to cut its fabric
come in contact with the target’s bare and make embroideries and lacework,
skin to take effect. They are usually only for them to undo their work and
spread on ordinary surfaces, such as become whole again. However, a few
a glove, a scroll or a goblet’s edge. In individuals went a good deal further
short, any object that has a very good
chance of coming into contact with

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Possession EL Table
EL Enchantment Permanent Distortion of the Veil
Jargon
1 Minor Object None
2 Enchanted Object None
3 Major Object Visual effects, such as tricks of the light, bright auras,
light gusts of wind.
4 Superior Object Anyone who uses such an object for the first time
must make a Spirit roll: if successful, he suffers one
Fatigue level. If it fails, the character is immediately
Exhausted; with a raise there is no ill effect. For these
effects to cease, the object must not be used for at
least twelve hours. Anyone using the object during
that time must make a Spirit roll and also extends
the break time needed by the first user to recover
by twelve more hours. Once the effect has stopped,
additional use of the object requires a new Spirit roll,
as if the character were using it for the first time.
5 Supreme Object Just like EL 4, but the object must lie unused
for seventy-two hours for the Fatigue level to be
removed. The real peculiarity of an EL5 object is
the volatility of the magic channeled inside it. With
each use, the character must make a Spirit roll at
-2 to determine if he can handle the magic or it
will disperse. A successful roll is not to be repeated
for the ensuing twelve hours; with a failure, the
dispersal of magic destroys the object and generates
an anti-magic aura within a Large Burst Template.
Any spell active in that area or on subjects within the
Template is automatically dissolved. Moreover, any
object within the Burst Template loses its magical
properties for 1d6 hours. In the case of objects whose
power is always active, a roll must be made every
twelve hours, independent to any active use of the
object.

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Player's Guide
than that and managed to get hold of the EL, plus one EL level for each
a strip of that arcane fabric and sew it enchantment after the first one, up to
permanently onto an object. a maximum of 5 EL
Since Enascentia’s magic never The Possession EL Table
creates anything new, merely describes the 5 possible EL levels,
reworking energies already existing and the consequences of their
in nature, when an enchanter creates impact on the Veil.
a magic object, the surroundings
react according to the amount of Example 1: The Gromsh Hot and
raw power taken away from it. Some Archaic uses a great axe containing
scars may take years, even centuries the Burning Breath enchantment
to heal. Others never heal and (EL 3). Since that is the only
reveal how they are forced to mar enchantment on the weapon, the
Enascentia’s appearance to the whole axe itself is EL 3 and from time to
world. At times, the consequences do time puffs smoke into the eyes of
affect the surrounding environment. the Gromsh, who is quite happy to
The Veil enveloping the enchanter yield to the will of Chance.
recedes, exposing him to the most
unexpected consequences: mutations, Example 2: The Rok’Nar Kumadah
compulsions, new weaknesses, etc. uses a Gelid (EL1) and Devour
One way or the other, people and Power (EL2) staff for the first
landscapes involved in permanent time to hit an opponent. The total
transfers of raw magic energy can level of the weapon is therefore
often be recognized on sight. 4:1 for the Gelid enchantment,
In game terms, magic objects 1 to include an additional effect
do exist, but their number is very besides the first, 2 for the Devour
limited. They are not easily available Power enchantment. The Rok’Nar
and usually have extremely typical must therefore make a Spirit roll
effects relative to the place or person to determine whether he suffers
enveloped by the Veil before the split. one Fatigue level or is directly
This chapter describes the magic Exhausted. In both cases, that
features of weapons, armors and state persists until Kumadah gets
common objects. Besides the name out of the sphere of influence of the
and effect, you will also find other object, making sure nobody uses it
information—the EL (Enchantment for at least twelve hours.
Level): this is the quantity of raw
magic energy taken away from the
Veil to enchant the object. In one
single object, there could be multiple
effects, in which case each of them
adds its coefficient to calculate

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Creating an Enchanted made. If there are already any pre-
existing enchantments on the object,
Object the new selected EL must be raised
by 1 because it is an additional effect
Not all enchanters have the power or added to the first. (It is not possible
skill to create an enchanted object. to add an already existing effect a
First and foremost, they must have second time.)
reached Legendary Rank, meet all the Once the entity of the magic
other requirements for the Altering alteration the character must make
the Veil Edge and acquire it as an has been determined, it is necessary
advancement. to wait for a period of time equal to
At this point, it is possible to make three days multiplied by the EL value
a considered attempt, a feat that of the alteration, time the Enchanter
requires some kind of sacrifice. When uses to try to bend magic’s raw power
playing with nature’s primordial to his will and decide whether to
forces, danger is always right around draw it from the portion of the Veil
the corner. Firstly, the character must enveloping him or the surrounding
choose the kind of enchantment with world. At the end of the prescribed
which to infuse the object to determine time, the enchanter rolls a d10: if
the EL of the magic alteration he is the result is equal to or lower than
going to make. If the object is free the alteration’s EL, the source from
from any other enchantment, it will which he drew his magic was not the
be enough to consider the EL of the right one—actually, it was quite the
one selected, which will correspond opposite. If the result is higher than
to the EL of the magic alteration being

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Player's Guide
Creation EL Table
EL Magic Repercussion on the Repercussion on
Alteration Environment the Enchanter
1 Minor There are minimal alterations Minor Debilitation: loss
Enchantment in the surroundings: the of an Edge, one Trait dice
light filtering in is oddly decreased by one dice
colored, water reaches boiling type, permanent loss of 5
temperature more slowly, etc. Power Points.
2 Enchantment The Veil shows some flaws: a Debilitation: acquisition
d6 must be rolled before any of a minor Hindrance,
Spellcasting roll. Rolling an doubled Power Points
odd number gets a -2 penalty, recovery time, 1
while an even number gets a permanent Fatigue level.
+2 bonus.
3 Major The Veil covers this area Major Debilitation:
Enchantment unevenly: recovering Power acquisition of a major
Points requires double Hindrance, permanent
the usual time and each physical mutation (see
enchantment uses up 1 table p. 276), permanent
additional Power Point. loss of 10 Power Points.
4 Superior Flora and fauna in the The enchanter must roll
Enchantment surrounding area alter a d4: if the result is 1, he
considerably and cross with dies and a Weaver (see
other species or objects, or Chapter 5: Bestiary) is
simply modify their nature. generated from his body.
Some of the most famous
among such mutations are the
snake apple, the elinia nipadia,
and the kasul.
5 Supreme Most of the places in The enchanter rolls a d4.
Enchantment Enascentia which do not follow If the result is 1 or 2, he
the normal natural rules have dies and a Weaver (see
been created this way. Some Chapter 5: Bestiary) is
of the best known examples generated from his body.
are Mesa Atminas, the Black
Desert, and the Temple of
Sennonga.

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the EL, the choice was the right one. At Objects Created by the
this point, one of the effects described
in the table below is applied, to the Defenders of Free Will
Game Master’s discretion.
Among all the existing Tribes
Example 1: Fero decides to render and Ways, the one most obsessed
his knife Burning; since there with creating enchanted objects
was no previous enchantment on is undoubtedly the Way of the
it, it is an EL 1 alteration. The Defenders of Free Will. The high
Oscurian decides to draw from the echelons of this Way are always on the
Veil enveloping his surroundings, lookout for expert enchanters who
and after three days’ work, he can channel the power of the Tribes
rolls a d10 and gets 4: the result into weapons, armors or assorted
is higher than the EL, which is 1, objects, in order to experience the
so Fero succeeds for the price of a gifts of the Kami even before making
few bluish rays of sunlight shining a choice and understand which Kami
through his window. a certain member has more affinity
Example 2: The Oscurian gets with. They do not limit themselves
greedy and decides his knife would to studying the theory behind the
be perfect if he just could add the Kamis’ principles and the lifestyle
Liquefy Enchantment (EL 3) to it. the choice of a different Kami would
This is an EL 4 magic alteration (3 entail because they deem it right to
for the enchantment + 1 since it is test the practical consequences of
an additional enchantment after their choices, too.
the first). He spends twelve long Many Defenders lost their lives
days trying to draw magic from the trying to reach this goal, which they
surrounding environment again, consider a fundamental step in their
and chance decrees that at the climb to knowledge and individual
end of that time, he gets 4 again freedom and are now jealous keepers
as a result of his d10 roll. In this of the fruit of their sacrifices. Besides
case, however, the result is equal continuing with their search for
to the alteration’s EL: as with an new volunteers and expecting new
equal or lower result, the outcome creations from those who already
is the opposite to the desired one, gave life to such magical objects,
and Fero ends up drawing from the Defenders regularly organize
the portion of the Veil enveloping expeditions to find similar artefacts
him. His life now hangs on a d4 already existing elsewhere.
(an Oscurian goes so often to the
well…)

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Armor Enchantments Agility roll at -2 or suffer fire damage.
See the Fire section on Savage Worlds
Bulwark of Agility , EL 1: Increases core rules.
the Agility dice by 1 dice step. Concealment, EL 1: Wearing this
Bulwark of Smarts, EL 1: Increases armor increases the Stealth dice by
the Smarts dice by 1 dice step. one dice type. The wearer gets a +2
Bulwark of Spirit, EL 1: Increases the bonus to Stealth rolls.
Spirit dice by 1 dice step. Deflecting Aura (major), EL 3:
Bulwark of Strength, EL 1: Increases Ranged attacks against the wearer
the Strength dice by 1 dice step. suffer a -4 penalty to Shooting and
Bulwark of Vigor, EL 1: Increases the Throwing rolls.
Vigor dice by 1 dice step. Deflecting Aura (minor), EL2:
Burning Recoil, EL 2: Each time an Ranged attacks against the wearer
opponent fails to damage the wearer suffer a -2 penalty to Shooting or
(with a damage roll failure), the armor Throwing rolls.
releases a white-hot tongue of fire. Gelid Recoil, EL 2: Each time an
The opponent must make a successful opponent fails to damage the wearer
(with a damage roll failure), the armor
releases a shaft of freezing energy.

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The opponent must make a successful Penetration lower than three. Armor
Vigor roll at -2 or suffer one level of Penetration values equal or higher
Fatigue from being cold. than three are still applied.
Impact Absorber, EL 3: Every time
the wearer is hit, he can make a free
Soak roll, spending no Bennies. Weapon Enchantments
Impregnable, EL 2: The Veil makes These enchantments can be applied
the armor material impregnable. to both melee and ranged weapons. If
No Armor Penetration value can be the latter are throwing weapons, each
applied to it. of them has a different enchantment,
Invisibility, EL 3: With a raise on which means that at the end of
a Stealth roll, the wearer becomes the battle, the owner will bend
invisible for three rounds. At the over backwards to retrieve them
beginning of each round after the all. Bows, crossbows and other
third, he can try to prolong the similar weapons will transfer their
invisibility effect with a raise on a new specific magic properties to their
Stealth roll. ammunition. It is, however, a more
Light, EL 1: The armor weight is complex procedure than a regular
reduced to two pounds, whatever weapon enchantment, which is why
the original weight. Moreover, while any such enchantment is an EL 1
free from Encumbrance, the wearer level higher than the one indicated
increases his Pace by 2”. if used on this kind of weapons.
Magic Resistance (major), EL 2: Burning, EL 1: The weapon gets +2 to
All spells directed against the wearer damage and the Fire Trapping. See the
suffer -2 to the Spellcasting roll (the Fire section in Savage Worlds core rules
same for beneficial spells). Burning Blow, EL 3: With at least one
Magic Resistance (minor), EL 1: raise on the attack roll, the weapon
All spells directed against the wearer releases a burning blow within a Cone
suffer -1 to the Spellcasting roll (it is Template; anyone in the affected area
the same for beneficial spells). must make a successful Agility roll at
Protection (major), EL 2: Increases -2 not to suffer 2d6 fire damage. See
by 2 the armor Toughness bonus the Fire section in Savage Worlds core
Protection (minor), EL 1: Increases rules. The weapon also has all the
by 1 the armor Toughness bonus. burning weapon properties.
Protection (supreme), EL 3: Catalyst, EL 1: With this Enchantment,
Increases by 3 the armor Toughness a weapon can store a Novice Rank
bonus enchantment and release it as a free
Tough, EL 1: The Veil strengthens action when successfully delivering
the resistance of the armor material, a blow (the victim being Shaken is
making it impregnable to Armor enough). If the enchantment requires

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Player's Guide
a target, it will automatically be the
stricken victim. If it is an area effect
(explosion or cone), the propagation
point coincides with the victim. Acid Application
Other types of enchantment (such The player rolls d6 and applies the
as divination, for example) cannot result as follows:
be stored through this enchantment.
In order to store the enchantment 1: Primary weapon
within a weapon, casting it on the 2: Secondary weapon: if there is no
weapon itself will suffice: the effect secondary weapon, apply result 3
is not instant, but it is released after 3: Unused weapon; if there is no
it delivers a blow. There are no time unused weapon, apply result 6
limits for releasing an enchantment 4: Armor, from the waist down
stored this way. 5: Armor, from the waist up
Dispel, EL 2: When this weapon 6: Simple article of clothing
hits a target (making him Shaken is The object indicated or an object in the
enough), he must make a successful indicated area is dissolved within 1d4
Spirit roll at -4, or one of his active rounds unless it is enchanted, in which
enchantments will disappear. In the case there is no ill effect.
case of multiple spells, the one to be
dispersed is chosen randomly.
Electric Discharge, EL 2: Each time a
blow from this weapon hits the target
(making it Shaken is enough), the
victim must make a Vigor roll at -2 to Template. Anyone in the affected area
avoid being paralyzed for one round. must make a successful Agility roll at
Fire Burst, LI 2: With at least one -2 or gain 1 Fatigue level due to the
raise on an attack roll, the weapon cold.
releases a fire burst within a Small Ice-cold, EL 1: Anyone hit by an ice-
Burst Template; anyone in the affected cold weapon (making him Shaken is
area must make a successful Agility enough) gains one Fatigue level due
roll at -2 or suffer 2d6 fire damage. to the cold. If already Fatigued, the
See the section Fire in Savage Worlds victim can make a Vigor roll at -2 to
core rules. avoid becoming Exhausted. If already
Hoarder, EL 3: Works exactly like Exhausted, the victim can make a
the catalyst spell when releasing Vigor roll not to be Incapacitated.
enchantments, but can store them up Icy Blow, EL 3: With at least one
to Veteran Rank. raise on the attack roll, the weapon
Ice Burst, EL 2: With at least one raise releases an icy blow within a Cone
on an attack roll, the weapon releases Template. Anyone in the affected area
an ice burst within a Small Burst must make a successful Vigor roll at

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-2 not to gain 1 Fatigue level due to Power Devourer, EL 2: Just like power
the cold. The weapon also has all the absorber. With a raise on a Fighting
icy weapon properties. roll, it subtracts and adds additional
Killer of Legends, EL 2: Blows Power Points.
delivered with this weapon ignore the Screaming, EL 1: With at least one
Brawny Edge of a creature. raise on the attack roll, the weapon
Lightning Quick, EL 3: A weapon emits a terrifying scream. Anyone
carrying this enchantment within a Medium Burst Template
immediately improves its wielder’s must make a Fear check. The wielder
fighting skills, allowing him to must make the check too, but he gets
deliver an additional blow in one a +2 bonus. If his roll fails, besides
round. The hand delivering the blow suffering from Fear effects, he throws
is the same in both instances, and the weapon to the ground.
eventual secondary hand penalties Shock Wave, EL 1: When thrown at a
are still valid. Any other blow besides victim, this kind of weapon releases a
the standard and additional ones shock wave that allows it to hit from
still incur in eventual penalties, if a few yards away as in hand-to-hand
necessary. combat. The weapon gets +2 to Reach.
Liquefy, EL 3: The weapon can melt Venomous, LI 2: A venomous weapon
any kind of object, as if the part of can store poison, simply spreading it
it hitting the target was coated with on the blade or the end used to strike.
acid. Anyone hit by this weapon The enchantment preserves the
(being Shaken is enough) must make poison, regardless of the time elapsed
a successful Vigor roll at -2 or suffer 1 or where the weapon has been stored.
additional wound. If the Fighting roll The poison is gradually released with
is successful, but the damage roll fails, each blow and is effective for three
the victim must make a roll on the successful blows before dissolving.
Acid Application Table. The indicated The weapon can contain only one
object gets melted. poison at a time, but can keep a
Piercing, EL 1: The weapon gets +2 different one after having delivered
Armor Penetration. all the allotted blows (even against an
Power Absorber, EL 1: When hitting inanimate object).
a target (making him Shaken is Whirlwind, EL 1: +2 to all attack
enough), this weapon has two effects: rolls, if 2 or more are made in a round.
the target loses 1 Power Point and
the weapon wielder adds 1 Power
Point to those he already has. If one
of the targets has no Power Points,
the effect is ignored. If both targets
have no Power Points, both effects are
ignored.

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Player's Guide
Mundane Items Of Quick Recovery, EL 2: Halves
Power Points recovery time (fifteen
Enchantments minutes minimum time).
Of Resistance, EL 3: +1 to Toughness.
The term ‘mundane items’ refers to Of Shadow, EL 1: +1 to Stealth.
gear that is neither weapons (swords, Of the Duelist, EL 3: +1 to Parry.
axes, maces, etc.) nor armors (leather, Of the Enchanter, EL 2: +1 to
chainmail, plates, etc.), which means Spellcasting.
this category includes bracelets, Of the Explorer, EL 1: +1 to Tracking
necklaces, earrings, rings, tiaras, belts and Survival.
and so on. These objects must be Of the Fighter, EL 3: +2 to melee
worn to be active. It is not advisable, damage.
therefore, for your heroes to find the Of the Marksman, EL 2: +1 to
Comb of Charisma or the Spoon of Shooting.
Vigor. Of the Sniper, EL 3: +2 to ranged
Objects having the same effect damage.
cannot be summed up when worn Of the Swindler, EL 1: +1 to
together. Moreover, abusing in the Gambling and Lying.
use of enchanted objects (usually five Of the Thrower, EL 2: +1 to Throwing.
or more between weapons, armor Of the Traveler, EL 1: +1 to Riding
and objects) attracts the Weavers’ and Boating.
attention. [N.d.T. aggiungerei: these Of the Troublemaker, EL 1: +1 in
objects are listed below, with their Intimidation and Taunt.
properties. The term ‘object’ is Of the Warrior, EL 2: +1 to Fighting.
omitted for convenience’s sake] Of Willpower, EL 1: +1 to Tests of
Will.
Of Charisma, EL 1: +1 to Charisma.
Of Concentration, EL 1: When
keeping the enchantment active
beyond its duration, the wearer does
not suffer -1 to the Spellcasting roll to
cast other spells. He also spends 1 less
Power Point to keep the enchantment
active in the additional rounds (to a
minimum of 1 Power Point).
Of Determination, EL 1: +1 to Spirit
rolls to recover from being Shaken.
Of Notice, EL 1: +1 to Notice.
Of Power, EL 2: +5 Power Points.

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Unique Objects terror induced by the scream suffers
2d6 damage (separate roll, does not
add up to the arrow’s damage).
Bow of the Banshee, EL 4
The screaming, ravaged face of a Chakram of the Suruune, EL 4
woman is carved on this white, This extremely peculiar metal band
wooden, light longbow. They say it made of silver flakes has three blades
was crafted by a Whispling who swore shaped like the tail of a suruune. When
revenge against the murderers of his thrown, if it hits a target (making him
beloved. It is a Screaming longbow, Shaken is enough), it suddenly turns
with the difference that the effect into a small suruune, with its fangs
becomes active every time it hits already plunged into the target’s flesh
a target (bypassing the opponent’s and its spires coiled around his body.
Parry is enough) instead of at each The target is considered restrained,
raise. Moreover, the victim of the as per the entangle Power (Strength
d12 required for opposed rolls), and

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Player's Guide
at the next round, it causes damage When activated, the Dune Globe
automatically. With a raise on the whirls round and round in the hand
Throwing roll, the chakram not only of its owner and immediately covers
returns to its owner’s hand like any a Large Burst Template with thin
chakram, but the suruune sprays the golden sand (the center is where the
target with a stream of acid which user is in contact with the ground). All
gives a +1d6+2 bonus to the damage enchantments present in the affected
caused by the chakram. The victim area are immediately dispersed. From
must also make a roll on the Acid the moment the Globe is activated,
Application table (see Liquefy spell). the owner can perceive any creature
present in the area or entering it—be
Dune Globe , EL 5 they invisible, indistinct or otherwise
This powerful artefact was created by hidden—through the grains of sand
a Senduar, a great expert at magic, floating in the air. Since the sand
who tried to lock all the huge power physically protects the Globe owner
of an extremely aggressive sandstorm and his allies standing inside the Burst
within a small object. He chose the Template, they all get +2 to Parry.
desert south of Jandia and there, Each opponent enveloped by the sand
during one of its frequent sandstorms, suffers -2 to all attack and Spellcasting
he created the Globe. The Senduar rolls. To try to leave the affected area,
realized immediately something was he must make a Spirit roll at -2 to get
wrong: the wind roared with brutal out of it. He can repeat his attempt at
ferocity, concentrating within the each new round, but that roll is his
small globe, while the dunes were standard action for that round. The
convulsing, as if racked with violent hemisphere created by the Globe
spasms. The screaming sand rasped keeps its original position whatever
his face, and the last thing he saw was the movements of its owner and lasts
a metal mask, its only feature a mouth, ten rounds or until it is intentionally
disappearing among those violent deactivated by its owner. The sand
whirlwinds. When the storm ended, then dissolves and cannot be evoked
the silent traveler was surrounded again at least for one hour.
by a desolate expanse of black sand, However, it is said that all those who
interspersed with purplish crystalline came into possession of the Dune
formations nearly half as large as he Globe and used its power without any
was. The Dune Globe was in his hand, restraint were found lifeless soon after,
a round sphere of about four inches in their bodies full of thin, golden sand.
diameter, with an opaque and grainy In fact, within the sphere there is a
surface the same color as the once- bihar, trapped therein at the moment
perfect sand in a beautiful desert. of the Globe’s creation and rendered
immortal in the process. Every time
the Globe is used, there is a chance

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the bihar will manifest itself and face courtesy he displayed every time,
the owner of the sphere. To defeat it the Janah decided he would infuse
only means temporarily chasing him his weapon with such fierceness
back into the Globe. When activating and bloodthirstiness that he would
the effect, it is necessary to roll a d10: destroy the Lumian forever. He
if the result is 1 the bihar appears and headed south, looking for some prey,
attacks the Globe user. and after sating his lust for blood,
he directed his rage and murderous
Ku'Rak, the Steel Wild Beast, EL 5 folly into creating the enchanted
This huge, almost seventy-two- object. When he had finished altering
inch-long great axe is the result the Veil and wrapping it around
of a crazy experiment attempted the axe, an unhuman rumble, a
by a Janah blinded by his lust for cacophonous mixture of anguished
revenge. Defeated for the umpteenth and enraged screams, hit all the peaks
time by his Lumian rival, tired by of the Mehara Mountains, causing
now of the artificial, composed landslides and avalanches. Years later,

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Player's Guide
when the trail leading to the wood puppet run in a random direction at
was finally cleared of all the rubble, Pace 8, forcing him to attack the first
a small group of Rok’Nars found the target he encounters. A character in
profound peace of Sennonga. this state can only plunge the blade of
Ku’Rak is a large great axe, whose the axe in his victims again and again:
unpolished blades are nicked by what any other action is forbidden. The
appears to be centuries of fierce, unlucky character can make a Spirit
ruthless fights. The whole weapon roll at -4 every five minutes to try to
seems to catch the light and reflect escape the weapon’s control, or he can
the grotesque and hideous image of be stunned or Incapacitated and the
a dark red ghost. Anyone wielding it weapon will let him go. Whether he
must make a Spirit roll at -4 to avoid was under Ku’Rak’s control or not,
being dominated by it. With a success, when the axe detaches itself from its
the character gets +2 to Fighting rolls wielder, he is Shaken (this can cause
and +2 to Size, suffers -2 to Parry, a wound) and suffers 1 wound. The
acquires the Improved Frenzy Edge Dispel enchantment (see description)
(even if he cannot meet its requisites) does not work on those who are prey
and can make a Soak roll for any to this object.
suffered damage without spending
any Bennies. If the roll fails, the Omniscient Tiara, EL 4
character keeps the above-mentioned This extraordinary tiara of exquisite
modifiers, but Ku’Rak’s independent workmanship is adorned by an eye
will also becomes active. Shapeless, made of small sapphires. Its owner
rusty metal bands immediately can cast any spell he knows, choosing
extend from the weapon’s worn anyone within his field of vision as a
handle and cover the wielder’s arms target, free from the usual reach limits
up to the shoulder, preventing him and connected penalties. This effect
from being disarmed and from letting does not extend to any enchantment
go of the axe. The character then with an area effect or cast on the
becomes the vessel of Ku’Rak’s blind character himself. Moreover, the
rage, attacking any living thing, from Tiara gives the Power Absorber
his companions to a bush rustling in enchantment to one of its owner’s
the wind, from the most hardened weapons (this does not increase the
foe to a poor koopash plodding along weapon EL).
in the rear. The character knows no
relief from his unbearable burden Sayele's Purple Hourglass, EL 5
of pain and remorse. He only craves Sayele was one of the first female
something on which to unleash his Kronoss to be generated. Her innate
fury. If in the surrounding area there power was so great she could block
is nothing that can sate its terrible the flowing of Time after just a few
thirst for blood, Ku’Rak makes its springs. Sayele was literally ‘obsessed’

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with knowledge, which to her was diameter round base. Four thin
not just the usual geographic or bands protect the crystal it is made
mathematical concept: she wanted to of and the periwinkle blue sand on its
understand the Kami, Time himself. bottom. Anyone upturning it can see
She used to say she could feel his the sand flow through its narrow neck
gaze—firm and eternal—every time and disappear, leaving the lower half
she blended with the Veil. She decided of the hourglass totally empty. The
to travel to the continent of Si-An, to user then disappears for a split second
a place where some powerful magic from the present flow of time and
currents crossed and joined before reappears immediately in the same
creating the Breath of Gromsh, place. On his return, his appearance
further to the North, where she found or his knowledge may be totally
a small thicket. The energy there altered, or the time gone by for him
flowed so closely to the ground, the can be either a split second or hours,
trees had turned white, almost like even days, spent in places and times
bones, and the leaves were light pink. unknown (the description of what
There, she wanted to get in contact he saw and remembers is at the total
with her Kami. discretion of the Game Master).
The hero makes a Spirit roll at -4.
There, Sayele blended together If the roll fails, the character suffers
present, future and past. the effect of the time gone by as if
he were a common beast or plant:
There, like light ribbons carried decreases by one dice type all his
by the wind, Time both stopped physical Attributes (Agility, Strength,
and expanded endlessly in every Vigor) and increases by one dice type
direction all his mental Attributes (Smarts,
Sayele bound all this to her Spirit). If the roll is successful, the
hourglass, the one she was holding character immediately gets an extra
in her hands when she had been advancement, as if he had gained 5
generated, and then she vanished Experience Points but without actually
while still beholding the face of her adding them to his total count. The
Eternal Father. advancement is bound by all the
After its creation, the small thicket normal limitations. It must satisfy
was called Mesa Atminas, Memories every Edges prerequisite and does not
Wood, a place that feeds on memories, allow increasing an Attribute more
events and lives belonging to a time than one time per Rank and so on.
long gone, desperately searching for a The hourglass reacts to a new
past forever lost in each of them. activation only when the user acquires
Sayele’s Purple Hourglass is a a new Rank. Up to that moment it is
chromius hourglass about twelve just a common object in his hands.
inches high, with a four-inch- Nobody knows where that powerful

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Player's Guide
artefact currently is: some say it is roll, which is also an attack roll (he
locked in the dungeons of Khrone, in keeps the roll’s result as a hit roll,
the hands of the powerful Kronoss who too, as in the bolt Power, at range
are trying to exploit its potential, while 30/60/120); if successful, the roll
according to others it is lost among the inflicts 2d6 damage. A target hit by
perennial glaciers of Si-Neb. this attack (being Shaken is enough)
must make a successful Vigor roll or
Staff of Eternal Ice, EL 4 gain one Fatigue level. Releasing the
This staff is entirely light blue. One icy beam does not cost any Power
end has been carved in the shape Points, but if the wielder wants to
of ice points surrounding a central hit multiple targets it is possible to
transparent one. It is a weapon made generate an area effect. With 2 Power
more for magic than melee combat, Points the enchantment turns into a
and a freezing beam can be released Cone Template, with 3 it becomes
from its point as a normal action; a Small Burst Template centered
the wielder makes a Spellcasting

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on the target, with 4 it generates a rolls the dice twice and chooses which
Medium Burst Template, and with 5 result to keep, just as if he had used a
a Large one. Benny, but without spending any. He
then adds to his reserve a number of
Staff of the Everlasting Flame, EL 4 Power Points equal to the number of
This staff is entirely red. One end has raises he obtained with the roll. If the
been carved in the shape of tongues number is higher than the maximum
of flame framing a transparent point. allowed to the enchanter, he adds only
It is a weapon made more for magic that amount to the maximum value
than melee combat, and a burning and is also Shaken (this can cause 1
beam can be released from its point wound).
as a normal action; the wielder makes
a Spellcasting roll, which is also an Wild Beast Fangs Necklace, EL 4
attack roll (he keeps the roll’s result This tribal necklace is made of
as a hit roll, too, as in the bolt Power, sinews holding together a dozen
at range 30/60/120); if successful, the curved white fangs approximately
roll inflicts 2d6 damage. A target hit by four inches long. For use in battle,
this attack (being Shaken is enough) the wearer must detach one fang
must make a successful Agility roll to and throw it at his opponent. While
avoid catching fire; see the Fire section flying through the air, the fang turns
in Savage Worlds core rules. Releasing into the muzzle of a large, fierce wolf
the burning beam does not cost any that bites the victim. The target must
Power Points, but if the wielder wants make a successful Spirit roll not to
to hit multiple targets, it is possible to suffer 2d6+2 damage. Anyone within
generate an area effect. With 2 Power a Medium Burst Template range from
Points the enchantment turns into the target must make a Fear check.
a Cone Template, with 3 it becomes The necklace appears to be made
a Small Burst Template centered of organic material. If at dawn the
on the target, for 4 it generates a next day, there are fewer than twelve
Medium Burst Template, and with 5 fangs, a small white point appears
a Large one. on the necklace, and in 1d4 days, it
grows to become one of the twelve
Tunic of Two Faces, EL 4 original fangs.
Two stylized silver faces adorn the
shoulders of this long ash-grey tunic
almost like two base-relief masks
lying upon the cloth. This tunic does
not protect the wearer from attacks
but interacts strangely with the use
of the Veil made by the wearer. When
making a Spellcasting roll, the wearer

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Player's Guide
EL Enchantment Type Effect
Name
1 Bulwark of Agility Armor Agility dice is increased by one dice type
1 Bulwark of Smarts Armor Smarts dice is increased by one dice type
1 Bulwark of Spirit Armor Spirit dice is increased by one dice type
1 Bulwark of Strength Armor Strength dice is increased by one dice type
1 Bulwark of Vigor Armor Vigor dice is increased by one dice type
1 Burning Weapon +2 to damage and gets the Trapping Fire
1 Catalyst Weapon Can store a Novice Rank enchantment
1 Concealment Armor Stealth dice increases by 1 dice type; +2 Stealth
1 Ice-Cold Weapon Inflicts 1 Fatigue level due to the cold
1 Light Armor Reduces weight to 2lb; +2 Pace
1 Magic Resistance Armor -1 Spellcasting against wearer
(minor)
1 Of Charisma Mundane Item +1 Charisma
1 Of Concentration Mundane Item Keeping an enchantment active doesn’t
cause -1 to Spellcasting roll and reduces
by one the Power Points costs (as per the
Wizard Edge).
1 Of Determination Mundane Item +1 Spirit to recover from Shaken
1 Of Notice Mundane Item +1 Notice
1 Of Shadow Mundane Item +1 Stealth
1 Of the Explorer Mundane Item +1 Tracking and Survival
1 Of the Swindler Mundane +1 Gambling and Lying
Item t
1 Of the Traveler Mundane Item +1 Riding and Boating
1 Of the Troublemaker Mundane Item +1 Intimidation and Taunt
1 Of Willpower Mundane Item +1 Tests of Will
1 Piercing Weapon +2 Armor Penetration
1 Power Absorbe Weapon Detracts Power Points adding them to those
of the owner
1 Protection (minor) Armor +1 Toughnes
1 Screaming Weapon A raise generates a terrifying scream (Fear
check)
1 Shock Wave Weapon +2 Reach
1 Tough Armor Denies Armor Penetration lower than 3
1 Whirlwind Weapon +2 to all attack rolls, if 2+ per round
2 Burning Recoil Armor Agility -2 or 2d10 fire damage

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2 Deflecting Aura (minor) Armor -2 ranged attacks
2 Dispel Weapon Dispels an enchantment active on the target
2 Electric Discharge Weapon Paralyzes for one round
2 Fire Burst Weapon Fire burst with a raise (2d6 damage)
2 Gelid Recoil Armor Vigor -2 or one Fatigue level due to cold
2 Ice Burst Weapon Ice burst with a raise (1 Fatigue level)
2 Impregnable Armor Denies Armor Penetration
2 Killer of Legends Armor Ignores the Brawny Edge
2 Magic Resistance Armor -2 Spellcasting against the wearer
(major)
2 Of Power Mundane Item +5 Power Points
2 Of Quick Recovery Mundane Item Halves Power Points recovery time
2 Of the Enchanter Mundane Item +1 Spellcasting
2 Of the Marksman Mundane Item +1 Shooting
2 Of the Thrower Mundane Item +1 Throwing
2 Of the Warrior Mundane Item +1 Fighting
2 Power Devourer Weapon As Power Absorber but subtracts or adds 2
additional Power Points
2 Protection (major) Armor +2 Toughness
2 Venomous Armor Absorbs and gradually releases a poison
3 Burning Blow Weapon The weapon is considered Burning and
releases a burning blow with a raise (2d6
damage)
3 Deflecting Aura Armor -4 ranged attacks
(major)
3 Hoarder Armor See Catalyst, but up to Veteran Rank
3 Icy Blow Weapon The weapon is considered Ice-Cold and
releases a freezing blow with a raise (1
Fatigue level)
3 Impact Absorber Armor Free Soak roll
3 Invisibility Armor Invisibility with a raise in Stealth
3 Lightning Quick Weapon Can strike twice in a round at no penalty
3 Liquefy Weapon Melts hit surfaces
3 Of Resistance Mundane Item +1 Toughness
3 Of the Duelist Mundane Item +1 Parry
3 Of the Fighter Mundane Item +2 melee damage
3 Of the Sniper Mundane Item +2 ranged attacks
3 Protection (supreme) Armor +3 Toughness

327
Name Attributes
Race Agility
Smarts
Hindrances Spirit
Way Strength
Vigor
Edges
Charisma Pace Parry Toughness
Skills
Weapon Range Damage Wt. Notes
Fatigue -I -II INC -III -II -I Wounds
Armor Prot Wt. Notes
PP
Gear
Power Cost Range Damage/Effect
Total Weight Value
Weight limit Encumbrance Penalty
GGSW0751

Just imagine a world where men and women are


neither born nor grow old, a fantastic place where
magic pervades everything and everyone, where
life's first experiences are not learnt but are
something you have never been taught and yet
somehow already know.

Welcome to Enascentia.
• 10 new races you can play
• over 60 new skills, hindrances and edges to personalize your character
• more than 50 new powers
• magical gear: 70 new enchantments for weapons, armor, and magical objects

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