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  Skies of Lynteer
  A Savage Worlds Setting Kit
  
  3
  Index
  Introduction... 4
  Welcome to the League... 5
  Religion... 6
  Famous Islands... 6
  Creating Characters... 8
  Races... 8
  Archetypes... 9
  Edges... 11
  Hindrances... 12
  Gear... 12
  Setting Rules... 13
  Magic... 13
  Gamemaster Section... 14
  Island Travel and Combat... 14
  Adventure Generator... 14
  Island Generator... 17
  Bestiary... 18
  Blessings... 25
  Writing and Layout
  Nathan Carmen
  Editing
  Elisabeth Huether
  Art
  Rick Hershey, Kristen Collins, Jacob Blackmon, Dean Spencer
  some artwork copyright Octavirate Entertainment, used with permission.
  Consultants and Playtesters
  Carmen M. Carmen, Elisabeth Huether, Joe Celano, and Zac Re
  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.
  Material within this product is reproduced with permission from Pinnacle Entertainment
  Group from the Savage Worlds core rules and Science Fiction Companion, available at
  www.peginc.com.
  
  4
  Introduction
  This Setting Kit explores a light-hearted,
  high fantasy world full of exploration and
  daring feats. Skies of Lynteer (pronounced
  Lin-Teer) is inspired by the high adventure
  stories of 1990s action cartoons in a high
  fantasy setting with a hint of Wuxia. There
  isn’t much in the realm of realism found
  here, instead you’ll find brave heroes, daring
  sky pirates, and endless magic.
  The world itself is filled with sky in every
  direction, masses of land floating amongst
  the clouds, like large boats in an endless
  ocean. The inhabitants of Lynteer have
  hoisted sails upon these islands and fly them
  about to parts unknown. The sun sits high
  above during the day, and the stars at night.
  There seems to be no end to the great
  expanse, and the inhabitants of the world are
  incredibly curious about their surroundings.
  While there are many types of people in
  the world of Lynteer, the most renowned are
  those from the League of Heroes, these
  explorers are known for their fierce curiosity
  and lust for adventure. The players will take
  on the roles of these daring heroes in search
  of new islands to explore, treasure to find,
  and creatures to encounter. They are not
  without opposition, however. Because of the
  catastrophic Spirit War, there are dangerous
  creatures and hazards that inhabit the many
  islands. Welcome to a world of endless
  possibility and unlimited adventure.
  Welcome to the Skies of Lynteer.
  What is a Setting Kit?
  This setting was designed with one simple
  goal in mind: to showcase just how much a
  Gamemaster can do with the Savage Worlds
  Core Rules and a few adjustments. A Setting
  Kit is designed to be a toolbox full of savage
  goodness for a Gamemaster to use as needed.
  Basic setting information is also included for
  both the Gamemaster and the players to
  quickly review. The lives of gamers can be
  very busy, and it is often difficult for a
  Gamemaster to come up with a campaign, let
  alone an entire world. These kits are
  designed to provide a framework to work
  with, or to pick and choose from as they
  wish.
  A Note on Trappings
  One of the greatest things about the Savage
  Worlds gaming system is the concept of
  trappings. Edges, Hindrances, and even gear
  are more like templates that can be altered
  and changed as the Gamemaster and players
  see fit. The result is a variety of options from
  a core base. You will find that with much of
  this book, the setting is an alteration of
  something from the core book or a new
  trapping for something familiar. Players
  should keep this fact in mind when designing
  their characters.
  Origin of the Sky
  Before there was earth, sky, or void, there
  was sentience. The great Spirits of the
  Elements existed in a vast nothingness. In
  their loneliness, they found a deep desire in
  their hearts and sought to express
  themselves. They yearned for somewhere
  they could place a fraction of each of their
  souls. The six Spirits of Fire, Water, Stone,
  Wind, Light, and Dark Magic set about
  creating Lynteer, mixing their desires
  together into a realm teeming with life.
  The Spirit War
  Over time the six Spirits would discover
  that none of them felt they had enough say in
  the creation of Lynteer. Soon a war broke
  out, as jealousy among the Spirits became
  their sole motivator. Their battles would
  cause an unexpected side effect on Lynteer,
  as vile creatures, abominations representing
  the darkest parts of the Spirits, emerged and
  wreaked havoc on the population. The Spirits
  
  5
  were grieved by what they had created, but
  the damage was already done. The result of
  the war was a tangled mess of magic that
  could not be undone, even by the whim of
  the deities. The Spirits regretted what they
  had done to their creations, and vowed to aid
  and protect them from the monsters spawned
  by their jealousy. They promised never to
  battle again, but to live in harmony with one
  another.
  Welcome to the League
  The League of Heroes are a group of noble
  adventurers who explore the unknown
  realms of Lynteer in search of gold and
  glory. They combat the forces of evil in the
  name of the Spirits and are constantly in
  search of the next adventure. Members of the
  League come into the fold for many reasons,
  whether it be the promise of gold, combat, or
  exploration. Regardless of their reasoning,
  they all have a thirst for adventure that runs
  deep in their bones. Legends have it that the
  Spirits themselves placed this yearning in the
  hearts of the Heroes, so that the glory of their
  creation could be explored to its fullest. The
  League of Heroes is well-respected by the
  average citizen of Lynteer. They are a diverse
  group of individuals, but at the end of the
  day they are true Heroes.
  The League of Heroes sends out groups
  from small Islands designated for their own
  use. These islands are often no bigger than a
  few miles wide, and as the number of League
  members grows, they are often forced to
  break off smaller pieces of their larger
  territories in order to send the Heroes out.
  The League is headed by a council made
  up of various men and women. They are
  legendary heroes in their own right, though
  no one has seen them in person for so long
  that no one knows who they really are.
  The Heart of Exploration
  Mapping Lynteer seems to be next to
  impossible, as the many islands and
  fragments float in the sky, and the wind picks
  up and moves even the mightiest islands.
  This movement results in an ever-shifting
  landscape. The uninhabited islands are
  considered to be potentially dangerous until
  sails and a proper rudder are placed upon
  them. Islands collide from time to time,
  which has caused an even greater need to
  station sailors on the islands to harness them.
  Islands that remain unharnessed are known
  as “Rogue Islands,” and can be extremely
  dangerous.
  Each island has its own distinct feel and
  appearance. Most of them feature multiple
  environments, such as lakes, forests,
  mountains, etc., but they also have specific
  qualities that makes each one individual and
  unique. One island may be foreboding,
  silent, and dangerous, while another is
  teeming with life and color.
  Despite the sky being an endless expanse,
  falling off of an island means almost certain
  doom to the average character. Heroes
  normally manage to get out of that situation,
  
  6
  but those less fortunate will find themselves
  plummeting down to another island far
  below, or falling endlessly in the void of sky.
  The Spirits are alive and well in Lynteer, so
  new islands are constantly being made, and
  new life can be found everywhere. The world
  is in a state of continual creation, which
  means that the potential for exploration is
  limitless.
  Religion
  The Spirits are powerful forces in Lynteer.
  Their presence holds an arcane and religious
  significance for the inhabitants. The Spirits
  are credited for creating life in the endless
  sky, and there are many legends surrounding
  their power and glory.
  In typical religious teachings there are six
  Spirits, each one representing a different side
  to magic and the elements. There are no
  clear-cut good or evil Spirits, as each one has
  both positive and negative properties. The
  Spirits do have opposites, however,
  represented by another Spirit that pertains to
  an opposing force. They all get along with
  one another, as they have vowed to do so
  since the end of the Spirit War.
  Inhabitants of Lynteer typically worship
  the Spirits as a whole. While an individual
  may favor, and even embody aspects of one
  Spirit, they still usually respect all of them.
  Dark
  The Dark Spirit deals in the unseen and
  mysterious. It can be a part of the
  underhanded sneakiness of shadows, but it
  can also represent those who are outcasts.
  The Dark Spirit has an opposite in the Light
  Spirit of Magic.
  Fire
  The Spirit of Fire represents
  unpredictability, passion, and havoc. It is
  praised for its encouragement of exploration
  and zeal, but feared for its intense need to
  destroy. Its opposite is the Spirit of Water.
  Light
  The Spirit of Light Magic represents
  enlightenment, truth, healing, and wrath. Its
  judgment can be harsh, but its light is pure.
  Its opposite is the Spirit of Dark Magic.
  Stone
  The Spirit of Stone represents the powerful
  force of determination and relentlessness,
  giving favor to the strong. It can have a
  “survival of the fittest” mentality that some
  deem unmerciful. Its opposite is the Spirit of
  Wind.
  Water
  The Spirit of Water is a powerful being
  who focuses on adaptability, order, and
  balance. It can be oppressive at the same
  time, which has caused problems in the past.
  Its opposite is the Spirit of Fire.
  Wind
  The Spirit of Wind represents true freedom
  and progress. It is without a doubt the most
  widely revered of the Spirits. The downside
  of the Spirit of Wind is that it can be
  directionless and undisciplined. Its opposite
  is the Spirit of Stone.
  Famous Islands
  The Isle of Caern
  Founded by the great Wizard Col Caern
  hundreds of years ago, the Isle of Caern is a
  testament to the powers of ancient magics.
  Before the Spirit War took place, Caern was
  warned by the Spirit of Water that the world
  of Lynteer would soon be changing, and not
  all for the better.
  Col took it upon himself to protect some
  small amount of order. He placed many
  species behind a magical barrier on a plot of
  land that was all his own. During the Spirit
  
  7
  War, the place was protected. The barrier has
  since dropped, its magical power finally
  waning. The people of Caern have begun to
  reintegrate themselves into the rest of
  Lynteer.
  Completely surrounded by mountains, the
  Isle of Caern looks like a bowl, with a lake in
  its center. Dwarves live in the mountains
  while Elves and Halflings live in the wooded
  area within the isle.
  Call
  Primarily untamed woodland, Call got its
  name from the eerie sounds that can be heard
  from the island, even traveling to nearby
  islands. To this day, no one knows who or
  what makes the sounds. However, they set
  the tone for the entire island, a place
  crawling with creatures of the dark.
  Curious explorers have often found
  themselves on this island as they search not
  only for the reason behind the mysterious
  sounds, but also for the many beasts and
  treasures that await those who are daring
  enough to find them.
  Meadowfall
  Meadowfall is one of the smaller islands in
  Lynteer, though it is quite famous. Its fame is
  due largely to the Breymund Brother's
  Circus, which is a staple attraction to
  Meadowfall. Another attraction is the island's
  namesake, a large meadow with a river
  coming up from an ancient underground
  pocket. The river flows off of the island,
  creating a giant waterfall.
  There is no ruling political party on
  Meadowfall, as much of it is run by whoever
  seems to be the most charismatic.
  Essentially, this island is a big trading post
  and carnival. It's filled with people from all
  walks of life, and is considered a sign of
  good fortune when you see it sailing through
  the clouds on the horizon.
  The Republic of Lendria
  Lendria houses one of the more unusual
  cultures to Lynteer, as it is the only known
  island run by a democratic council. The
  center of the island is a lavishly designed
  city full of bureaucrats and businesspeople.
  Despite the upper-class citizens residing in
  the center of the island, the rest of Lendria is
  filled with middle-class suburban housing
  and cobblestone streets that are well-
  maintained. Lendria is considered the most
  industrious of the known land masses, with
  the highest manufacturing rate of weapons
  and armor.
  The Grand Council Hall at the center of the
  city is the most well known structure and is
  heavily guarded. There are several smithing
  factories, as well as Hippogriff races that
  attract the wealthy upper-class.
  The League of Heroes was founded on this
  island. Even though the League has since
  spread out farther and gained control of
  many other islands to which they explore and
  travel, Lendria is still considered their
  homebase.
  
  8
  Skies of Lynteer uses the standard
  character creation rules found in the Savage
  Worlds Core Rulebook. There are no changes
  to this method.
  Recommended Skills and Knowledges
  Flying an island is a learned skill which
  takes years to master. Since using this skill
  requires equipment common to sailing a
  ship, the Boating Skill is used to fly the
  islands. Knowledge (Arcana) covers basic
  magical understanding, and Knowledge
  (Religion) covers beliefs in the Spirits and
  elemental representation of each one.
  Knowledge (Islands) covers a general
  knowledge of the kinds of islands that are
  common in Lynteer and how to track them
  through the sky.
  Races
  The world of endless sky is full of all sorts
  of unusual and interesting creatures.
  Dwarves, Elves, Halflings, Half-Elves, Half-
  Orcs, Humans, and Saurians are all playable
  from the Savage Worlds Core Rules. A
  description of each is provided to give the
  Gamemaster and players an idea of how
  these species interact in Lynteer. These are
  not the only races available, however.
  Lynteer is constantly changing, and is vast in
  size. There is no reason that other species
  can’t be playable.
  Dwarves
  Dwarves aren't as comfortable in the sky as
  some other races. They tend to prefer large
  islands with underground networks of caves
  and large, sprawling mountains. Overall,
  they are agreeable and willing to explore.
  They have also been at the forefront of new
  blacksmithing techniques. They typically
  worship the Spirit of Stone more than the
  other Spirits.
  Elves
  Elves, more than any other race in Lynteer,
  refuse to favor one Spirit over the others.
  They consider each one to be vital to the
  forces of nature, focusing on their raw
  essences. Elves get along with most other
  races, and enjoy the company of Dwarves
  the most. They love the opportunities for
  exploration that comes with traveling by
  island.
  Halflings
  Halflings are amongst the most famous
  explorers in Lynteer due to their insatiable
  curiosity and desire for freedom. Many
  Halflings live simple lives, but have a
  difficult time denying the wind’s call in an
  island’s sails.
  Half-Elves
  Though they aren’t incredibly common
  creatures, Half-Elves can be found amongst
  the clouds. They are outsiders in society, but
  this isn’t due to social taboos as much as it is
  to their rarity. People don’t really know how
  to interact with Half-Elves, as they are
  sometimes aloof like their Elven
  counterparts, but can also be very friendly to
  other races. They are considered
  unpredictable.
  Creating Characters
  
  9
  Half-Orcs
  In Lynteer, Orcs are commonly grouped
  together as a kind of Goblin. Though it is
  rare, some Orcs are good natured, so from
  time to time they mate with a human. This is
  frowned upon in Goblin society, but most
  other species don’t seem to mind. The Half-
  Orcs’ brutish nature does make them
  outsiders, however.
  Humans
  Humans are a very adventurous sort of
  people, and fill the role of a treasure hunter
  with ease. They are a versatile species with a
  knack for finding danger. They often mingle
  with other races, resulting in half-human
  species.
  Saurians
  Saurians prefer to stay on one island more
  than most other species. They are creatures
  of habit, and they are more than capable of
  taking care of themselves. Saurian explorers
  exist, but they normally only adventure when
  they feel like they or their families are
  threatened.
  Archetypes
  The following is a short list of typical
  characters found within the world of Lynteer.
  This list is by no means exhaustive, and
  players should feel free to come up with
  other concepts. These archetypes are merely
  suggestive in nature.
  Barbarian
  There are many in Lynteer who are devoted
  to the ways of nature and instinct. They fight
  with ferocity and primal energy, as opposed
  to relying on training. Barbarians are
  primarily interested in the next fight, and
  look for challenges in combat whenever
  possible.
  Requirements: Berserk Edge
  Griffon Knight
  These valiant Heroes are trained by the
  intelligent and noble Griffons that live in
  Lynteer. The Griffons themselves are
  emissaries for the powerful Spirit of Wind,
  and have been given permission to bless the
  Griffon Knights with the power of flight.
  Griffon Knights work together to overcome
  evil and are dedicated to justice. Griffon
  Knights come from a time-honored tradition
  of protecting others.
  Requirements: Griffon Knight Edge
  
  10
  Mage
  Truly devoted to the ways of the Arcane
  Arts, Mages study magic with a profound
  desire and tenacity. They understand the
  ways of the supernatural better than most,
  and are mysterious beings in their own right.
  Mages usually use a variety of elements
  when practicing magic, instead of focusing
  on the element of one Spirit.
  Requirements: Arcane Background
  (Magic) Edge
  Monk of the Flame
  Some study and practice combat in order to
  understand the element of fire, and focus on
  unleashing its potential. Monks of the Flame
  combine martial arts discipline with the
  teachings of the Fire Spirit to purge the
  forces of evil. They seek out the evil beings
  that were created during the Spirit War, and
  destroy them with the force and power of the
  flame.
  Requirements: Adept Edge
  Night Wraith
  This order of Ninjas has been blessed by
  the Spirit of Darkness to cloak themselves
  with ease. They are adept in using the cover
  of darkness, and find quests that require
  finesse, which fortunately comes very easy
  to them.
  Requirements: Night Wraith Edge
  Nomadic Royalty
  There are plenty of small kingdoms to be
  found in Lynteer, usually spanning no bigger
  than a single island. It is not uncommon to
  see a prince or princess roaming the open
  skies, either as a rite of passage before
  ascending to the throne, or as a means to
  escape their royal destinies. They are very
  adept socially, and make for great diplomats.
  Requirements: Noble Edge
  Priest of Light
  There is an order of Priests that devotes
  itself to the elements of light and healing.
  They value enlightenment and mercy, and
  focus on comforting others in times of need.
  They are good souls who seek truth and the
  prosperity of others.
  Requirements: Arcane Background
  (Miracles) Edge
  
  11
  River Warrior
  These Heroes have studied the ebb and
  flow of water, both in the clouds and in the
  streams. They strive to move as the water,
  and bend where it will. River Warriors are
  nimble and easy-going people. Some study
  martial arts, but others focus on archery and
  traditional swordplay.
  Requirements: Acrobat Edge
  Sky Pirate
  These daring buccaneers of the clouds are
  charming and roguish characters who are
  adept at soaring through the air on their
  designated islands. They are handy with a
  crossbow, as well as a rapier.
  Requirements: Sky Sailor Edge
  Stone Warrior
  Stone Warriors have been blessed by the
  Spirit of Stone to perform great deeds of
  strength. They are tough individuals who can
  withstand many enemies and stay steadfast
  in the face of danger.
  Requirements: Stone Warrior Edge
  Edges
  The only forbidden Edges in this Setting
  are Champion, Ace, and Arcane
  Backgrounds besides Magic or Miracles.
  Common Bond is not used either, because of
  the Teamwork Setting Rule.
  Bringer of Light
  Requirements: Novice, Spirit d8+, Fighting
  or Shooting d8+
  The Spirit of Light holds the deepest regret
  for the abominations that were created
  during the War, and favors those who hunt
  them down. They gain a +2 to damage
  against creations of the Spirits' jealousy and
  crueler aspects. This would be primarily
  Undead and beasts such as the Shadow
  Wings.
  Griffon Knight
  Requirements: Novice, Agility d8+, Fighting
  or Shooting d8+
  Griffon Knights are blessed by the Griffons
  to take to the skies. They gain a flying Pace
  of 6 with a Climb of 0. Griffon Knights also
  gain Leather Armor and their choice of either
  a Longsword and Medium Shield, or a
  Longbow (Gear found in the Core Rules).
  Night Wraith
  Requirements: Novice, Stealth d8+, Agility
  d8+
  The Night Wraith are fearsome Ninja who
  adapt well to the cover of darkness. They
  have studied the shadows and know well the
  ways of gaining advantages on their enemies.
  They add a +2 bonus to Stealth rolls and to
  performing and resisting Agility Tricks.
  Stone Warrior
  Requirements: Novice, Vigor d8+, Spirit d6+
  The character has gone to great lengths to
  understand the ways of the Spirit of Stone.
  They gain the Hardy ability, meaning a
  second Shaken condition does not result in a
  wound. However, they also have their Pace
  reduced by –2 with a d4 Running die.
  
  12
  Sky Sailor
  Requirements: Novice, Boating d8+, Notice d8
  Sky Sailors are experts at utilizing islands
  as transportation. Some of them may be
  Pirates, but some are just very good at flying
  through the clouds. They are also sharp-eyed,
  as they keep their gaze on the horizon. They
  gain a +2 bonus to Boating and Notice rolls.
  They also start with a Rapier (Gear found in
  the Core Rules).
  Hindrances
  The only Hindrances that are not allowed
  in the Lynteer setting is the Doubting
  Thomas (Minor) and Bloodthirsty (Major)
  Hindrances. Bloodthirsty is considered to be
  too evil and vicious for Heroes. Since magic
  is everywhere, and the supernatural can be
  found in all locations of Lynteer there is no
  denying its presence, Doubting Thomas
  makes very little sense. Taking a Phobia of
  heights is also not suggested, since the
  characters are on islands high in clouds; the
  Hero in question would always be in the
  presence of their phobia.
  Forever Lost (Minor)
  In Lynteer, being able to navigate by Sun
  and stars is vital to finding the way back to
  islands after leaving them. This character
  can't even navigate his way around town,
  often getting lost in the most familiar places.
  He should never take the helm unless there is
  no other choice. A Forever Lost character has
  a –2 penalty to any roll made for navigation.
  Overdramatic (Minor)
  This character tends to exaggerate
  everything. When they receive an injury,
  they make sure everyone is aware. When
  communicating, they make the situation
  seem worse than it truly is. For example, an
  invading army of a few hundred Goblins
  might be reported as a thousand highly
  trained Orcs by an overly dramatic character.
  Poor Rider (Minor)
  Not everyone is destined to be a master
  animal rider. Some people can't even get past
  the basics. This character can ride a mount,
  such as a horse or Hippogriff, as normal, but
  any rolls to evade, maneuver, stabilize, etc.
  have a –2 to succeed. This cannot be
  combined with the Griffon Knight Edge.
  Gear
  Skies of Lynteer uses the medieval gear
  found in the Core Rules. Characters start out
  with the typical $500 at character creation.
  Ultimately what is and isn’t available is up to
  the Gamemaster.
  A Note about Mounts
  Hippogriffs are an incredibly common
  source of travel in Lynteer. People use them
  for short-distance flights from one island to
  another, as well as travel from one end of an
  island to the other. Horses are also used, and
  are much cheaper for traveling on land than a
  Hippogriff. As such, horses and horse
  barding costs half of the amount that they do
  in the Savage Worlds Core Rulebook. The
  cost for a Hippogriff is listed below, and
  their statistics can be found in the bestiary
  section of this supplement.
  Gear
  Cost
  Hippogriff
  500
  Flight Barding
  1000
  Flight Barding: This kind of barding
  attaches a harness to the rider that is tied to
  the mount. If the rider should fall, the
  harness merely dangles them below the
  mount as opposed to letting them completely
  fall.
  
  13
  Skies of Lynteer uses the following Setting
  Rules found in the Savage Worlds Core
  Rulebook.
  Heroes Never Die
  High Adventure
  Multiple Languages
  A Note on Languages: There are several
  available languages. Heroes start out
  speaking their native language and Common.
  Suggestions for bonus languages can be
  found below.
  Beastial (Language of Saurians)
  Common (Spoken by most travelers, this is a
  simple tongue native to most humans)
  Dwarven (The language of the Dwarves)
  Elven (The language of the Elves, as well as
  creatures who primarily dwell in forests)
  Goblinoid (Spoken by goblins, orcs, etc.)
  Griffon (The language of the Griffons and
  Shadow Wings)
  Halfling (The language of the wee-folk)
  The following rules are also used:
  Light Footed: Everything seems to weigh
  a little less in Lynteer, particularly those the
  Spirits’ favor. Wild Cards double normal
  jumping distances.
  Teamwork: The League of Heroes
  emphasizes working together and fighting as
  a group. Heroes may freely share Bennies
  with other members of their party.
  Setting Rules
  Magic
  Lynteer is a realm brimming with magic
  throughout its infinite expanse. As such, both
  the Arcane Background (Magic), and Arcane
  Background (Miracles) Edges are available
  in the setting. The power of Miracles is
  derived from the Spirits, whose presence can
  be found everywhere.
  Characters using Miracles must be heroic
  in nature, or risk losing their powers. Many
  believe that magic itself is a gift from the
  Spirits, but no one knows this for certain.
  Mages are commonplace, and can be seen in
  all sorts of social structures. While some,
  like Wizards, study magic their whole lives,
  there are still others who naturally have some
  form of Arcane ability.
  In the world of Lynteer there are six types
  of magic, one for each of the six Elemental
  Spirits. For the sake of simple casting, each
  magic type just has general trappings. It
  doesn’t matter which Arcane Background
  Edge the character takes; they can choose
  freely from the six elements to cast. They
  need not specialize in one element either.
  The Arcane Backgrounds merely show how
  a character accesses magic. Each Spirit’s
  style of magic is represented by the trapping
  associated with each Spirit, i.e. Fire Spirit
  has fire and heat trappings, Water has cold
  and ice trappings, etc.
  Magic can be found primarily in living
  things, and it is rarely seen in an inanimate
  object permanently. Mages may be able to
  temporarily enchant an item, but almost
  never for longer than a few minutes.
  
  14
  Gamemaster Section
  Island Travel and Combat
  Sailing an island through the sky can be a
  fun and entertaining concept for players. It
  isn’t as potentially complex of an idea as it
  may seem. Inhabitants are never trying to
  destroy their opponent’s island, as each
  landmass in Lynteer is valuable. It is much
  more common for characters to try to fly
  their islands above opponents’ islands in
  order to attack or infiltrate it from on high.
  Each island has potential resources. They
  aren’t just vehicles, they are homes and
  agricultural resources. A Chase Scene is
  usually the appropriate scenario to use when
  there is a conflict between islands. If the
  character piloting the island has advantage,
  they can position their island above their
  opponent’s. Larger islands are less
  maneuverable, but can hold more fighters.
  Below are some basic island statistics.
  These statistics provide general guidelines
  for islands, and a Gamemaster should feel
  free to create more specific stats if they
  desire. Even a small island is several miles
  wide. The crew statistics don’t reflect how
  many people can fit on the island, but rather
  how many can be sustained by the available
  vegetation and resources. The cost listed is
  for a harnessed island that has been already
  tamed. If the Heroes harness an island for
  themselves, the materials to do so would be
  half of the listed price and would take around
  2d6 days to complete.
  Size
  Acc/TS
  Toughness
  Crew
  Climb
  Cost
  Small Island
  3/12
  13 (2)
  2+20
  0
  $5,000
  Medium Island
  2/10
  20 (4)
  10+100
  –1
  $10,000
  Large Island
  2/6
  30 (6)
  30+300
  –2
  $15,000
  Adventure Generator
  Plenty of fantastical and daring adventures
  are to be had in Skies of Lynteer. An
  Adventure Generator is included in this Kit
  to help spark the Gamemaster’s creativity.
  Simply roll a d6 on each table to determine
  the Quest, Location, Main Enemy, and
  Climax.
  Quest
  This section represents the overall goal of
  the Heroes. The League of Heroes is a very
  loose organization. They assign Heroes to
  missions, but also send
  them wandering about to
  explore. Heroes are just as
  likely to stumble onto a
  Quest as they are to be
  assigned to one by a
  superior.
  Harness
  The Heroes need to clear an untamed
  island of danger so that it may be properly
  fitted with a sail. Islands just floating about
  can be very dangerous, so this Quest is one
  of the most commonly assigned. These
  missions are always on Unknown Islands.
  Rescue
  Someone has been kidnapped and is about
  to be Shadow Wing food, or an Orc warlord
  has enslaved a peaceful island. The Heroes
  are sent to pull someone out of danger.
  Investigate
  The Heroes need to look into some
  mysterious happenings. Perhaps an island
  appeared out of thin air, or a mysterious
  Dragon has been seen in the dead of night.
  1. Harness
  2. Rescue
  3. Investigate
  4. Diplomacy
  5. Retrieve
  6. Dispel
  Quest
  
  15
  Diplomacy
  The characters must make allies with a
  group of people or creatures. This could be
  to start trade, or potentially to find allies for
  a coming battle. Usually these friends are to
  be found in new territory.
  Retrieve
  The Heroes need to find an object. Actual
  magical items are almost non-existent, so
  this is usually an object of religious or
  political significance.
  Dispel
  The Heroes must find a way to remove
  magic of some kind. This could be a
  powerful barrier, an ancient curse, or
  something similar. They usually must
  confront a powerful Mage to end evil magic.
  Island
  The island is the area that the bulk of the
  adventure will take place. It doesn’t have to
  be the only place the Heroes visit, but is
  where the majority of the action happens.
  This outlines the basic type of island the
  heroes encounter, but a more detailed island
  design can be found in the Island Generator.
  Unknown Island
  The majority of
  adventures in Skies of
  Lynteer take place on
  islands with which the
  characters are unfamiliar. This does not mean
  that the island has been completely
  undiscovered, or that it is uncivilized. There
  are many islands in Lynteer, and it is
  impossible not to run into another at some
  point.
  Famous Island
  This is an island with which the players are
  probably familiar. One of the islands listed
  on pg. 6 would work well.
  Home Island
  This island is the residence of one of the
  Heroes, or perhaps it is the island all of the
  characters are currently using to travel.
  Main Enemy
  This is the main source of contention for
  the heroes on their mission.
  Sky Raiders
  Sky Pirates can be
  roguish Heroes and
  dashing adventurers, but
  the Sky Raiders are all
  evil. They hunt the clouds
  in search of prey. The Sky
  Raiders are a large
  organization that attack small and large
  islands alike.
  Royalty
  With plenty of islands to be found, there
  are quite a few ruled by Kings and Queens,
  many of whom have ambitions to conquer
  and rule. They can make great long-term
  villains as well.
  Goblinoids
  These nasty creatures come in many
  varieties, but mostly cover basic Goblins and
  Orcs. They often work in large numbers, and
  their goals vary greatly from group to group.
  They loot and pillage, but also conquer and
  seek out evil magic.
  1-3. Unknown Island
  4-5. Famous Island
  6. Home Island
  Island
  1. Sky Raiders
  2. Royalty
  3. Goblinoids
  4. Magic
  5. Undead
  6. Ex-Adventurer
  Main Enemy
  
  16
  Magic
  Not all Arcane power is pure and good. An
  enemy could be an evil Witch or Wizard, but
  could also be pure, evil magic in the abstract.
  This can also cover magical creatures like
  Dragons or Shadow Wings. Adventures
  dealing with a magical enemy are often
  unpredictable and chaotic.
  Undead
  Monsters that are a pale reflection of life,
  Undead can be found anywhere evil lurks.
  Adventures dealing with these creatures
  usually showcase the best in the Heroes, as
  they must confront what many in Lynteer
  consider to be the most vile and depraved of
  monsters.
  Ex-Adventurer
  In the dramatic expanse of sky, it is not
  uncommon for a Hero to have a change of
  heart. Those that turn to evil usually do so at
  the promise of power and fame. Ex-
  Adventurers usually have amassed power,
  and some even manage to keep their
  blessings from the Spirits even after turning
  evil.
  Climax
  This list contains the dramatic and action-
  packed ending of the adventure, usually
  presenting a twist for the Heroes.
  Mass Battle
  An easy way to handle
  island-to-island conflict is
  using the Mass Battle
  rules. Huge, climactic
  conflicts between the
  League of Heroes and
  invading Sky Raiders,
  corrupt noblemen, or something similar, can
  be a lot of fun for the players. The Mass
  Battles (found in the Core Rules) work well
  to emulate this kind of intense drama.
  Chase
  The Savage Worlds Core Rules cover
  Chase Scenes very well. Something could be
  chasing the Heroes, or they could be chasing
  someone. Chases vary depending on the
  situation, but however you look at it, you're
  in for a fast-paced and action-packed ending.
  Big Boss
  A powerful villain is revealed and a
  conflict ensues. This scenario doesn't have to
  be a combat encounter. Perhaps the villain is
  the embodiment of the evil side of a Spirit,
  and is too powerful for direct confrontation.
  However, the most common use of this trope
  would be a climactic fight.
  Trap
  Perhaps the Heroes have been betrayed, or
  the villain knew ahead of time that they
  would be coming. Whatever way you look at
  it, the Heroes are headed right into a trap.
  With good roleplaying, the group could find
  out about the situation beforehand and
  potentially avoid it. However, for true drama,
  it could be more entertaining for them to
  have to think, or fight, their way out of it.
  Dramatic Task
  The Savage Worlds Core Rules use
  dramatic tasks for big life-or-death
  situations. Examples for this specific setting
  might include disabling a dispelling a curse
  on an island, holding off hordes of Goblins
  long enough for victims to escape, or fleeing
  an island as it crumbles.
  True Victory
  The Heroes have a chance to accomplish
  their goal, and then some. Perhaps in
  confronting a terrible Lich they also have the
  opportunity to destroy his entire, cursed
  island. Maybe an evil king is changing his
  mind, and with the right persuasion could
  have a complete change of heart. True
  victory represents a real chance for impact in
  the Heroes’ environment.
  1. Mass Battle
  2. Chase
  3. Big Boss
  4. Trap
  5. Dramatic Task
  6. True Victory
  Climax
  
  17
  Island Generator
  To create an island quickly, roll 3d6 and
  consult these three categories: Population,
  Features, and Theme.
  Population
  This selection covers a general idea of the
  amount of sentient life that can be found on
  the island. Indigenous wildlife is not
  included here.
  Untamed
  The island has very
  few humanoid
  creatures on it. This
  could mean that there
  was once civilization,
  or perhaps only a handful of villainous
  creatures are using the secluded island as a
  hideout. Untamed regions are usually full of
  wildlife, but lack towns and cities.
  Barely Populated
  The island features small villages or tribes,
  but no substantial civilization. Perhaps there
  is just a small crew running the place.
  Populated
  A populated island has several cities of
  some sort, and has a substantial number of
  humanoids.
  Heavily Populated
  Heavily populated islands are crawling
  with humanoids, and it is very difficult to
  travel anywhere on these islands’ surface
  without running into someone or something.
  Features
  This section notes certain features that the
  island is known for, whether natural or
  manmade. These features don’t make up the
  entire island, but are the focal point. They
  also serve as locations on the island that are
  great for adventuring.
  Ruins
  No one knows how old
  Lynteer is, but there are plenty
  of ruins on islands, both
  charted and uncharted. Ruins
  can make for a great, mystery-
  filled location. There is usually
  a heavy emphasis on magic in
  these areas.
  Elemental
  This island has heavy influences from one
  of the Elemental Spirits. An island with
  features based on the Fire Spirit might have a
  volcano, whereas an island based on the
  Stone Spirit might have plenty of mountains.
  Nature
  Areas where there are more plants and
  animals than there are buildings and people
  would be considered a nature environment.
  There might be caves, or secluded and rural
  communities. These areas may not be
  completely wild and untamed, but there
  would be very little here that would be
  considered urban.
  Fragments
  Sometimes an island has small land
  fragments that float around it and magically
  travel with it. These pieces can have
  structures on them, and look like miniature
  islands themselves.
  Exotic
  Exotic features make an island truly stand
  out. Perhaps it is covered in a shifting maze,
  or maybe there are mysterious obelisks
  sprouting from the ground. However you
  look at it, the features of this island are
  mysterious and unusual.
  Lair
  A lair represents a place that was
  specifically built for villainous creatures to
  hide in. They are your typical dungeons in
  every sense of the word. There might be an
  1-2. Untamed
  3. Barely Populated
  4-5. Populated
  6. Heavily Populated
  Population
  1. Ruins
  2. Elemental
  3. Nature
  4. Fragments
  5. Exotic
  6. Lair
  Features
  
  18
  old castle, or a network of sinister tunnels
  under a mountain.
  Theme
  The Theme of the island is the overall
  feeling that it gives the Heroes as they
  explore it. These themes can fit onto any
  type of island with creativity. Perhaps a
  wondrous island with natural features has
  stunning and unique flowers and valleys,
  bringing about a sense of awe. A mysterious
  island with elemental features might have an
  area that is always cold, with hidden ice
  caves beneath its surface, instilling feelings
  of suspense and mystery in the heroes.
  Mysterious
  The island has plenty of
  well-kept secrets and/or
  unexplained phenomenon.
  The place is one giant
  adventure hook to those
  with a curious nature.
  Creepy
  A sense of uneasiness rests over the whole
  island. The Heroes should be on guard as
  they traverse the place.
  Thrilling
  Adventure is around every corner of the
  island. There are plenty of places to explore
  and much peril to avoid. These islands are
  action-packed places.
  Wonderous
  The whole place is stunning and magical.
  Everything about the island has a sense of
  greatness and majesty.
  Weird
  True oddities can be found on this island,
  and its uniqueness makes it stand out with
  bold and unusual features.
  .
  Bestiary
  The following section contains a collection
  of foes specific to the Skies of Lynteer
  setting. However, there are quite a few beasts
  in the Core Rules that should be noted as
  well. The animals found can all be used
  (particularly giant spiders and dire wolves).
  Skeletons, Zombies, and even Liches can be
  found, though Liches are rare and legendary
  enemies. Elementals are also common,
  though they can also be allies. Elementals
  who attack innocents are usually a twisted
  side of the Spirit they represent. Goblins,
  Orcs, Trolls, and Ogres can all be used, and
  are all considered to be Goblinoids. Drakes
  and Dragons can also be used, but are
  extremely rare.
  It should be noted that the bag of gold (9)
  indicates when a character is a Wild Card.
  Acid Slug
  These large slugs are known for their
  acidic secretions that are constantly dripping
  from their bodies. Acid Slugs will eat just
  about anything that they can corrode.
  Attributes: Agility d6, Smarts d4 (A), Spirit
  d6, Strength d10, Vigor d8
  Skills: Fighting d8, Notice d6
  Pace: 5; Parry: 6; Toughness: 8
  Special Abilities
  • Slam: Str+d6; +2 acid damage.
  • Acid Blast: All targets within a Cone
  1. Mysterious
  2. Creepy
  3-4. Thrilling
  5. Wonderous
  6. Weird
  Theme
  
  19
  Template must make an Agility roll at –2 or
  suffer 2d8 acid damage.
  • Size +2: Acid Slugs are large creatures,
  weighing almost 1,000 pounds. This
  increases their Toughness by +2.
  9 Dark Warrior
  Some shadows hold dark and deadly
  secrets. The Dark Warriors are allegedly
  shadowed images of Heroes who have long
  since faded from memory. They are always
  looking for the next challenge, and seem to
  believe they are in a war of some kind. They
  have limited control over darkness.
  Attributes: Agility d6, Smarts d6, Spirit d8,
  Strength d12+2, Vigor d8
  Skills: Fighting d10, Intimidation d10,
  Notice d8
  Pace: 6; Parry: 8; Toughness: 9 (3)
  Edges: Improved Frenzy
  Gear: Longsword (Str+d8), Shield (+1 Parry,
  +2 Armor against ranged attacks), Plate Mail
  (+3)
  Special Abilities
  • Steal Light: A Dark Warrior can draw light
  from an area into itself, making the region
  dark. This is simply the light/obscure power
  using the obscure portion only. They have 5
  Power Points for this ability and use their
  Spirit as their Arcane Skill.
  Dire Bat
  These large and aggressive creatures put
  their smaller counterparts to shame.
  Sometimes Dire Bats are kept as pets by
  villains. They are formidable creatures,
  though, thankfully, they don't tend to swarm
  like smaller bats.
  Attributes: Agility d10, Smarts d6 (A),
  Spirit d8, Strength d8, Vigor d6
  Skills: Fighting d8, Notice d10, Stealth d10
  Pace: 4; Parry: 6; Toughness: 8 (1)
  Special Abilities
  • Armor +1: Thick skin.
  • Bite: Str+d6.
  • Echolocation: Bats see using sound waves.
  They ignore all penalties for bad lighting.
  • Flight: Flying Pace of 8" and Climb 0.
  • Size +2: Dire Bats weigh 500 pounds. This
  increases their Toughness by +2.
  Dire Rat
  These rodents are about the size of an
  average canine, making them more
  intimidating than their smaller cousins. They
  are very feral and aggressive, and spread a
  debilitating disease with their bite.
  Attributes: Agility d8, Smarts d4 (A), Spirit
  d6, Strength d6, Vigor d6
  Skills: Climbing d6, Fighting d6, Notice d6,
  Stealth d6, Swimming d6
  Pace: 7; Parry: 5; Toughness: 5 (1)
  Special Abilities
  • Armor +1: Thick skin.
  • Bite: Str+d4; Disease.
  • Low Light Vision: No penalties for dim or
  dark lighting.
  • Disease: Victims wounded or Shaken by a
  Dire Rat's bite must make a Vigor roll.
  Failure means they become Shaken (which
  can cause a wound) and they also take a level
  of Fatigue. This Fatigue wears off in 2d6
  
  20
  days as the disease works its way out of the
  body.
  • Size –1: Dire Rats are about the size of a
  dog. This reduces their Toughness by –1.
  Doom Tree
  This large piece of vegetation that
  appears stationary is quite deadly to the
  unwary explorer. While slow-moving, it is
  capable of shattering part of its bark in
  order to hurt its foes.
  Attributes: Agility d6, Smarts d4 (A),
  Spirit d4, Strength d12+5, Vigor d12
  Skills: Climbing d4, Fighting d8, Notice d6,
  Stealth d6
  Pace: 3; Parry: 6; Toughness: 15 (3)
  Special Abilities
  • Armor +3: Tough bark.
  • Branches: Str+d8; Reach.
  • Plant: +2 to recover from Shaken, ignore
  wound modifiers, poison, and extra damage
  from called shots.
  • Shatter: All targets within a medium burst
  Template centered on the Doom Tree must
  make an Agility roll at –2 or suffer 2d10
  damage from the tree's splintering bark. The
  Doom Tree may only splinter itself this way
  once per 8 hours.
  • Size +4: Doom Trees weigh over 2,000
  pounds. This increases their Toughness by
  +4.
  • Large: Doom Trees have a –2 penalty to
  attack medium-sized foes. Their opponents
  receive a +2 bonus to their attacks against a
  Doom Tree.
  Griffon
  These majestic creatures are considered to
  be direct creations of the Spirit of Wind.
  They are half lion and half eagle in
  appearance, and have strong magical
  capabilities. They are wise and caring
  creatures, but can also be aloof. Two types of
  Griffons are outlined below.
  9 Elder Griffon
  These powerful creatures have lived for a
  long time, several hundred years on average.
  Their magical prowess is deep and in many
  ways they can rival a Dragon. The older a
  Griffon gets, the more serious-tempered they
  tend to become, and the can be very
  arrogant. However, their hearts are always in
  the right place.
  Attributes: Agility d12, Smarts d10, Spirit
  d12, Strength d12+6, Vigor d12
  Skills: Fighting d12, Intimidation d10,
  Knowledge (Religion) d8, Notice d12,
  Persuasion d12
  Charisma: -; Pace: 6; Parry: 8;
  Toughness: 16 (3)
  Hindrances: Heroic (Major), Code of Honor
  (Major), Arrogant (Major)
  Edges: Brawny, Improved Frenzy, Improved
  Level-Headed, Improved Rapid Recharge,
  Quick
  Special Abilities
  • Armor +3: Very thick fur.
  • Claws: Str+d8.
  • Magic: Elder Griffons have 40 Power
  Points and know all Powers. They use their
  Spirit as their Arcane Skill.
  • Imbue Flight: If a character meets the
  requirements, a Griffon can grant the Griffon
  Knight Edge to them. If they do not meet the
  
  21
  requirements, a Griffon can still temporarily
  grant flight as per the Edge for 2d6 hours. It
  takes a full round to grant the Edge.
  • Low Light Vision: No penalties for dim or
  dark lighting.
  • Flight: Flying Pace of 24" and Climb 3.
  • Size +4: Elder Griffons weigh over 2,000
  pounds. This increases their Toughness by
  +4.
  • Large: Elder Griffons have a –2 penalty to
  attack medium-sized foes. Their opponents
  receive a +2 bonus to their attacks against
  the Griffon.
  9 Griffon Guardian
  These Griffons tend to be young, not much
  more than a hundred years old. They haven't
  reached their full magic potential yet, but are
  still the most common Griffons to train
  Griffon Knights. They usually reside on the
  mountain tops of large islands with plenty of
  people and potential trainees.
  Attributes: Agility d12, Smarts d8, Spirit
  d10, Strength d12+3, Vigor d10
  Skills: Fighting d12, Intimidation d10,
  Knowledge (Religion) d8, Notice d12,
  Persuasion d10
  Charisma: -; Pace: 6; Parry: 8;
  Toughness: 13 (2)
  Hindrances: Heroic (Major), Code of Honor
  (Major), Overconfident (Major)
  Edges: Brawny, Improved Frenzy, Improved
  Rapid Recharge, Level-Headed, Quick
  Special Abilities
  • Armor +2: Thick fur.
  • Claws: Str+d6.
  • Magic: Guardian Griffons have 25 Power
  Points and know all Novice and Seasoned
  Powers. They use their Spirit as their Arcane
  Skill.
  • Imbue Flight: If a character meets the
  requirements, a Griffon can grant the Griffon
  Knight Edge to them. If they do not meet the
  requirements, a Griffon can still temporarily
  grant flight as per the Edge for 1d6 hours. It
  takes a full round to grant the Edge.
  • Low Light Vision: No penalties for dim or
  dark lighting.
  • Flight: Flying Pace of 16" and Climb 3.
  • Size +3: Griffon Guardians weigh 1,500
  pounds on average. This increases their
  Toughness by +3.
  9 Gorilla King
  This monster is a little bigger than an
  average gorilla, but with gray fur and four
  arms. It is known to go into a territorial rage
  when it feels threatened, and attacks anyone
  it can. It uses its claws to unleash fury on any
  victim nearby.
  Attributes: Agility d8, Smarts d4 (A), Spirit
  d8, Strength d12+3, Vigor d10
  Skills: Climbing d10, Fighting d8,
  Intimidation d10, Notice d6
  Pace: 6; Parry: 6; Toughness: 11 (1)
  Special Abilities
  • Armor +1: Thick fur.
  • Claws: Str+d6. May attack four times with
  claws in one turn. Gains a wild die for each
  if it is a Wild Card.
  • Low Light Vision: No penalties for dim or
  dark lighting.
  • Size +3: These creatures weigh around
  1,500 pounds. This increases their Toughness
  by +3.
  Hippogriff
  These beautiful beasts are a cross between
  a horse and an eagle. Hippogriffs have a long
  wingspan and can easily be trained to
  become mounts. They prefer wide open
  spaces, and it is common to see them flying
  amongst the clouds.
  Attributes: Agility d8, Smarts d4 (A), Spirit
  d6, Strength d12, Vigor d10
  Skills: Fighting d6, Notice d8
  Pace: 8; Parry: 5; Toughness: 10
  Special Abilities
  • Flight: Flying Pace of 8 and Climb of 0.
  • Peck: Str+d4.
  • Size +3: Hippogriffs are large creatures,
  
  22
  about the size of a horse. They gain +3
  Toughness.
  Homunculus
  These tiny creatures are constructs created
  by Wizards as unique servants and spies.
  They are often winged and demon-like in
  appearance, though this is not always the
  case. They often scurry about, performing
  various deeds for their magical masters.
  Attributes: Agility d8, Smarts d8, Spirit d8,
  Strength d4, Vigor d6
  Skills: Fighting d6, Notice d6, Stealth d6
  Pace: 6; Parry: 5; Toughness: 3
  Special Abilities
  • Bite: Str; Poison.
  • Low Light Vision: No penalties for dim or
  dark lighting.
  • Construct: +2 to recover from Shaken,
  ignore wound modifiers, disease, poison, and
  extra damage from called shots.
  • Flight: Flying Pace of 8" and Climb 0.
  • Poison: The bite of a Homunculus inflicts
  poison if their foe is Shaken or wounded.
  The Victim rolls Vigor. Failure means they
  fall asleep for 2d6 rounds.
  • Size –2: Reduces Toughness by –2.
  • Small: Homunculi have +2 to attack
  medium-sized foes. Their opponents receive
  –2 to their attacks against the Homunculi.
  Kobold
  These small creatures are believed to be the
  distant relatives of Dragons. They are
  nowhere near as powerful as their greater
  kin, but can be a nuisance to adventurers.
  They are surprisingly clever creatures, loving
  to lure adventurers into traps. Though they
  are not Goblinoids, they can often be found
  with them.
  Attributes: Agility d4, Smarts d6, Spirit d4,
  Strength d6, Vigor d4
  Skills: Climbing d4, Fighting d4, Notice
  d4, Stealth d4, Taunt d8
  Pace: 6; Parry: 4; Toughness: 4 (1)
  Gear: Short Spear (Str+d4)
  Special Abilities
  • Armor +1: Scales.
  • Infravision: Halve vision penalties for
  darkness.
  • Size –1: Kobolds aren't much bigger than a
  dog, reducing their Toughness by –1.
  9 Rakshasa
  These evil creatures were born of the dark
  desires of the Spirits during the Spirit War
  and take on the form of beasts. While they
  are most commonly seen in a cat-like form,
  they take other appearances. They often have
  plans for great acts of evil.
  Attributes: Agility d8, Smarts d8, Spirit d8,
  Strength d8, Vigor d8
  Skills: Climbing d6, Fighting d8,
  Intimidation d8, Notice d8, Persuasion d8,
  Spellcasting d10, Stealth d6
  Charisma: +2; Pace: 8; Parry: 6;
  Toughness: 8 (1)
  Edges: Improved Frenzy, Improved Rapid
  Recharge
  Special Abilities
  • Armor +1: Thick fur.
  • Bite or Claws: Str+d8, AP2.
  • Low Light Vision: No penalties for dim or
  dark lighting.
  • Fear: Anyone who sees this creature must
  make a Fear check at –2.
  
  23
  • Flight: Flying Pace of 6" and Climb 0.
  • Size +1: Rakshasa are 7 feet tall. This
  increases their Toughness by +1.
  • Spells: Rakshasa have 30 Power Points to
  cast the following powers: bolt, intangibility,
  invisibility, burst, and blast.
  Royal Guard
  Royal Guards are found in the palace of a
  monarch. These men and women are very
  devoted to their rulers. To create a Captain of
  the Guard, use the same statistics adding the
  Command Edge, and grant them Plate Mail
  (+3) instead of Leather Armor.
  Attributes: Agility d6, Smarts d6, Spirit d6,
  Strength d8, Vigor d6
  Skills: Fighting d8, Intimidation d6, Notice
  d6, Throwing d6
  Charisma: -; Pace: 6; Parry: 7;
  Toughness: 6 (1)
  Hindrances: Loyal (Minor)
  Gear: Spear (Str+d6; Reach 1"; Parry +1),
  Leather Armor (+1)
  Rust Roach
  These large, insect-like creatures feed off
  of rust and decay. They find metal and turn it
  into rust with their odd antennae that can
  instantly render an item useless. They will
  attack adventures if metal is nearby or on
  their person, and will even fight head on.
  However, they prefer to render items useless
  and scurry away, coming back when the
  adventurers have left, leaving the rust
  behind.
  Attributes: Agility d8, Smarts d4 (A), Spirit
  d6, Strength d8, Vigor d8
  Skills: Fighting d8, Climbing d8, Notice d6,
  Stealth d6
  Pace: 7; Parry: 6; Toughness: 9 (2)
  Special Abilities
  • Armor +2: Hard chitin.
  • Bite: Str+d6.
  • Low Light Vision: No penalties for dim or
  dark lighting.
  • Size +1: Increases Toughness by +1.
  • Antennae: A Rust Roach primarily attacks
  using its antennae. This is a Touch Attack
  (+2 Fighting) that instantly begins to corrode
  the metal of an object. Armor loses one point
  of its Armor Bonus; weapons and shields
  lose their Parry bonus. If the object is struck
  by the attack again, it corrodes completely
  and is destroyed.
  9 Shadow Wing
  These nasty creatures are the opposite of a
  Griffon in many respects. They are a cross
  between a panther and a raven, and are crafty
  and cunning monsters who put their own
  needs before that of anyone else. They enjoy
  devouring the flesh of humans, Elves,
  Dwarves, and the like. They are powerful,
  and not to be trifled with.
  Attributes: Agility d10, Smarts d12, Spirit
  d8, Strength d12+5, Vigor d12
  Skills: Fighting d12, Intimidation d12,
  Notice d10, Stealth d12
  Charisma: -; Pace: 6; Parry: 8;
  Toughness: 15 (2)
  Hindrances: Greedy (Major)
  Edges: Brawny, Improved First Strike,
  Improved Frenzy, Improved Sweep, Quick,
  Trademark Weapon (Claws)
  
  24
  Special Abilities
  • Armor +2: Thick fur.
  • Claws: Str+d8.
  • Flight: Flying Pace of 24" and Climb 0.
  • Size +4: Shadow Wings weigh 2,000
  pounds. This increases their Toughness by
  +4.
  • Large: Shadow Wings have a –2 penalty to
  attack medium-sized foes. Their opponents
  receive a +2 bonus to their attacks against a
  Shadow Wing.
  Sky Raider
  This terrible group of Pirates is made up of
  many different species, from Dwarves to
  Goblins. They are an organized group,
  devoted to plundering and pillaging.
  Attributes: Agility d6, Smarts d6, Spirit d6,
  Strength d6, Vigor d6
  Skills: Boating d6, Climbing d6, Fighting
  d6, Intimidation d6, Notice d6, Shooting d6,
  Stealth d4
  Charisma: -; Pace: 6; Parry: 5;
  Toughness: 5
  Gear: Cutlass (Str+d6), Crossbow
  (Shooting; range 15/30/60; 2d6; AP 2)
  9 Sky Raider Captain
  These terrible Pirates are often bigger and
  tougher than the average Raider. They are
  strong individuals who have clawed their
  way to the top.
  Attributes: Agility d8, Smarts d6, Spirit d6,
  Strength d8, Vigor d8
  Skills: Boating d8,Climbing d6, Fighting
  d10, Intimidation d8, Notice d6, Stealth d6,
  Shooting d10
  Charisma: –4; Pace: 6; Parry: 7;
  Toughness: 6
  Hindrances: Bloodthirsty
  Edges: Command, Marksman
  Gear: Cutlass (Str+d6), Crossbow
  (Shooting; range 15/30/60; 2d6; AP 2)
  9 Skeletal King
  Once great monarchs in their day, the
  corpses of ancient rulers can be very deadly
  in the right hands. The Skeletal King is a true
  champion of the undead. While they cannot
  speak, these creatures are often employed by
  Necromancers to lead undead troops in
  combat. They are notorious for striking hard
  and quick, with their minions right behind
  them.
  Attributes: Agility d10, Smarts d4, Spirit
  d6, Strength d10, Vigor d8
  Skills: Fighting d10, Intimidation d6, Notice
  d6, Stealth d4
  Pace: 6; Parry: 6; Toughness: 8
  Edges: Command, Fervor, Quick
  Gear: Great sword (Str+d10; Parry -1)
  Special Abilities
  • Undead: +2 Toughness, +2 to recover from
  Shaken, ignore wound modifiers, disease,
  poison, and extra damage from called shots.
  • Fearless: Skeletal Kings are immune to
  fear and intimidation.
  
  25
  Blessings
  Typical magical items in most fantasy
  settings are not used in Skies of Lynteer.
  Instead, the Elemental Spirits bless the
  Heroes when they deem them worthy. No
  more than once per rank, the Heroes receive
  an extra ability. The Gamemaster should give
  these as the story progresses, making it a
  natural flow. These blessings are commonly
  given by a particular Spirit, usually one that
  would most appreciate the actions of the
  Hero receiving the blessing. If trappings are
  applicable, they should reflect the Spirit who
  gave the blessing in the first place. Each
  blessing is essentially an Advance, and
  therefore is about as powerful as an Edge.
  By the time the Heroes reach legendary
  rank, they should have three to five
  additional Advances. Dressing an Advance
  with the trappings of a Spirit can make a
  huge difference and make the ability feel
  unique. For example, granting a raging
  fighter an increase in their Fighting die is
  great, but perhaps their current weapon also
  gains the fire trapping. This blessing is
  slightly more powerful than the standard
  Advance, but adds story flavor.
  Blessing Suggestions
  Weird Edges: Weird Edges cover an
  inherent and strange ability, things a Hero is
  born with. They can be perfect to add to a
  character’s arsenal as a result of a spiritual
  blessing. Perhaps a preist is granted the
  Healer Edge, for example.
  Professional Edges: There are several
  Edges in this supplement that represent
  blessings received by the Spirits, as well as
  several in the core that work in a similar
  fashion. Adept, Griffon Knight, and Stone
  Warrior, for example, all work well for
  blessings. Perhaps a Griffon feels the Spirit
  of Wind call him to grant flight to one of the
  characters.
  Skill Increase: Boosting a skill can be a
  great way to recognize a blessing from a
  Spirit. Maybe the Spirit of Wind boosts a
  character’s boating skill. If applicable, it’s
  good to apply the Spirit’s trapping in some
  fashion as well. Perhaps an increase in the
  climbing skill is given, and the Spirit of
  Stone moves and shifts rock to allow the
  character a better grip when climbing.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Misc/Savage Worlds - Skies of Lynteer.pdf