TEXT: The Rangers are asked to intervene in a delicate 
  diplomatic matter and prevent a war. Is it a matter of 
  love, honor… or something else?
  IT’S ABOUT A GIRL
  The Heroes are sent to meet a representative 
  of the Lanthorian Free Trade Council in the town of 
  Homestead. They’ve been asked to assist in the matter 
  of one Adelaide Fortune, the eldest daughter of the 
  head of House Fortune in the Freelands. During a 
  trade summit in the city of Alewond, she inexplicably 
  left her family and her fiancé, Derek Hammil, and 
  ran off with the new young Baron of Ollimander (a 
  small farmland region east of Camden). 
  It is known that the Baron, Pendel Ollimand, 
  eyed Adelaide hungrily during the summit, but she 
  spurned all advances. He nearly came to blows with 
  Derek until cooler heads intervened. On the last day, 
  however, she stole away from her family’s caravan 
  and was seen in Pendel’s carriage as he sped away.
  Arbrek Fortune is gathering his forces, hiring 
  mercenaries, and ready to go to war, as is the Hammil 
  family. The Southern Kingdoms cannot afford such a 
  conflict; the Rangers must find out what happened, 
  and handle things as quickly as possible to prevent 
  a war.
  STRANGE BANDITS
   
  The Rangers are to escort Counselor Amanda 
  Byers to Ollimand’s estate, where she will negotiate 
  for Adelaide’s release. On the way, the party is 
  ambushed by a band of oddly capable bandits (1 per 
  Hero, plus 2 more). Skilled and stealthy, they still 
  seem out of place in the woods. They will fight to kill 
  the entire party, rather than steal anything.
   
  These “bandits” are, in fact, spies from the 
  Malakar Dominion. They will do anything to prevent 
  themselves from being captured, and won’t willingly 
  reveal any information. If the Heroes are able to use 
  extraordinary means (specifically, if someone plays 
  the Adept and uses Mind Reading), they can learn 
  “The Truth,” below, before they arrive.
  ULTERIOR MOTIVES
   
  Even after the attack, Amanda will insist on 
  approaching the Baron properly and investigating 
  the matter with discretion. The players may choose 
  to take a different approach, which is fine. Left 
  to her own devices, Amanda will engage Baron 
  Ollimander in diplomatic discourse, asking him to 
  return Adelaide to her home and act in good faith 
  to maintain relations between this area and the 
  Freelands. He will insist that Adelaide is with him of 
  her own free will, “something a Freelander should 
  appreciate, yes?” He will demand that it is a matter 
  of love and honor to him; his soul mate will remain 
  at his side.
   
  If pressed to prove it, Adelaide will be called 
  forth. She will smile and laugh, hanging on his every 
  word and being almost embarrassingly affectionate. 
  Any use of Detect Arcana will reveal that there is 
  some kind of magical effect on her. Otherwise, the 
  Heroes may simply determine that her behavior is 
  beyond normal; Amanda will reveal in private that 
  she was not known for being so… demonstrative.
   
  If the matter of war with Fortune comes 
  up, Pendel will be smug about it, claiming his own 
  forces are being built up. He will then introduce his 
  new Captain of the Guard, Koller Jenns. At the same 
  time, a contingent of 12 soldiers will stride into the 
  hall, clearly signaling an end to the negotiation.
   
  If no further argument is offered, Amanda 
  will make preparations to leave, clearly upset by 
  the whole matter. The Rangers will need to decide 
  whether to press the issue (which will lead to a fight; 
  note that Amanda is no combatant) or retreat to plan 
  another approach.
  THE TRUTH 
   
  Pendel Ollimand is firmly in the pocket of 
  the Malakar Dominion. Their agents are acting as 
  advisors and military leaders for him now; Koller 
  Jenns and his men are Dominion mercenaries, and 
  behind the scenes, there is Sharla Moran. A Dominion 
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  adept, she has taken control of Adelaide in order to 
  ensure Pendel’s loyalty and stir up exactly the kind 
  of chaos the Dominion wants in these lands.
   
  One way or another, the Heroes will have 
  to free Adelaide and deal with the Dominion 
  agents. Pendel is, at heart, a coward; if his people 
  are defeated, he will try to escape. Failing that, he 
  will throw himself at the mercy of the Rangers, who 
  should turn him over to their commanders.
   
  The Houses of Fortune and Hammil will 
  be extremely grateful, sending extensive additional 
  resources to the Rangers to support them in the 
  coming war with the Kal-a-Nar Empire.
  DOMINION SPIES 
   
  Capable and loyal, these men and women 
  are nonetheless out of place in the wilds, preferring 
  urban settings for their work.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength 
  d6, Vigor d6
  Skills: Climbing d6 (+2), Fighting d6, Guts d4, 
  Investigation d6, Knowledge: Politics d6, Lockpicking 
  d6 (+2), Notice d6, Persuasion d6, Stealth d8 (+2), 
  Streetwise d6, Throwing d6
  Pace: 6; Parry: 5; Toughness: 5 (6)
  Edges: Thief
  Gear: Saber (2d6), Throwing Knives (1d6+1d4), 
  Partial Leather Armor (+1, -2 Coverage), Lockpicks, 
  Falsified Papers, Rope, other gear as needed
  KOLLER JENNS 
   
  Koller is absolutely loyal to the Dominion, 
  as are his men. He is a Wild Card.
  Attributes: Agility d10, Smarts d6, Spirit d8, Strength 
  d10, Vigor d10
  Skills: Climbing d6, Fighting d12+1, Guts d8, Healing 
  d6, Intimidation d8, Notice d6, Shooting d12, Stealth 
  d8, Survival d6
  Pace: 8 (d10 Run); Parry: 10 (12); Toughness: 8 (12)
  Edges: Improved Block, Brawny, Charge, Combat 
  Reflexes, Expert: Fighting, Fleet-Footed, Improved 
  Frenzy
  Gear: Long Sword (1d10+1d8), Bow (2d6), Full Plate 
  & Chain Armor (+4, -4 Coverage), Large Shield (+2 
  Parry, +2 Armor vs Ranged Damage)
  KOLLER’S MEN 
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength 
  d6, Vigor d6
  Skills: Fighting d8, Notice d4, Shooting d6, Stealth 
  d4
  Pace: 6; Parry: 6 (7); Toughness: 5 (7)
  Gear: Short Sword (2d6), Bow (2d6), Partial Scale 
  Armor (+2, -2 Coverage), Small Shield (+1 Parry)
  SHARLA MORAN 
   
  Sharla is an effective Dominion agent with 
  experience in destabilizing local governments. She 
  prefers to stay hidden and behind the scenes, but will 
  fight tooth-and-nail if she has to. She is a Wild Card.
  Attributes: Agility d6, Smarts d6, Spirit d10, Strength 
  d6, Vigor d8
  Skills: Fighting d6, Guts d6, Intimidation d6, 
  Knowledge: Magic d6, Notice d6, Stealth d6, The Way 
  d10
  Pace: 6; Parry: 5 (6); Toughness: 6 (7)
  Edges: Adept, Dreamdancer, New Power (x2), Power 
  Points
  Gear: Short Sword (2d6), Small Shield (+1 Parry), 
  Partial Leather Armor (+1, -2 Coverage), Focus 
  Crystal
  Powers: Deflection, Mind Reading, Puppet, Stun, 
  Telekinesis
  Essence: 15
  NEITHER LOVE NOR HONOR
  A Savage Worlds One Sheet 
  For use with Shaintar: Immortal Legends 
  or as a Savage Worlds Fantasy/Intrigue 
  Adventure.
  Words:  Sean Patrick Fannon
  Art: Jason Engle
  Layout: Jeannine Acevedo
  Shaintar: Immortal Legends © Talisman 
  Studios. All rights reserved.
  Savage Worlds © Great White Games. All 
  rights reserved.
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SOURCE: textdata/thevault/Shaintar/Shaintar Neither Love Nor Honor.pdf