TEXT: Edoardo DallaVia
  Player's Guide
  
  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
  Setting ......................................................6
   Newly Generated Basic Knowledge .......... 9
  The Kami ...............................................10
  Magic: the Veil ......................................10
  The Ten Tribes .......................................11
  The Lost Tribes .....................................12
  The First Generated ..............................13
  The Capital Cities .................................13
  The Ways ...............................................13
  The Symbol ...........................................15
  The Faceless Ones .................................16
  The Genesis ...........................................17
  Flora and Fauna ....................................20
   Masters, the World is yours! ...................21
  Cooking and Nutrition ...............................22
  Technological Progress .........................24
  Intimacy ................................................25
  Chapter 2
  Characters ..........................................26
  Ferua .....................................................29
  View of the Kami ..................................... 29
  The Conquest of Si-An ........................................32
  The Counterattack of the Resistance  .... 35
  Feruas of Artanty ..................................... 38
  Timeline of the Conquest of Artanty .......39
  Feruas of Dejama ..................................... 40
  Ferua of Si-An .......................................... 42
  Feruas of Si-Neb ...................................... 42
  Appearance ............................................... 43
  Genesis ...................................................... 43
  Civilization ............................................... 44
  Behavior and Customs ............................ 45
  Game Features.......................................... 45
  Relationships with the other Tribes ...... 46
  View of the Ways ..................................... 47
  Famous Characters .................................. 47
  Gromsh .................................................50
  View of the Kami ..................................... 50
  Gromsh of Artanty .................................. 55
  Gromsh of Dejama .................................. 57
  Gromsh of Si-An ...................................... 58
  Gromsh of Si-Neb .................................... 59
  Appearance ............................................... 59
  Genesis ...................................................... 60
  Civilization ............................................... 60
  Behavior and Customs ............................ 60
  Game Features.......................................... 61
  Relationships with the other Tribes .....63
  View of the Ways ...................................63
  Famous Characters .................................. 65
  Janahs ....................................................68
  View of the Kami ..................................... 68
  The Three Elders ...................................... 72
  Crossroads ................................................ 74
  Janah's Return .......................................... 75
  Janahs of Artanty ..................................... 76
  Janahs of Dejama ..................................... 76
  Janah of Si-An .......................................... 77
  Janah of Si-Neb ........................................ 78
  Appearance ............................................... 80
  Genesis ...................................................... 80
  Civilization ............................................... 81
  Behavior and Customs ................................ 81
  Game Features.......................................... 83
  Relationships with the other Tribes ...... 84
  View of the Ways ..................................... 85
  Famous Characters .................................. 85
  Kronoss .................................................89
  View of the Kami ..................................... 89
  The New Kronoss..................................... 91
  Satnio's Plan ............................................. 93
  The alliance with the Whispling ............ 95
  Kronoss of Artanty .................................. 97
  Kronoss of Dejama .................................. 97
  Kronoss of Si-An ..................................... 98
  Kronoss of Si-Neb .................................... 99
  Appearance ............................................. 100
  Genesis .................................................... 100
  Civilization ............................................. 101
  Behavior and Customs .......................... 101
  Game Features........................................ 102
  
  Relationships with the Tribes ............... 102
  View of the Ways ................................... 103
  Famous Characters ................................ 103
  Lumian ................................................107
  View of the Kami ................................... 107
  The Keepers of the True Light .............. 111
  Lumians of Artanty ............................... 115
  Lumians of Dejama ............................... 116
  Lumians of Si-An ................................... 116
  Lumians of Si-Neb ................................. 118
  Appearance ............................................. 119
  Genesis .................................................... 119
  Civilization ............................................. 119
  Behavior and Customs .......................... 120
  Game Features........................................ 121
  Relationships with the other Tribes .... 122
  View of the ways .................................... 122
  Famous Characters ................................ 123
  Menoosh ..............................................126
  View of the Kami ................................... 126
  First Council of the Royal Races ......... 129
  Second Council of the Royal Races ..... 133
  Menoosh of Artanty .............................. 134
  Menoosh of Dejama .............................. 135
  Menoosh of Si-An ................................. 136
  Menoosh of Si-Neb ................................ 137
  Appearance ............................................. 138
  Genesis .................................................... 138
  Civilization ............................................. 139
  Behavior and Customs .......................... 139
  
  Game Features........................................ 140
  Relationships with the Tribes ............... 141
  View of the Ways ................................... 142
  Famous Characters  ............................... 143
  Oscurian ..............................................146
  View of the Kami ................................... 146
  The Scarlet Vengeance .......................... 148
  The Guild of Free Trade ........................ 150
  Oscurians of Artanty ............................. 152
  Oscurians of Dejama ............................. 153
  Oscurians of Si-An ................................ 154
  Oscurians of Si-Neb .............................. 154
  Appearance ............................................. 155
  Genesis .................................................... 155
  Civilization ............................................. 156
  Behavior and Customs .......................... 156
  Game Features........................................ 157
  Relationships with the other Tribes .... 158
  View of the Ways ................................... 158
  Famous Characters ................................ 159
   Composer of Lies, LI 5 ..........................161
  Rok'Nars ..............................................163
  View of the Kami ................................... 163
  The First Elemental War ....................... 166
  The Relationship with the Veil ............. 168
  The Second Elemental War .................. 170
  Rok'Nars of Artanty .............................. 173
  Rok'Nars of Dejama .............................. 174
  Rok'Nars of Si-An .................................. 174
  Rok'Nars of Si-Neb ................................ 175
  Appearance ............................................. 175
  Genesis .................................................... 176
  Civilization ............................................. 176
  Behavior and Customs .......................... 177
  Game Features........................................ 177
  Relationships with the other Tribes .... 178
  View of the Ways ................................... 179
  Famous Characters ................................ 179
  Senduars ..............................................182
  View of the Kami ................................... 182
  Dunesia, the wandering capital ........... 184
  Beyond known borders ......................... 187
  Senduars of Artanty .............................. 191
  Senduars of Dejama .............................. 192
  Senduars of Si-An .................................. 193
  Senduars of Si-Neb  ............................... 194
  Appearance ............................................. 195
  Genesis .................................................... 195
  Civilization ............................................. 195
  Behavior and Customs .......................... 196
  Game Features........................................ 196
  Relationships with the other Tribes .... 197
  View of the Ways ................................... 197
  Famous Characters ................................ 198
  Whisplings 
  Childrens of the Wind, Disciples of the 
  Father ..................................................202
  View of the Kami ................................... 202
  Whisplings of Artanty ........................... 210
  Whisplings of Dejama ........................... 211
  Timeline of the Third Era ......................211
  Whisplings of Si-An .............................. 213
  Whisplings of Si-Neb ............................ 214
  Appearance ............................................. 214
  Genesis .................................................... 214
  Civilization ............................................. 215
  Behavior and Customs .......................... 215
  Game Features........................................ 216
  Relationships with the other Tribes .... 216
  View of the Ways ................................... 217
  Famous Characters ................................ 218
  The Ways .............................................222
  Guild of Free Trade .............................222
  Defenders of Free Will ........................223
   Playing a Defender of Free Will ...........224
  Inquisition of the Blazing Arrowl ......225
  Followers of the Mosaic ......................227
  Faceless Ones ......................................228
  Warlords..............................................230
   Playing a Faceless One .........................230
  Chapter 3
  Player's Options ............................ 232
  Altered Skills .......................................234
  Removed Skills ....................................236
  New Abilities .......................................236
   Need and Usage of the Components ....238
   Tribal Recipes ........................................246
  Hindrances ..........................................252
  Rank .......................................................252
  Required Skill .........................................252
  Tatoo Name ...........................................252
  Duration ................................................252
  Effect .......................................................252
  Success ....................................................252
  
  Raise .......................................................252
  Removed Hindrances .........................253
  Genesis Campaign: Existing  
  Hindrances ..........................................254
  Genesis Campaign: New Hindrances .255
  Post Genesis Campaign: Existing 
  Hindrances ..........................................255
  Post Genesis Campaign: New 
  Hindrances ..........................................256
  Edges ...................................................256
  Background Edges: Alterations ..........257
  Background Edges: New .....................258
  Combat Edges: Variations ..................259
  Combat Edges: New ............................259
  Leadership Edges: New .......................260
  Power Edges:  New ..............................260
  Professional Edges: Variations ...........260
  Professional Edges: New .....................262
  Social Edges: New ...............................267
  Weird Edges: New ...............................267
  Legendary Edges: New ........................268
  Powers .................................................269
  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
  New Weapons ........................................ 299
  Unusual Weapons .................................. 300
  Mundane Items ...................................... 301
  Scrolls ...................................................... 302
  Potions .................................................... 303
  Mundane Items Table ............................304
  Vehicle Table ..........................................306
  Tattoos ..................................................... 306
  Vehicles ................................................... 306
  Poisons .................................................... 307
   Other kinds of mounts ..........................307
  Magic Objects ........................................ 308
  Possession EL Table ...............................309
  Creating an Enchanted Object ............. 311
  Creation EL Table ..................................312
  Objects Created by the Defenders of Free 
  Will .......................................................... 313
  Armor Enchantments ........................... 314
  Weapon Enchantments  ........................ 315
   Acid Application ...................................316
  Mundane Items Enchantments ............ 318
  Unique Objects ...................................... 319
  
  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?”
  “
  Chapter 1
  Setting
  
  “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.
  
  8
  Player's Guide
  J
  ust 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.
  While conventional natural law 
  here applies to both flora and fauna, 
  people are outside them somehow. 
  They do not reproduce as animals 
  do, nor do their bodies grow old with 
  time. Instead, they are generated in 
  one of the many Gardens of Life, a 
  conventional name to indicate the 
  place where everything begins, no 
  matter to what race the individual 
  belongs or any other factor. In fact, 
  these are not real gardens (some 
  of them are actually devoid of any 
  vegetation), and the origin of their 
  name has long been lost. The only 
  thing they have in common is a 
  wide polished stone about three 
  feet in diameter. It is a finely carved 
  pedestal, engraved around its base 
  with some inscriptions in a never-
  before-deciphered code. Each Newly 
  Generated appears out of thin 
  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 
  a match in the surrounding reality. 
  He already knows how to walk, run 
  and jump; he knows the grass is soft 
  and the earth hard, but he has never 
  trodden on either. Likewise, he knows 
  how a rose should smell, but he never 
  smelt one; he knows he can grab and 
  throw a stone, but has never felt its 
  weight in his hand.
  He has all the knowledge a person 
  between twenty and forty years of age 
  is supposed to have, but he has no 
  memory of past experiences, because 
  he actually never had any. Physically, 
  he looks between twenty and forty, 
  and his looks will never change with 
  time. Concepts such as ‘growing old’, 
  ‘son’, ‘mother’—just like any other 
  connected to natural conception and 
  birth—are known only because they 
  exist in nature and apply to animals.
  On Enascentia, a person could, 
  theoretically, live for years, centuries, 
  even millennia: its inhabitants are 
  potentially immortal, at least until 
  illness, poisons, spells, or even a 
  commonplace blade come into play. 
  Being ageless, he cannot prevent 
  bleeding or choking to death.
  
  9
  Setting
   Newly Generated Basic 
  Knowledge
  They know:
  • The weight, shape, colour and smell of 
  common objects and animals, of things 
  that can be found in nature or that can 
  be built —flowers, plants, weapons, 
  tools, etc.—as well as the taste of edible 
  and easily available foods. They will 
  not be able to recognise an extremely 
  rare flower, however, or the taste of 
  some very refined dish made by a 
  famous cook. 
  • Animal calls and cries, natural 
  sounds and those produced by contact 
  between two or more elements.
  • The geography, flora and fauna of the 
  area where they have been generated. 
  A Newly Generated from Dejama, 
  for example, is aware of the presence 
  and general characteristics of the 
  Black Desert, the Rakar and the star 
  videnya. Conversely, he knows nothing 
  about Si-An, the Varnha Desert or the 
  Silver Aredea. He knows, however, that 
  on Enascentia there are dry and ice-
  covered lands, jungles and swamps, 
  and that the snow falls on the highest 
  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.
  • All normal motor skills, even the 
  most complex ones—such as climbing 
  a mountain or a tree—and sometimes 
  the use of one or more weapons.
  • Two languages, the common language 
  spoken by all Races, and the one 
  spoken only by his Tribe. At the time 
  of their Genesis, only the members of 
  two Tribes do not know how to read or 
  write: the Ferua and the Gromsh. All 
  the others have this knowledge.
  • Awareness of their character and 
  nature, as well as of their Tribes’ 
  fundamental ideology. From the very 
  beginning, the way they see the world 
  will be conditioned by their affiliation 
  to a specific Tribe. As time goes by, 
  however, each individual may follow a 
  markedly different path of his own.
  • A general idea of Kami and their own 
  precise vision.
  • The presence of nine other Tribes 
  besides theirs; the Newly Generated 
  know little about them other than 
  a brief description of their general 
  aspects and a few notions about 
  their nature.
  • The past existence of other Tribes. 
  A Newly Generated knows nothing 
  about them, but he is generated with 
  the awareness that other races trod the 
  earth before the present ones.
  
  10
  Player's Guide
  The Kami
  Among the notions a Newly Generated 
  possesses, there is that of ‘Kami’. More 
  than an abstract idea, it is a broad 
  term with countless meanings and 
  interpretations, depending on who 
  analyses them. To some, the Kami is 
  the origin of everything: the source of 
  life, whatever decided a specific living 
  being should be in a determined place 
  at a specific moment. To others, it is 
  a creed, a set of righteous precepts to 
  be followed devotedly in blind faith. 
  Others still see it as a figure to be 
  held as a model on which to shape 
  one’s lifestyle, or as an ideology, a 
  set of feelings, a hope. There are 
  some who believe in all this and 
  some who maintain the Kami is 
  something else altogether.
  It is difficult, and in the end useless, 
  to define it. What really matters is 
  that via its view of the Kami, each 
  Tribe finds its own answers to life’s 
  great 
  questions—those 
  questions 
  that immediately require an answer 
  because of how their life began. 
  At times, some Newly Generated 
  decide they are not interested in 
  finding an answer.
  magic: The Veil
  Magic permeates everything and 
  everybody on Enascentia. Its power 
  is everywhere, but it does not alter 
  either the landscape or the natural 
  laws governing it because it is a sort 
  of raw arcane force: it is a dormant 
  magic potential, a supply of power 
  there for those who can tap into it. 
  Just imagine it as a thin, transparent 
  veil that covers everything, always 
  present, but never studied in detail; 
  only some skilful tailors know how 
  to work it and sew clothing and cloaks 
  for themselves with that precious Veil.
  Enchanters never create anything 
  from thin air; they simply alter the 
  magic essence surrounding them, 
  manipulating it in a way that best 
  suits their needs. It will be the Veil 
  itself that will unravel its own knots 
  and flow back down to where it was 
  originally. Those who can emanate 
  heat from their own hands or 
  change their appearances draw from 
  that natural raw power. At times, 
  however, they also make use of 
  their own magic potential, because 
  everybody is, in fact, enveloped by 
  that arcane cloth.
  However, the Veil doesn’t cover all 
  Enascentia’s surface evenly. Through 
  the centuries, tailors equipped with 
  special scissors have cut away small 
  pieces which the original cloth was 
  never able to replace, while others 
  added patches that never completely 
  blended with the whole. If, on the 
  one hand, it is true that natural 
  laws rule everything—from gravity 
  pushing water down a waterfall to 
  the instinct that makes a hare run 
  away from a wolf—on the other hand 
  it is equally true that there are places 
  where water flows up rock faces or 
  the hare hunts the wolf.
  
  11
  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.
  
  12
  Player's Guide
  Kronoss: This is the most rational 
  among the Tribes, with a tendency 
  to study and logically analyse any 
  interesting subject. They see the 
  Kami as Time and devote all their 
  efforts to thoroughly research this 
  subject. Not prone to fighting, they 
  are instead very skilled enchanters.
  Lumian: 
  Loyalty, 
  uprightness, 
  generosity and honesty are just some 
  of the virtues guiding a Lumian’s life. 
  They follow the light in all its—mostly 
  symbolic—manifestations. They are 
  easily recognisable by their extremely 
  fair complexions and blond hair as 
  well as by their heavy armour and 
  their weapons of choice: all known 
  kinds of swords.
  Menoosh: They are free spirits, 
  aesthetes devoted to any form of 
  artistic expression. Theirs is also a 
  race that more than any other explores 
  and expresses its own sexuality. 
  Their major physical characteristics 
  are their flaming-red hair and 
  an aversion to wearing clothes. 
  Skilled scribes, they are usually 
  chosen as ambassadors because 
  they maintain good relationships 
  with all the other Tribes.
  Oscurian: If you need something—
  any kind of object or service—
  the odds are that you will end up 
  turning to an Oscurian. For the most 
  part mercenaries and merchants, 
  Obscurians always meet people with 
  a ready smile and a dagger to plunge 
  in their backs as soon as they turn 
  them. They have a very dark—from 
  purple to black—complexion and 
  are small; their specialty is selling 
  information, be it true or false.
  Rok'Nar: These rock-skinned beings 
  are considered the defenders of the 
  earth, which they simply call the 
  Mother. Being in contact with the 
  ground is of utmost importance 
  to them, just as it is to care for and 
  respect normal natural cycles. The 
  women also grow a plant on their 
  bodies—a different one on each—
  which is a sign of the Mother’s favour.
  Senduar: Tireless travellers, they 
  believe that life’s purpose is to 
  accumulate sensorial experiences, 
  and that to do it, it is necessary to be 
  always on the move and visit as many 
  places as possible. Experiences need 
  to be first-hand and to be assimilated, 
  which is why Senduars are not very 
  open to dialogue; they are good 
  listeners, but hate to speak. Their skin 
  is the same texture as wet sand.
  Whispling: Disciples of the Wind, 
  which is what they call their Fathers, 
  they are free creatures who cherish 
  their ability to improvise. Blue-
  skinned, with hair that blends with 
  the air, they are the only race that can 
  fly. They prefer ranged weapons and 
  prefer closed, restricted places.
  The Lost Tribes
  The above-listed Tribes are not the 
  first ones ever to appear on Enascentia, 
  and they might not be the last. It is 
  common knowledge that ten Tribes 
  
  13
  Setting
  are always generated at the same time, 
  but little is known about the dynamics 
  of the Genesis.
  The only known fact is that other 
  races existed in the past and that 
  their numbers dwindled drastically, 
  also because of the lack of any 
  Newly Generated. The few surviving 
  individuals go under the common 
  name of Lost Tribes. They are quite 
  rare and usually held in very high 
  esteem because they are the keepers 
  of mostly unknown information.
  The First Generated
  If a Newly Generated does not 
  belong to any existing tribe, he 
  is then considered as the First 
  Generated of his race, which will 
  be named after him. His coming is 
  never an isolated event, but it opens 
  the door to the coming of his people 
  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 majority of the people.
  Usually, 
  the 
  adventurers 
  impersonated by the players have 
  no 
  detailed 
  knowledge 
  about 
  each existing First Generated, but 
  the members of a specific Tribe 
  might know something about their 
  progenitor, particularly if they have 
  long been on Enascentia and even 
  more if they live around the capital 
  city of their Tribe.
  The Capital Cities
  It is said that the First Generated 
  of the existing Tribes also founded 
  each tribe’s capital city, so called 
  because they were the very first 
  example of their civilisation, which 
  shaped the structure of most mono-
  Tribe existing villages. There are no 
  proper geographic borders dividing 
  Enascentia’s peoples from each 
  other. Instead, the different races 
  mix more or less uniformly on the 
  different 
  continents. 
  Therefore, 
  when we speak of ‘capital cities’, they 
  must not be thought of in terms of 
  borders or ‘nations’, because they 
  are just a representative symbol.
  Those First Generated still alive 
  are usually busy running the capital 
  city they built or watching over it in 
  the case of more complex political 
  structures.
  The Ways
  Enascentia’s peoples are not divided 
  by Tribe or village. They also follow 
  lifestyles or ideologies promoted 
  by 
  wider 
  organisations, 
  whose 
  members belong to different Tribes 
  and villages. These organisations 
  are called the Ways.
  Choosing a Way is totally at the 
  character’s discretion and will lead 
  him along a very precise path. Some 
  Ways build whole villages where their 
  members lead a communitarian life 
  
  14
  Player's Guide
  under the same banner, others build 
  real military headquarters, while 
  some wander from place to place and 
  their members, when they gather, 
  always form small groups.
  Below, you will find a list of the 
  existing Ways (you can find a detailed 
  description from page 101 onwards):
  Guild of Free Trade: These are 
  merchants, united by their hunger 
  for material assets and the benefits 
  derived from joining the Guild. 
  Many who are not interested in other 
  causes, or have their own well-being 
  very much at heart, join this Way.
  Defenders of Free Will: They 
  maintain it is wrong to be bound to 
  a vision of the Kami as soon as one is 
  generated. They take time to ponder 
  over which point of view among 
  those of all the Tribes is best suited to 
  them, and once they make a choice, 
  they start on a new path, devoting 
  themselves to their new Kami.
  Inquisition of the Blazing Arrow: 
  The members of this Way devote their 
  whole existence to just one goal: erase 
  the threat posed by the Faceless Ones. 
  As it often happens, fear generates 
  violence. A group of Inquisitors can 
  be found in many densely populated 
  mixed villages to watch over their 
  inhabitants.
  Followers of the Mosaic: They 
  maintain that the perception of the 
  Kami is, by definition, incomplete, 
  but that it can be part of a bigger view 
  if put together with the other existing 
  points of view. It is only by collecting 
  and harmonising them all that it is 
  
  15
  Setting
  possible to reach the right perspective 
  and understand the meaning of it all. 
  From this perspective, finding the 
  Lost Tribes is of utmost importance.
  Warlords: All the tribes and some 
  of the other Ways look for answers 
  about the beginning, the origins of 
  it all and the truths that the past may 
  hide, and in doing so, they lose sight 
  of the real important perspective: 
  a view of the end. If times were 
  always peaceful, people wouldn’t die, 
  and overpopulation would quickly 
  consume all available resources, 
  dooming everybody to starve to 
  death. This is why war is necessary 
  and the Warlords are its fierce heralds.
  The symbol
  The Newly Generated do not arrive 
  with just the basic knowledge and 
  gear they are generated with when 
  they appear on Enascentia. Each 
  wears a brand on his body: the symbol 
  of the Tribe to which he belongs. It is 
  not just a tattoo but a clear black mark 
  that seems to be embedded in the skin 
  itself. This brand can be anywhere on 
  the body; some wear it on the napes 
  of their necks, some on their torsos or 
  on the palms of their hands.
  The true nature of this symbol is 
  unknown. It is not magic, since it 
  does not react if tested for magical 
  properties, but it also has unique 
  characteristics. In fact, it is not 
  possible to remove, alter or disguise 
  it in any way; it can only be covered. 
  The body area it occupies rejects any 
  kind of ink or pigment, and not even 
  magic can alter it, nor can shape-
  changing spells; it will remain on the 
  new shape as well, possibly in the 
  same position as before. Should the 
  new shape be quite different, the 
  symbol will appear on an equivalent 
  body part—on a wing, for example, 
  if the person bore his symbol on his 
  arm and has now turned into a bird. 
  Even wounds tend to heal faster 
  than usual on the symbol’s specific 
  area. (This implies no variations 
  from the point of view of the game; 
  the scar will disappear gradually, but 
  the wound will remain the same.)
  All the races share a strong sense 
  of modesty where the symbol is 
  concerned, far stronger than going 
  around naked—a feeling so strong, it 
  might seem irrational to an observer. 
  Showing one’s symbol is seen as 
  reprehensible behavior by anybody, 
  even the Gromsh, and nobody would 
  ever ask to see someone else’s symbol. 
  Violating this taboo means—at the 
  very least—incurring the wrath of the 
  person involved.
  The impulse to keep one’s symbol 
  covered is not just an obsession or 
  a way to hide to which Tribe one 
  belongs since that association is 
  revealed not so much by the symbol as 
  by the different physical traits of each 
  Tribe. A Rok’Nar hiding his symbol 
  in an effort to pose as an Obscurian 
  would be quite naive, to say the least. 
  No, this is mostly a self-preservation 
  instinct because the symbol is what 
  connects an individual to his Kami: 
  
  16
  Player's Guide
  losing it would mean losing one’s 
  roots and sense of belonging. It is 
  then a primeval instinct, somewhat 
  tempered by the awareness of the 
  symbol’s eternity and rejection of any 
  permanent alteration. Any, but one.
  The Faceless 
  ones
  A cross between a Tribe and a Way, but 
  being neither, the Faceless Ones are 
  outcasts who fight against the concept 
  of Kami itself and what they believe to 
  be its direct effect on all living beings: 
  subconscious and unavoidable slavery.
  They have discovered an infallible 
  method to deface their symbols 
  permanently. This act results in the 
  individual being automatically banned 
  from his own Tribe, a practice the 
  Faceless Ones call ‘Liberation’. Its first 
  direct consequence is the loss of any 
  power or peculiarity acquired through 
  the Genesis: the Whisplings will not be 
  able to fly anymore, the Gromsh will 
  lose access to their visions, enchanters 
  will no longer be able to cast spells 
  and so on. Moreover, whoever 
  realizes an individual has disgraced 
  himself by defacing his symbol will 
  persecute him as a Faceless One and 
  an enemy of his people.
  As the name itself implies, such a 
  ‘Liberation’ is not seen as cruelty by 
  those who grant it. On the contrary, 
  they see it as an act of mercy, which 
  generously gives a new beginning 
  to the enslaved victims of the Kami. 
  Those who suffer this practice are 
  often unable to come to terms with 
  it, however; instead of joining the 
  Faceless Ones, they become wandering 
  outcasts unable to fit in anywhere and 
  often end up making some rash and, at 
  times, ultimate gesture.
  Prejudice against such individuals 
  has not always been this deeply rooted 
  in the Tribes. At first, those who openly 
  admitted their misfortune, claiming 
  themselves to be innocent victims of 
  violence at the hands of the Faceless 
  Ones, were allowed back into their 
  Tribe. Most times, however, this was 
  just a technique devised by the Faceless 
  Ones. According to well-informed 
  sources, in fact, the first ‘Liberations’ 
  were made by the Faceless Ones with 
  the precise intent of infiltrating the 
  villages and inducing the inhabitants 
  to lower their guard. By lying about 
  their situation—which, contrary to 
  what they said, was the result of free 
  choice on their part—they could 
  deface symbols undetected, knocking 
  out their victims before striking. Of 
  course, they counted on their victims 
  never to denounce another Tribesman 
  who had suffered the same fate.
  This trick was discovered soon 
  enough, but by then it was already 
  too late. The ranks of the Faceless 
  Ones had been swollen by hundreds 
  of unwilling new recruits, and the 
  situation had become unmanageable. 
  Nobody trusted a Faceless One 
  anymore or lent a sympathetic ear 
  to his heartbreaking story, and fear 
  
  17
  Setting
  prevailed. So, the Liberated saw their 
  choices dwindle exponentially: they 
  could either embrace the Faceless 
  Ones’ cause or surrender themselves 
  to a life of subterfuges as outcasts.
  It is not known what the Faceless 
  Ones are planning or why. The only 
  obvious assumption to be drawn from 
  their actions is a total lack of devotion 
  to any Kami; on the contrary, they 
  seem intent on waging war against the 
  concept of Kami itself.
  The genesis
  Since they do not age and die—like 
  animals do—people on Enascentia 
  can live to be hundreds or even 
  thousands of years old. As years 
  go by, these extremely long-living 
  individuals become a reference point 
  for their Tribes and their villages, not 
  only because of their vast experience  
  and knowledge, but also because 
  of another specific factor. Each 
  community has its own Elders, that 
  is, not just people who have reached 
  a particular age, but people who—
  within a group—have lived longer 
  than the others. The reason for this 
  is simple: those individuals whose 
  Genesis took place in the past receive 
  visions from the Kami. Such ‘visions’ 
  are not clear images, but a sort of 
  trance, a multi-sensory experience 
  that leaves the chosen vessel with a 
  set of sensations, information and 
  instincts that will guide him to a 
  new Genesis. In fact, each vision is 
  bound to the appearance of a Newly 
  Generated in the immediate vicinities. 
  
  18
  Player's Guide
  It is allowed, according to parameters 
  chosen by the Kami, and never fully 
  understood by Enascentia’s peoples, 
  but it will certainly involve the new 
  individual’s Elders and the proximity 
  to the place of the event. The Elders are 
  often given many consecutive visions 
  that will gradually guide them to the 
  right place. At times, the chosen vessel 
  may already know that specific Garden 
  of Life, and at other times, he will have 
  to find his way there, guided only by his 
  mystic experience, waiting for another 
  vision to help him. Each Tribe has its 
  own customs and traditions regarding 
  the Genesis and the reception given 
  to the newcomer. Most Tribes—
  there are a few exceptions—however, 
  usually put together a group that 
  will escort the Elder to that specific 
  Garden of Life, both to protect him 
  when he has a ‘vision’ during the 
  journey and to ensure he will keep 
  gathering information without which 
  it will be impossible to find the Newly 
  Generated. Of course, there are Elders 
  who prefer to rely on Chance, which is 
  why Gromsh Elders always undertake 
  this journey alone. Upon reaching the 
  designated place, the delegation will 
  instruct the newcomer and escort him 
  back to their village or wherever the 
  members of higher rank within the 
  group will decide to take him.
  A Genesis usually involves a single 
  individual, but it may be that more 
  than one subject is involved. The vessel 
  has no specific information about the 
  nature of the Genesis he is seeking, 
  either the gender or the physical 
  appearance of the newcomer, or the 
  exact number of Newly Generated or 
  anything else. In fact, in the latter case, 
  the Elder in question cannot even 
  determine for certain if the newcomers 
  will all belong to the same Tribe. 
  Usually, only one Elder in each Tribe 
  receives visions about the forthcoming 
  Genesis, so it is almost certain no 
  other delegations will be sent from the 
  same Tribe. A ‘mixed’ Genesis—that 
  is, a Genesis involving more than one 
  race—is an extremely rare event which 
  generates all sorts of rumors. Some 
  see it as a message of peace among the 
  Tribes, some as a dangerous anomaly, 
  and there are even those who swear 
  that the coming of new Tribes was 
  always heralded by mixed Geneses 
  and that it is a sign the present Tribes’ 
  time is coming to an end.
  Whatever 
  the 
  truth, 
  when 
  delegations belonging to different 
  tribes meet in a Garden of Life, they 
  agree on sending a number of people 
  from each Tribe equal to the number 
  of members of the smaller delegation 
  to greet the Newly Generated.
  In the past, there have been attempts 
  at different ways of welcoming the 
  Newly Generated. Whole armies have 
  been deployed around the gardens of 
  Life, either to preserve the members 
  of their Tribe and kill all the others 
  or to prevent such a thing from 
  happening. 
  Inexplicably, 
  however, 
  those Gardens of Life thus surrounded 
  always remained empty for days and 
  even months until the different groups 
  surrounding them would give up and 
  leave the area. Then, in a matter of a 
  few days, the Geneses would resume. 
  
  19
  Setting
  An attempt was then made to build 
  villages, inhabited by only one Tribe, 
  either in the immediate vicinity of 
  the Garden or even all around it as if 
  it were the village’s main square. The 
  immediate result was the same, but in 
  time, things changed. The first of these 
  villages was Ereldia, a Janah outpost. 
  Its 
  inhabitants 
  finished 
  building 
  it, but then most of them left after 
  months went by without the advent 
  of any Genesis. Semi-abandoned, 
  Ereldia became a sort of waystation 
  for travelers, and eventually, a mixed 
  population 
  resettled 
  there, 
  with 
  people belonging to different Tribes 
  sometimes opting for a prolonged 
  stay there. When that ethnic blending 
  reached its peak, the Garden of Life 
  started working again; at present, 
  Newly Generated belonging to each 
  and all Tribes appear on that stone slab 
  on a regular basis.
  Later on, Legis was built on the same 
  principle around another Garden of 
  Life. It serves as headquarters and a 
  meeting point for the five existing and 
  officially recognized Ways.
  Although it is now a rare thing to 
  find a village or garrison around a 
  Garden of Life, the number of mixed 
  cities built by a Garden has recently 
  grown. Both this phenomenon and 
  many other measures stem from 
  the same intent: to counteract the 
  increasingly widespread presence of 
  the Faceless Ones.
  If possible, they try to strike at the 
  moment of Genesis itself, when their 
  target is overwhelmed by a large 
  amount of muddled input and the 
  guide who has come to welcome him 
  can rely only on few, fragmented and 
  vague pieces of information. But, it 
  is also far from easy for the Faceless 
  Ones to pinpoint the right moment 
  and place to strike because they have 
  no vision or information to rely on. 
  Their usual technique consists of lying 
  in wait by some village, following a 
  delegation from there and ambushing 
  its members before reaching their 
  destination. The Faceless Ones then 
  welcome the newcomer themselves 
  in their own way. In the past, the 
  Faceless Ones also tried to ambush 
  the delegations in the immediate 
  vicinities of the Gardens of Life, but 
  the only result was that they waited in 
  vain for days until they gave up and 
  went away.
  In the past, the Faceless Ones 
  and the more radical Tribes tried to 
  circumvent that problem with an even 
  more drastic solution: by destroying 
  the Gardens of Life. These attempts 
  only taught them a very hard lesson, 
  one that is still handed down orally as 
  a warning to whomever might want to 
  try to do the same. The stone of each 
  Garden of Life is bound to a being 
  made of pure energy: a yak’maat, 
  more commonly known as the 
  Guardian of the Garden. The presence 
  of such Guardians makes the Gardens 
  impregnable and indestructible. Up 
  to now, each attack always awakened 
  the Guardian, who slaughtered most 
  of the assailants. Since a yak’maat is 
  closely bound to a specific place and 
  cannot leave it, some of them could 
  escape its blind fury, but those who 
  
  20
  Player's Guide
  can boast of accomplishing such a feat 
  are few indeed (for a full description 
  of a yak’maat see Chapter 7: Bestiary 
  on Game Master's Guide).
  Flora and Fauna
  It is possible to find the same animal 
  and vegetable species on Enascentia, 
  familiar to us, but there are others as 
  well. The main difference between 
  our world and Enascentia, the Magic 
  Veil, changed, developed and evolved 
  for centuries without any outside 
  interference, thus generating totally 
  new species and surreal landscapes, 
  often as a consequence of its use by 
  the Tribes.
  Toward the end of this manual, in 
  the Bestiary, it is possible to find a 
  detailed description of most of the 
  unusual creatures you may encounter 
  wandering through these lands, 
  together with game statistics and 
  notes on their natural habitat.
  As far as flora is concerned, you will 
  find listed below a few examples of 
  Enascentia’s unusual plants.
  Citrweet: A peculiar kind of citrus 
  fruit, divided into two halves: half the 
  peel and pulp are among the sweetest 
  substances existing in nature, while 
  the other is one of the sourest. True 
  connoisseurs eat this fruit two slices 
  at a time, one sweet and one sour.
  Elinia Nipadia: This flower looks like 
  a fuchsia and yellow-striped black lily, 
  and it has a unique characteristic: it 
  stays open, showing off all its beauty, 
  from dawn to sunset, then it closes on 
  itself. This is not just a reaction to heat 
  or sunlight, however, but a real state of 
  deep slumber. In fact, the flower can 
  be seen rocking gently and regularly, 
  just like a breathing mammal. This 
  flower protects itself from the many 
  people—mostly 
  Menoosh—who 
  try to pick it by releasing a cloud of 
  soporific spores whenever a living 
  being gets within a range of ten feet 
  from it: whoever finds himself within 
  a Medium Burst Template must make 
  a roll in Spirits to avoid falling asleep 
  for 1d6 rounds. Upon waking up, the 
  victim of the spores will feel confused 
  and will not remember why he is 
  there, just wanting to get back home 
  and rest.
  Artic Strawberry: This strawberry 
  has an unusual blue color. Those 
  who might think the color is the only 
  difference are sorely mistaken, for 
  artic strawberries grow by the sea 
  in an environment where the soil is 
  rich in sulphur. This gives them their 
  peculiar taste, partially similar to that 
  of some kind of fish. Some northern 
  Tribes use artic strawberries to make 
  a sauce used as a dressing to many 
  dishes.
  Fool’s Lemon: It looks vaguely like 
  a fool’s cap in shape. Menoosh like it 
  very much and use it at their parties 
  because its sour, peculiar pulp causes 
  those who eat it to feel giggly. It is just 
  like being a little tipsy, but without 
  any side effects. Unfortunately, this 
  fruit does not blend well with alcohol, 
  which nullifies the fruit’s effects, so it 
  cannot be used at banquets.
  
  21
  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 
  eating it causes a rash similar to that 
  caused by a snake bite.
  Spout Eggplant: It is a kind of 
  eggplant which has a sort of sealed 
  side spout and a peculiar liquid pulp 
  which contains the seeds. The texture 
  of the peel allows it to be heated on 
  the fire; at that point, it is possible 
  to cut the spout and taste the liquid 
  inside: an eggplant-flavored drink. 
  This is one of the Senduars’ favorite 
  plants because of its practicality.
  Mutorange: This fruit, whose peel is 
  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 
  an apple. Because of this peculiarity, 
  mutoranges are not used in recipes 
  but are considered an amusing way to 
  finish a meal.
  Cidered Pear: This fruit bears a vague 
  resemblance to a pear, but its peel is as 
  hard and rough as that of a walnut. Its 
  pulp tends to ferment because the seeds 
  germinate in alcohol, which produces a 
  taste similar to pear cider.
  Plenulia: It is a long-stemmed flower 
  with intertwined, very thin, ice-blue 
  petals which smell like morning breeze.
  Purplepome: 
  These 
  fruits 
  look 
  exactly like a tomato, but they are a 
  vivid purple color and taste quite 
  sour. They often make an unusual side 
  dish or are distilled to make powerful 
  digestive liquors.
  Screaming Tomato: 
   
  This 
  big 
  tomato has folds that look a little 
  like a humanoid face, complete with 
  eyes, even. It is extremely tasty and 
  nourishing, but it has a singular 
  defense mechanism: it has some gas-
  filled internal pouches. If touched, the 
  tomato releases the gas through the 
  folds, generating a piercing whistle 
  that frightens most herbivores.
  Victis:  This fruit has a thick, 
  yellow-striped red peel and grainy 
  pulp. It helps blood production and 
  coagulation, so it has some medical 
  uses. If a patient ingests the juice 
  of a whole fruit, he can add +1 to a 
  Healing roll made within ten minutes 
  of drinking it.
   Masters, the World is 
  yours!
  In these pages you’ll find ideas and 
  suggestions about recurring common 
  elements in the ruleset and the novels 
  based on this setting. On the other 
  hand, this world is so wide and the 
  effects of the Veil and its alterations 
  are so unpredictable, they leave ample 
  room for your creativity. Therefore, 
  Masters, feel free to see Enascentia 
  as the ideal container for your more 
  bizarre creations.
  
  22
  Player's Guide
  Videnya: This is a small white-
  flowered plant that flourishes in 
  mild climates, mostly in Dejama and 
  Artanty. It is used to make a sweetish 
  cream used for cooking. Its rarest 
  specimen is the “star” videnya, so 
  called because of its large, blue, five-
  pointed flowers. Star videnyas grow 
  in places with harsher climates, such 
  as the highlands of Artanty or the 
  Rellenok Mountains. If dried and 
  then burned, their flowers release a 
  thin purple hallucinogenic smoke. 
  Any character within a Medium 
  Burst Template from it must make 
  a roll in Spirits with a -4 penalty to 
  avoid suffering from hallucinations 
  for 10 minutes, then he has to make 
  another roll. The effect will not last 
  more than an hour. Some say that, at 
  times, videnya’s smoke mixes with the 
  Veil and that the visions it gives are 
  just past, present or future events.
  Airborne Pumpkin:  This is an 
  elongated, 
  snow-white 
  kind 
  of 
  pumpkin. Its name comes from the 
  plant on which it grows, a parasitical 
  creeper that grows only on the highest 
  treetops. This fruit is poisonous and, 
  if ingested, will cause nausea and 
  headache for twenty-four hours. 
  cooKing and 
  nuTriTion
  Both nutritional habits and cooking 
  traditions, as well as the recipes 
  themselves, differ a lot from Tribe 
  to 
  Tribe. 
  There 
  are, 
  however, 
  some elements common to every 
  
  23
  Setting
  inhabitant of Enascentia and some 
  peculiarities that must at least be 
  mentioned to understand some key 
  aspects of everyday life.
  Breakfast, lunch and supper—
  the three main meals—are seen 
  as an important part of the day. 
  This is reasonable in a world where 
  life, supposedly eternal, can end 
  due to starvation or any illness 
  caused by poor eating habits, and 
  food therefore acquires a sort of 
  symbolic value. Furthermore, such a 
  prolonged lifespan tends to generate 
  two different schools of thought: on 
  the one hand, the Newly Generated—
  but for the Menoosh—tend to be 
  frugal in their habits and to eat in 
  the healthiest and most balanced 
  way, while on the other hand, longer-
  living subjects are always in search 
  of new tastes and recipes with which 
  to break the dullness of their long 
  lives. The most typical dish, which 
  can be found at any inn, is made 
  of an abundant portion of rice and 
  spiced 
  meat—usually 
  fowl—and 
  some sugarless tea or a low-alcohol 
  drink, usually beer. Everyday meals 
  do not have a first or second course; 
  banquets are a different matter 
  and are dealt with according to the 
  customs of each Tribe as far as the 
  arrangement of plates, cutlery, and 
  careful choice of dishes is concerned. 
  Most 
  renowned 
  are 
  Menoosh 
  banquets, in which the sequence 
  of courses begins with the lightest 
  (raw vegetables, soups, fowl or fish), 
  followed by richer dishes such as red 
  meat or fried food, ending with an 
  abundance of desserts and, finally, 
  some fruits. 
  There are different kinds of 
  culinary art, from the typically 
  scientific one of the Kronoss, who 
  mix the different flavors carefully 
  so that they blend properly with 
  each other to the Senduars’ practical 
  one, ruled by their need for non-
  perishable food that can be eaten 
  while traveling, and the decadent 
  customs of the Menoosh, who love to 
  take the concept of flavor—whether 
  sweet, sour or spicy—to the extreme. 
  Something that is always present 
  on a Menoosh or Kronoss table is 
  tea, unsweetened and hot, of which 
  there are scores of blends, enough 
  to satisfy everyone’s tastes. There are 
  schools of thought even with regard 
  to drinks: the midday meal is usually 
  accompanied by low-grade alcoholic 
  drinks such as beer, brewed from any 
  kind of cereals, from millet to corn. 
  At supper, however, people favor 
  higher-grade alcoholic drinks such 
  as wine, pulque brewed from agave or 
  different kinds of cider: apple, pear, 
  medlar or quince cider. The latter 
  is quite rare and much appreciated. 
  The evening may then end with a 
  nightcap that varies according to the 
  kind of spirit more common to the 
  area, such as brandy or grappa in 
  areas rich in vineyards or cider spirit 
  where apples and pears abound.
  An interesting fact that may shock 
  a Newly Generated is the origin of 
  spirits and brewing, which is typically 
  a Kronoss art. Drinks are, after all, 
  
  24
  Player's Guide
  one of the few culinary components 
  that grow better with time, which 
  validates their in-depth analysis of 
  the subject and their enjoyment of 
  a good drink at the same time. The 
  Kronoss’ approach to the production 
  of alcoholic beverages reached its 
  peak with the learned Antonius, 
  who created the so-called blending 
  technique, the scientific art of mixing 
  different kinds of spirits with other 
  substances to create palatable drinks. 
  In some circles there are those who 
  say there is also an “arcane” version 
  of this science, which can create 
  potions powerful beyond compare.
  Of course, more nuances must be 
  added to all this, depending on the 
  Tribe one chooses to study in detail, 
  which holds true for all Tribes but 
  the Gromsh, who by nature answer 
  any questions about their eating 
  habits with a simple: “Is it edible? 
  Then I’ll eat it!”
  Technological 
  Progress
  The term “technology” immediately 
  evokes 
  images 
  of 
  machinery, 
  mechanisms and firearms, objects 
  we tend to associate with progress. 
  In doing so, however, we simply 
  think back to our past and to the 
  steps we took to become what we 
  are today. From this point of view, 
  Enascentia’s technological progress 
  is just dawning. The Kronoss are 
  undoubtedly the most advanced Tribe.  
  They build small mechanical devices 
  to measure the flow of time and 
  have created special lenses that 
  compensate sight problems that 
  surface after decades and centuries 
  of life, most of all within their Tribes 
  and in those among them who spent 
  most of those decades in a library. 
  Discoveries 
  in 
  the 
  Archipelago 
  also seem to prove that one of the 
  Lost Tribes once built complex 
  contraptions. Some even describe 
  creatures made of iron and lead that 
  could move and walk by themselves 
  without creating any distortion in 
  the Veil. As far as the other Tribes 
  are concerned, the most complex 
  tools they can handle are, at most, 
  musical instruments and ranged 
  weapons such as bows, crossbows, 
  and perhaps catapults.
  If we include magic—and the 
  use the Tribes make of it daily—in 
  the picture, however, we obtain 
  dramatically 
  different 
  results: 
  traveling on flying ships that can 
  cover long distances and living in 
  airborne fortresses are just some of 
  the feats of which those who use the 
  Veil and the Elders of each Tribe are 
  capable. Magic is used in everyday 
  life, both in the most common and 
  most delicate situations. It can be 
  used to treat wounds, to move across 
  otherwise unthinkable distances 
  and, of course, as heavy artillery 
  in those warlike situations a mere 
  cannon could never deal with.
  
  25
  Setting
  inTimacy
  Sexual lives and relationships are 
  totally different in a world where 
  sexual reproduction does not exist. 
  As often happens, each Tribe has its 
  own customs and traditions, but most 
  of them—with a few exceptions—
  have some common habits.
  In the Tribes whose members 
  belong to both genders, males and 
  females are physically attracted to 
  each other just as in species which 
  develop such attraction as a natural 
  drive toward reproduction. On the 
  other hand, here, the sexual act is 
  an end in itself, seen by some as the 
  climax of a relationship, while for 
  others it is just a pleasant pastime. 
  Couples usually come into being 
  within the same Tribe, most times 
  because 
  of 
  alliances, 
  enmities 
  and very detailed, not always 
  compatible, customs.
  Homosexuality is not a cause 
  of surprise or even less of scandal 
  within most Tribes, with the 
  exception of the Lumians, who 
  see the man-woman couple and 
  relationship as something sacred, 
  established by the Kami.
  This is in fact the most conservative 
  and traditional among the Tribes 
  as far as sexual relationships are 
  concerned. The celebration of a 
  union is of the utmost importance 
  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 
  in conversations and in its physical 
  expression. The Menoosh, however, 
  have a diametrically opposed view 
  and advocate the utmost freedom 
  and 
  sexual 
  exuberance 
  toward 
  anyone in whom they happen to be 
  interested. Always forthright, they 
  never harass anyone, however; on 
  the contrary, they always ensure that 
  by expressing their own freedom, 
  they do not end up denying someone 
  else’s, and they always know very 
  well when to stop, thanks to their 
  innate ability to act as ambassadors 
  and mediators between Tribes.
  On the other hand, there are 
  other Tribes which show no interest 
  whatsoever in all this, considering 
  the whole matter inconsequential 
  or even a fruitless waste of time. 
  First among these are, of course, 
  the Senduars: sexless and taking 
  no interest in the matter. Then 
  there are the Rok’Nars: much more 
  interested in spiritual than physical 
  matters. A sex life is not a matter 
  of great importance to the Gromsh 
  and Feruas. The first are, of course, 
  at the mercy of what Chance tells 
  them to do in any given situation, 
  which means they are quite fickle 
  in their tastes. The feline hunters, 
  though, do not really care about a 
  sex life, and in any case, they always 
  prefer the company of one of their 
  own to mingling with some furless 
  alternative choice.
  
  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—”
  Chapter 2
  Characters
  
  “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.
  
  28
  Player's Guide
  I
  n this chapter, we will equip you 
  with all the necessary instruments 
  to bring your characters to life in 
  Enascentia, along with the necessary 
  devices and new ways of personalizing 
  them, making them unique.
  The way a character is created is 
  still the same as in Savage World’s 
  core rules, but in each specific 
  section, you will find solutions to 
  help you take the most advantage 
  of that material, adding new game 
  options and discarding those that 
  agree less with the setting of your 
  choice.
  In the Races section, we describe 
  Enascentia’s different Tribes; that 
  is, all the races you can use in the 
  game. The concept of ‘human’ does 
  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.
  The Ways section is about your 
  hero entering a certain organization 
  and 
  thus 
  choosing 
  a 
  specific 
  lifestyle or ideology. There are 
  no supplementary game rules for 
  this option, the aim of which is to 
  provide personal information and 
  contribute to the personalization 
  of your Character and make it look 
  more ‘real’.
  Skills, Edges, Hindrances, Gear and 
  Powers follow the traditional Savage 
  World’s pattern; the eventual changes 
  from the core rules are listed at 
  the beginning of each new subject, 
  followed by their new characteristics. 
  Some of them are described in detail, 
  such as the introduction and use of 
  magic objects.
  
  29
  Characters
  “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
  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.
  
  30
  Player's Guide
  The 
  Genesis 
  of 
  Ferua 
  in 
  the 
  northernmost Garden of Life in Si-An 
  marked the end of all the Tribes in the 
  northern part of the continent, swept 
  away by her merciless killing spree. 
  A rampant predator, she hunted as if 
  her very life depended on it, as if what 
  actually nourished her was killing her 
  prey, not devouring it. Her unnatural 
  ‘hunger’ targeted any living person in 
  the vicinity, but she never attacked 
  an animal. Just like the Tribesmen 
  could not save themselves from her 
  lightning-quick claws, so the whole 
  fauna had to obey her. Charmed by 
  her dominating presence, each beast 
  in the Rijia jungle followed her in 
  her fast march toward the south, 
  becoming part of her personal Pack 
  that gathered without any order 
  from her. They traveled at different 
  speeds because she was faster than 
  any specimen in her Pack, but each 
  of them followed her relentlessly, 
  destroying any life form that was not 
  part of their Pack.
  There was only one place where 
  they did not follow her: the desert. 
  When the Pack reached the dividing 
  line between vegetation and the 
  desert, she was already far away, 
  and the bond between her and her 
  Pack weakened until it was broken 
  by the instinct to survive. After days 
  of unusual silence as its inhabitants 
  disappeared, the jungle gradually 
  came back to life. The destruction 
  the Pack had left in its wake had 
  swept away any form of civilization, 
  buildings included, which had been 
  literally trampled beneath the paws 
  of wild beasts under the control of 
  their temporary pack leader. This was 
  not the case with those civilizations 
  settled near the Varnha Desert, 
  however, whose members were killed 
  only until the insatiable trance of the 
  First Generated ended and whose 
  buildings were spared from her 
  hunger only for sentient beings.
  Upon 
  regaining 
  consciousness, 
  Ferua found herself surrounded by 
  vast expanses of sand as far as she 
  could see. She started wandering 
  through the desert, exhausted by 
  her previous frenzy and from lack of 
  proper food, and she soon had her first 
  vision of a new Genesis. She did not 
  know if it was induced by her present 
  state or something else. She only knew 
  it finally gave her direction and she 
  did not care where it might lead her. 
  Mustering whatever strength she had 
  left, she tried to follow her instincts, 
  but the more she walked, the less her 
  body seemed to comply. Unusually, it 
  was the Newly Generated who found 
  her Elder. Although barely holding 
  onto life, she did not beg for help: she 
  required it and was obeyed. For three 
  days and three nights, Maylea—the 
  name of the lynx newly emerged from 
  the Garden of Life—looked after her 
  First Generated with great dedication, 
  nursing her wounds and seeing to 
  her every need. Once she recovered 
  her strength, Ferua did not thank 
  her Tribeswoman but forced her to 
  her knees and, looking down on her, 
  scolded Mayela for not overpowering 
  her when she was too weak to react. 
  As her punishment for serving her, 
  
  31
  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 
  
  32
  Player's Guide
  performance of the other participants 
  was important, too, and those who 
  outshone the others became leaders 
  of the different pack units, albeit still 
  under the rule of their leader and her 
  strength. Contests for dominance 
  were infrequent and quickly decided. 
  They served mainly as a deterrent for 
  the onlookers, should they have felt 
  like issuing their own challenges in 
  the future.
  Barely ten years went by before the 
  jungle was filled with pulsing Ferua 
  hearts. Led by their pack leader, 
  they marched to the south with firm 
  intentions of conquering it. The ability 
  to influence the fauna, which the First 
  Generated used at the beginning of 
  her existence, was common to all 
  Feruas. So many wild beasts followed 
  them that most of them had mounts 
  on which to travel, which varied from 
  the more akin wild beasts, such as 
  panthers and other felines, to rhinos 
  and 
  even 
  hulakans. 
  Meanwhile, 
  the Gardens of Life kept producing 
  Newly Generated belonging to each 
  of the ten Tribes newly arrived on 
  Enascentia. The Feruas spared no one: 
  they included every Newly Generated 
  Ferua in their Pack and left behind 
  the bodies of anyone else they met.
  Part of the original group remained 
  in Felinea under the leadership of 
  Thané, who belonged to the leopard 
  race. Her task was to coordinate the 
  journeys of the remaining Elders 
  as they received new visions of new 
  Geneses and to train any Newly 
  Generated entering the base camp. 
  Within a few months, the most 
  promising were selected and sent to 
  the south to join the main Pack or die 
  trying to reach it. The less talented 
  ones remained in Felinea to carry out 
  humbler tasks nonetheless necessary 
  to the everyday life of the camp.
  The Conquest of Si-An
  Within a few months, the Felids 
  conquered all the north-eastern part 
  of Si-An, taking advantage of the 
  local vegetation, so similar to their 
  own environment where they feared 
  no rivals. As time went by, however, 
  their enemies became shrewder and 
  changed tactics. The few survivors 
  generated in the forests and those 
  who had been lucky enough to be 
  generated in the mountains and 
  valleys surrounding the Lakes of the 
  Skull banded together and gave life 
  to the first Resistance. In the same 
  way, those Generated south of Melvor 
  headed for the Varnha Desert, where, 
  led by the Senduars, they learned to 
  favor natural dangers rather than the 
  Predators’ raids.
  And it was her old enemy—in 
  the form of sand dunes and lack of 
  water—that forced Ferua to stop 
  for a second time. The fortress the 
  allied Tribes were using, which 
  had certainly belonged to some 
  Lost Tribe, was far enough south 
  to deplete the Pack’s strength from 
  long days spent marching before it 
  delivered the finishing blow in the 
  form of well-fortified walls. There, the 
  Feruas had to fight on open ground 
  
  33
  Characters
  with no protection against the arrows 
  raining on them from the ramparts. 
  They were forced, therefore, to retreat 
  to the north, where flora and fauna 
  still flourished. There, they stocked 
  up with a larger supply of food and 
  at the same time sent the cheetah and 
  leopard races to recce the east and 
  west before deciding on their next 
  move. When the scouting expeditions 
  came back, they finally decided to 
  surround the desert to cut off all their 
  enemies’ outside contact, thus turning 
  their greatest strength into something 
  potentially lethal. The battle for the 
  bordering lands went on for years, 
  and soon Ferua realized that one 
  Tribe could not last long against nine 
  others. They had been naïve to apply 
  the same principles of the hunt to war. 
  War was totally different, and wars 
  between people lasted much longer 
  than fleeting attacks against animal 
  prey. Moreover, each garrison could 
  count on continual reinforcements 
  because the enemy troops kept 
  growing in number in each damned 
  Garden of Life, and while the ratio 
  was still in favor of the Predators, 
  there were far too many hostile Tribes 
  for the Felids to match their number.
  Then Maylea drew up the first 
  covenant, thus showing the First 
  Generated how brute force was not 
  the most important thing in the 
  long run. In 19 P.G., the shaman 
  formed an alliance, or rather, a pact 
  of non-aggression, with Nyame of the 
  Rok’Nar Tribe, called the Voice of the 
  Mother by her people. They agreed 
  on a truce and that the Rok’Nars stop 
  aiding the Survivors’ Resistance—as 
  the allied members of the other Tribes 
  called themselves—in exchange for 
  free access to the forests under the 
  Felids’ control. Discussing the matter 
  over some herbal tea was enough for 
  both races to realize how important it 
  was for them to preserve the natural 
  balance of the surrounding natural 
  environments, thus reaching an 
  agreement. This and the fact that the 
  Sons of the Earth had no ambitions 
  whatsoever to conquer.
  Meanwhile, Ferua was not idle 
  and took advantage of an unusual 
  occurrence on the Reruna plain, 
  west of Varnha. In the course of her 
  conquests, there had been one race 
  in particular who had caught her 
  attention—fighters who longed for 
  battle and excelled in it: the Janahs. In 
  20 P. G., when the Pack found a group 
  formed exclusively by members of 
  that Tribe in its path, Ferua halted 
  her Pack’s advance and demanded 
  to see the enemy commander. She 
  felt somewhat disappointed when 
  she saw they were not led by the 
  most robust amongst them but by 
  a slim, agile individual with a long, 
  braided, black beard, who introduced 
  himself as Thanit. Ferua challenged 
  him. The stake was the leadership 
  of both armies which, regardless of 
  the outcome, were to join forces to 
  conquer Si-An. Thanit was glad to take 
  up her challenge. It was a memorable 
  fight, the first in which Ferua had to 
  push herself to the limit and the first 
  she really enjoyed. Since she did not 
  want to lose equally interesting future 
  
  34
  Player's Guide
  challenges or such a valiant fighter, 
  she decided to celebrate the occasion 
  and adopt a custom that belonged 
  to her defeated opponent’s race: she 
  spared his life and asked him to lead 
  his Tribe as part of her Pack. From 
  that day forward, the sight of Thanit 
  and his warriors among the ranks of 
  the Felids was enough to induce other 
  Janahs to embrace their cause…after 
  an enrollment challenge, of course.
  The Pack suffered heavy losses to the 
  east, where the ranks of the Survivors 
  had gathered to defend their most 
  important strategic positions: the 
  ports of Jared and Vefed, coastal cities 
  on the Great Western Sea from which 
  the Survivors received their supplies 
  of basic necessities from the south, 
  mostly from Areida. Years of conflict 
  followed—battles fought along the 
  border of the desert in which Ferua 
  always managed to defeat her enemies 
  but found it increasingly difficult to 
  manage and coordinate a vast army.
  During the same period, in the 
  southern part of the continent, a 
  similar situation was developing. 
  From the coastal region, another 
  conqueror was emerging: Roua, a 
  Felid belonging to the tiger race, who 
  was conquering the south-western 
  coastal area, village after village. 
  However, she had no clear strategy 
  for conquest; she was merely showing 
  off her superiority, always in search of 
  new opponents to face and defeat. The 
  other Feruas saw her as their natural 
  pack leader and followed her willingly 
  as she challenged each new village 
  chief. Their advance was far slower 
  than the original push to the north a 
  few years earlier mostly because Roua 
  was in no hurry and wanted to take 
  advantage of her supremacy over a 
  specific area before abandoning it for 
  the next one.
  Then, in the Grol area, her 
  advance came to an abrupt stop by 
  the magical prodigy known as the 
  Breath of Gromsh, feared by anyone 
  who got near it. Roua entered Grol 
  alone and challenged the Sorcerer 
  of Chaos, You-Therefore-I, spiritual 
  leader for the Chaos-worshipping 
  community. Her victory earned Roua 
  the admiration of some members of 
  the Gromsh Tribe, who were not in 
  the least bit distressed by the loss of 
  their Sorcerer. They started following 
  her in large numbers, the only 
  apparent reason being, “As long as 
  Chance wills, we follow who defeated 
  Chance.”  When she returned to her 
  Pack, Roua added to it the substantial 
  Gromsh contingent that had followed 
  her, which made her forces noisier 
  and significantly more dangerous.
  In 53 P.G., Ferua and Roua and their 
  respective armies met on the western 
  coast of Si-An, midway between Grol 
  and Varnha. Both grateful to their 
  Kami because they had finally met 
  a worthy opponent, they fought for 
  more than an hour on the banks of 
  the River Garemas, in what history 
  would remember as the Battle of 
  Annexation. At the end of that battle, 
  the First Generated triumphed over 
  her opponent—albeit with great 
  difficulty—and bestowed upon her 
  the honor of becoming her chief 
  
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  Characters
  assistant as well as commander of 
  her storm troops, thus becoming the 
  third leading element together with 
  Maylea. Proud as she was, however, 
  Roua saw it only as a temporary honor 
  and was more determined than ever 
  to challenge the First Generated again 
  as soon as she felt strong enough to 
  defeat her.
  Strengthened 
  by 
  her 
  alliance 
  with the Rok’Nars and the Janahs, 
  Ferua now controlled the northern 
  lands, and Roua held the southern 
  territories, thanks to her alliance 
  with the Gromsh, however uncertain 
  its duration. The Felids therefore 
  decided to cut off all means of supply 
  to the Varnha desert and starve its 
  occupants by patrolling its borders. 
  They crossed the continent to the east 
  coast in search of the port from which 
  the ships loaded with cargo for Yered 
  and Vefel set sail. When their forces 
  reached Areida, its population was 
  caught totally unawares and could 
  not put up any defense. The siege of 
  the city was one of the bloodiest ever 
  seen. Afterwards, Ferua had the heads 
  of the dead hoisted on stakes. The 
  sight of that grisly fortress upset the 
  crews of the ships returning to port so 
  much that it was largely responsible 
  for giving those ruins the reputation 
  of being a cursed place. Very few 
  survived that sight, but they were 
  enough to spread tales of fear among 
  the inhabitants of Si-An.
  Varnha was thus cut off from the 
  rest of the continent, now totally 
  in the hands of the Ferua, Rok’Nar, 
  Janah and Gromsh alliance. The 
  remaining Tribes tried to escape 
  beyond the desert to find refuge in the 
  Resistance bases near the dunes, but 
  most of those generated beyond the 
  borders died in the attempt. Outside 
  Geneses did not last long because of 
  the prevalence of races now existing 
  on the continent and the unbalance 
  this caused in its center. They ceased 
  completely in the year 56 P.G.  
  The Counterattack of 
  the Resistance 
  Ferua dominated Si-An for almost 
  three 
  centuries. 
  During 
  this 
  apparently 
  static 
  interval, 
  both 
  dominators 
  and 
  dominated—still 
  prisoners in the heart of the continent 
  from which they could not escape—
  established 
  substantial 
  contacts 
  with the populations of the other 
  continents. The coasts of Si-Neb and 
  Artanty were soon conquered by 
  Felids reaching them by ship from the 
  east, who established many outposts 
  in those territories. Their main goal 
  was to establish safe ports from 
  which to set sail toward their empire 
  so that they could rescue the Newly 
  Generated who appeared inland or 
  along the western coasts, most of 
  all in the light of the persecution 
  that had begun halfway through the 
  third century.
  The 
  hunt 
  for 
  Feruas 
  started 
  officially in 247 P.G. when the first 
  Whispling flying ship, the Blue Hope, 
  successfully breached the enemy 
  lines. They managed to put together 
  
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  Player's Guide
  a crew of Elders so numerous and 
  skilled, they could afford to make 
  just one miraculously successful 
  stopover on the Lakes of the Skull, 
  the only other no-man’s land that 
  had been kept secret with the help 
  of the Rok’Nars. Actually, Nyame’s 
  people wanted to preserve the natural 
  environment but at the same time did 
  not want to persecute those who were 
  merely trying to find refuge from the 
  slaughter by the Predators, by now 
  completely out of control. After its 
  fortunate docking, the Blue Hope left 
  for Artanty, guided by rumors stating 
  that the Whisplings’ and Kronoss’s 
  capitals were on that continent. Those 
  two Tribes were the first to lead 
  decisive attacks against the Feruas’ 
  outposts on the northern continent, 
  with the help of the Oscurians—well 
  paid for, of course. They also had 
  a sizable contingent of Janahs on 
  their side, attracted by the prospect 
  of facing very worthy opponents, 
  no matter on which side they were 
  fighting. They reconquered their 
  coasts easily enough, but landing 
  on the enemy’s continent was not 
  so easy. In 251 P. G., the conquerors 
  from the north settled successfully 
  on the Lakes of the Skull, giving new 
  strength to the Resistance in that area, 
  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.
  
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  Characters
  What really tipped the balance of the 
  situation, however, was Ferua’s sudden 
  disappearance in 339 P. G., an event 
  that took both alliances by surprise. 
  She did not confide in anyone or leave 
  any legacy or directives to her people. 
  The truth is that she never cared 
  about having a people to begin with. 
  Command responsibilities, guerrilla 
  warfare and logistical issues: all these 
  secondary matters brought about by 
  the war overshadowed the ones that 
  had originally induced her to declare 
  it. She no longer savored the taste 
  of individual victory, the pleasure 
  of a direct challenge or of hunting 
  irresistible prey. The Pack had turned 
  into a burden, and she left it as such, 
  heading for more interesting shores: 
  she set sail alone to Sit-Tabthi, where 
  legends were commonplace.
  It goes without saying that the Tribe 
  plunged into chaos. Roua and Maylea 
  had completely different points of 
  view; the former was determined 
  to find the First Generated, and the 
  latter concentrated on containing 
  the defeats Feruas were suffering 
  along their borders. Long arguments 
  ensued, after which Roua decided 
  to resume what she did best: 
  defeat opponent after opponent in 
  individual challenges, as she did not 
  find war as fulfilling. More similar 
  to the First Generated than either 
  realized, she followed in her footsteps 
  unwittingly, bent on continued self-
  improvement so that she could one 
  day find, challenge and vanquish the 
  only person who had ever defeated 
  her. Thus, Maylea inherited the role 
  of keeper of the destiny of the whole 
  Ferua Tribe.
  The joint forces of Lumians, 
  Menoosh, 
  Senduars 
  and 
  Janahs 
  advanced from the south, with no 
  interest in Grol and its uncertain 
  inhabitants, whose commitment to a 
  long-lasting alliance was akin to an 
  empty promise. Kronoss, Whisplings, 
  Oscurians and other Janahs kept 
  their hold firmly on the north-west 
  territory, from where they launched 
  a series of attacks, aiming to extend 
  their influence to the south and join 
  forces with their allies in the center 
  of the continent. All Maylea could do 
  was withdraw her forces time after 
  time, not knowing how to ward off the 
  looming threats, until the survivors in 
  Varnha saved themselves using their 
  own means.
  In 342 P.G., the wandering city of 
  Dunesia left the desert heading north 
  toward the Lakes of the Skull. Thus, 
  the Ferua Pack was split in half, and 
  in time, the southern half, unable 
  to procure reinforcements from 
  the Rijia jungle, was overwhelmed. 
  Their spiritual guide, now in decline, 
  trapped in the worst area at the worst 
  possible moment, was forced to 
  withdraw to the east coast, where in 
  349 P.G., she died among the ruins of 
  Areida, thus permanently reinforcing 
  its notoriety, a place shunned over the 
  centuries by anyone with any sense.
  The members of the former 
  Survivor’s Resistance, now the new 
  rulers of Si-An began to split. The 
  group from the south was pressing 
  
  38
  Player's Guide
  for a peaceful solution of the war 
  now that the threatened invasion had 
  been warded off, while the liberation 
  group from Artanty was for a more 
  radical solution of the problem: the 
  extermination of the Feruas.  During 
  the diplomatic meetings held between 
  353 and 354 P.G., the intervention 
  of Nyame and the whole Rok’Nar 
  nation was again crucial to the push 
  for a peaceful solution in which the 
  Felids would be given a limited area 
  to which they could retire and an end 
  to all hostilities. It was not easy for 
  the Rok’Nars to explain their point 
  of view to the others, namely that 
  the Predators had actually acted as 
  their nature dictated, following their 
  own principles and character. The 
  presence of Lumian and Menoosh 
  ambassadors made the difference in 
  the final decision, together with the 
  Rok’Nars’ commitment to watch over 
  the Predators within their natural 
  boundaries so that the balance 
  would be preserved. Thané agreed 
  to these terms only because of the 
  original alliance between Maylea and 
  Nyame and because she was smart 
  enough to realize the Feruas were 
  defeated. Since that day, however, her 
  resentment continued to grow, and 
  she lived for the day when one of their 
  best leaders would return and she 
  could take her revenge. Meanwhile, 
  she sent her most trusted eyes and 
  ears to all four continents so that she 
  was always apprised of any potentially 
  useful change. The first of those was 
  undoubtedly the flourishing of the 
  Ways, most of all of the Warlords, 
  who best fit her aims. Building their 
  capital in Si-An was seen as a sign 
  from the Kami.
  In the centuries that followed, the 
  Ferua kept following their Kami, 
  learning an important lesson: the 
  greater the fight, the greater the 
  strength in numbers. Being the best 
  individual fighter carries little weight 
  when you have to face a hundred 
  opponents. Survival of the fittest 
  does not require sacrificing yourself 
  without reason, but creating a contest 
  in which victory is possible, thus 
  demonstrating 
  one’s 
  supremacy. 
  The Ferua Elders will never forget 
  the conquest of Si-An, and the 
  memory of what they learned then 
  heavily influences the lifestyle Feruas 
  developed subsequently on all four 
  continents. Today, they choose their 
  wars carefully, weighing up when to 
  assert themselves as predators and 
  make the most of their characteristics. 
  The choice of battlefield is crucial in a 
  fight, as is taking the initiative. On the 
  basis of these factors, all Enascentia’s 
  forests have become their hunting 
  grounds, where they share those 
  places blessed by the Mother with the 
  Rok’Nars and enforce survival of the 
  fittest on anyone who forgets those 
  principles they shed blood to learn.
  Feruas of Artanty
  While in the east the Felids have to 
  face the resentment of the usurped, 
  the Elders on this side of the sea 
  experience the very opposite. They 
  
  39
  Characters
  Timeline of the Conquest of Artanty
  have the sad privilege of rightfully 
  calling themselves usurped. Few of 
  those who were in Artanty when 
  the persecution began survived to 
  tell the tale. The survivors of what 
  is historically known as one of the 
  bloodiest ethnic cleansings ever, never 
  forgot the massacre. Hate breeds hate, 
  but no one can bear a grudge like a 
  defeated Ferua forced to flee.
  The Ferua population generated on 
  this continent often had to face the 
  other side of the coin portraying their 
  Kami: they had to submit to survival 
  of the fittest while being the weaker 
  of the two. Though this is usually 
  seen as an affront to their beliefs, 
  some of them have adapted and now 
  let their instinctive nature surface in 
  otherwise intolerable circumstances, 
  such as mercenary jobs or fights in the 
  arena. Harnessing such potentially 
  dangerous killers is always risky, but it 
  certainly bears fruit for the duration. 
  The eastern area of the continent 
  is sparsely populated by the Tribe, 
  with a few exceptions in the more 
  luxuriant areas around Lake Lenali. 
  Year
  Event
  Place
  56 P.G.
  Discontinuance of Geneses outside the 
  Resistance territories
  All of Si-An
  247 P.G.
  The Blue Hope reaches Artanty: the hunt to 
  the Predators begins
  Whisp and 
  Khrone
  251 P.G.
  The Resistance occupies the Lakes of the Skull
  Lakes of the Skull
  288 P.G.
  Menoosh and Lumian reinforcements land on 
  Si-An
  Southern Coasts
  289 P.G.
  Geneses resume all over Si-An
  All of Si-An
  339 P.G.
  Ferua and Roua disappear
  Si-An
  342 P.G.
  Dunesia leaves the desert and gathers the 
  ranks of the Resistance at the Lakes of the 
  Skull
  From Varnha to 
  the northern lands
  349 P.G.
  Maylea dies in Areida; the Pack scatters 
  Areida
  351 P.G.
  Urmen and the future Warlords arrive with the 
  Resistance reinforcements
  Southern Coasts
  353 P.G.
  Negotiations begin to decide about the 
  defeated Feruas’ fate 
  Si-An
  354 P.G.
  Peace is sanctioned in Si-An; the Feruas are 
  isolated in Melvor and Rijia
  Si-An
  
  40
  Player's Guide
  The first large communities can be 
  found in the most densely populated 
  mixed cities or in the vicinity of the 
  Peaks of the Moon.
  One 
  of 
  them 
  in 
  particular, 
  established in the woods by that 
  mountain chain, is the seat of a three-
  century-old resistance movement, 
  providing an alternative to the many 
  Felids 
  constantly 
  hunted 
  down: 
  the Clan of Roarers. The leader of 
  this organization is the enchantress 
  Menehune. She is a real rarity in her 
  Tribe, especially when you consider 
  her pilgrimage to Si-An and that 
  she is five hundred years old to 
  better understand the essence of her 
  people’s first shaman. Upon coming 
  back to the place of her Genesis, she 
  founded the clan to offer comfort to 
  her Tribeswomen who had sought 
  refuge in the woods. These days, the 
  Roarers are a force to be reckoned 
  with by any oppressor willing to 
  carry on the hostilities against the 
  Tribe. The Moon Forest has become 
  a point of reference for all the Ferua 
  enchantresses on Enascentia, where 
  they are free to use their gift with the 
  blessing of their Kami and acceptance 
  from their sisters, who become 
  accustomed to seeing magic as a 
  strength instead of a coward’s easy 
  way out.
  Feruas of Dejama
  In this part of Enascentia, the conquest 
  of Si-An and its consequences did not 
  affect most of the Tribes other than 
  Lumians and Menoosh. Halfway 
  through the third century, in fact, 
  they had to send reinforcements to 
  halt the advance of the Predators, but 
  they never blamed their whole Tribe 
  for that. After all, what role could the 
  Newly Generated have ever played so 
  far away from the aberrant leadership 
  of the First Generated? ``
  During the first century, the Ferua 
  Elders seized several areas of the 
  continent, mostly ideal hunting 
  grounds such as the Silent Plain and 
  luxuriant areas like the Forest of Vuril 
  to the south and the woods north-east 
  of Luminia and north-west of Lake 
  Nolache. Beyond the northernmost 
  boundary of these woods, there is 
  an island that has become legendary 
  among the folks of Dejama. In fact, 
  it would appear that only Ferua 
  ships can get anywhere near it;  any 
  member of the other races trying 
  to do so would be making the last 
  mistake of his life. The local Elders 
  call it the Last Challenge, and only 
  those Feruas ready to undertake 
  their last adventure are allowed to 
  go there. Anyone setting foot on its 
  shores becomes both hunter and prey 
  in a survival contest that is a fight to 
  the death. It is the mistaken opinion 
  of many that Ferua herself is on the 
  island to challenge any unlucky 
  visitor, far away from her duties.
  Many are the Felids belonging to 
  the panther race who settle in the 
  richest mixed cities to take better 
  advantage of their stealthy nature, 
  even 
  accepting 
  assignments 
  for 
  commission or entering into Ways 
  
  41
  Characters
  
  42
  Player's Guide
  usually ignored by most members of 
  their Tribe. According to those Felids 
  living on the other side of Sit-Tabthi, 
  too much wine and too much music 
  have mellowed and even tamed them.
  Ferua of Si-An
  The Feruas living on this continent 
  knew a period of extreme prosperity, 
  followed by the worst downfall in the 
  history of their Tribe.  Following the 
  armistice negotiated by Nyame, the 
  only acknowledged hunting grounds 
  remaining are the Forest of Melvor 
  and the Rijia jungle, although there 
  are Ferua villages scattered all over 
  Si-An. The Elders of the other Tribes 
  haven’t forgotten… they never could. 
  Here, it is commonplace for a Newly 
  Generated to have to face prejudices 
  of those who still remember the 
  atrocities 
  perpetrated 
  by 
  her 
  predecessors’ hunger for conquest. 
  Such 
  bitterness 
  fueled 
  conflict 
  through the centuries, so much so 
  that in 996 P.G., the scars from those 
  battles are still fresh. The core of 
  each battle array remains inviolate, 
  though, whether it is protected 
  by vegetation, lack of water or the 
  mountains. The Newly Generated in 
  the southern part of the continent 
  often choose to enlist at Kor’Maresh 
  to be free to tear some target apart 
  with their claws without the risk of 
  being hunted down because of their 
  actions. Some of them therefore have 
  an opportunity to redeem themselves 
  in the eyes of the other Tribes facing 
  the monstrosities that emerge from the 
  Breath of Gromsh from time to time.
  Feruas of Si-Neb
  This is perhaps the worst part of 
  Enascentia where a Ferua can be 
  generated. The welcome by the 
  Elders is the same as in Artanty, 
  the difference being that here, the 
  persecution against them started 
  later 
  and 
  ended 
  sooner 
  than 
  elsewhere. However, this is the most 
  inhospitable land of Enascentia, with 
  scant hunting grounds and most 
  of the land occupied by mountains 
  and rocky ground. The only real 
  advantage is the alliance with the 
  Rok’Nars, finally sealed in Si-An even 
  though a very special connection had 
  always existed between these two 
  peoples, both determined to respect 
  natural balance, albeit with different 
  goals. The only real forest of any 
  note is Katmaton, to the south-east, 
  where there are a few outposts that 
  survived the march undertaken by 
  Lumians and Menoosh to save their 
  Tribesmen, which led them through 
  the Field of Fog, bypassing the 
  southernmost lands.
  Some Feruas, however, appreciate 
  the other main feature of the area, 
  namely the abundance of bizarre and 
  even monstrous creatures that can be 
  found in the underground burrows 
  of Si-Neb. Speaking of which, around 
  the year 990 P.G., some local Janahs 
  and Rok’Nars spotted a Ferua, Roua, 
  
  43
  Characters
  belonging to the tiger race, who was 
  heading into the Mehara Mountains 
  looking for the legendary Guriags 
  (Game Master's Guide p. 92) to 
  challenge them.
  Appearance
  Female predators of unparalleled 
  skill, the Feruas are anthropomorphic 
  felines whose physique makes it even 
  easier for them to perform the task 
  for which they seem to have been 
  generated: hunting.
  Endowed with the same degree of 
  agility on either two or four legs, they 
  can cover remarkable distances faster 
  than most of the other tribes.
  However, when not necessary, they 
  prefer standing on their hind legs; the 
  pads on their feet make landing softer 
  when they jump from one height 
  to another or to the ground. Pads 
  also muffle considerably the sounds 
  produced by their quick movements. 
  Feruas also sport the most common 
  feline physical traits, such as whiskers 
  and tail, used mostly to improve 
  balance and agility.
  Their muscles are lean but well 
  developed. You almost never find a 
  fat Ferua; the lazy ones usually die 
  well before they get fat. In appearance, 
  Feruas may look like any of the many 
  different feline species. For the most 
  part, aesthetic similarity matches the 
  weight/height average of that species. 
  Tigers are sturdier, for example, while 
  panthers are usually leaner.
  Feruas’ hair is very different from 
  specimen to specimen. Some develop 
  a full mane while others have thick, 
  flowing hair, and the heads of others 
  are just covered with the same downy 
  hair covering the rest of their body.
  They dress scantily when necessary 
  or totally forego clothes when they 
  would be a hindrance. Since Feruas 
  are mostly fighters and predators, they 
  usually remove all unnecessary items 
  for the sake of practicality. The only 
  quality Feruas look for in choosing 
  any garment is its usefulness. If they 
  have to wear armor, they choose a 
  leather one.
  No one has ever met a male Ferua.
  Genesis
  Feruas’ process of learning has its 
  foundation only in practical acts and 
  examples. The Elders give any Newly 
  Generated three pieces of information 
  before letting her act: you are Ferua, in 
  nature, the survival of the fittest is the 
  rule, and the Kami is the strongest 
  among us. They then hand her a 
  bone knife and a cub, possibly a 
  boar or a delak or any dangerous 
  adult animal and order her to kill 
  it to remind her of her predatory 
  nature forever. They then explain 
  there are only two categories of 
  living beings: the hunters and 
  their prey. This done, they release 
  the mother of the cub she has just 
  killed, who immediately attacks 
  her, pushed by its primeval need 
  
  44
  Player's Guide
  for vengeance. The new Ferua has 
  to kill her to learn a fundamental 
  principle: kill or get killed. 
  If she survives this ritual, the 
  Elders take her to their village, 
  where she joins a ‘Pack’—a group of 
  seasoned hunters—for three lunar 
  cycles, enough to learn what is 
  necessary from more experienced 
  hunters but not to become part 
  of the Pack. With the new moon, 
  the elders choose a particular prey 
  for her: a specific animal easily 
  recognizable from some detail or 
  belonging to a rare breed, difficult 
  to find or catch. If the Ferua returns 
  to the village without her prey, she 
  is executed at once.
  Civilization
  Feruas 
  are 
  divided 
  into 
  clans 
  depending on the feline with whom 
  they share their main traits, a factor 
  that also influences their behavioral 
  patterns. For example, tigers are 
  formidable fighters in a melee, 
  while panthers are known widely as 
  lethal assassins, and lynxes are great 
  markswomen or enchantresses.
  Feruas live in close contact with 
  nature: they build their shelters in 
  the trees or by some cave. They see 
  their village as a large community, 
  in which every member must do 
  something useful for the whole 
  group; belonging to a Pack is a great 
  honor, granted only to those who 
  earn it. It is not unusual to gain your 
  
  45
  Characters
  place in a Pack by killing a previous 
  member, an excellent demonstration 
  of 
  the 
  fundamental 
  principle: 
  survival of the fittest is the rule.
  Behavior and Customs
  Fangs and claws are the Feruas’ 
  perfect natural weapons, always 
  available and ready to use. Often, 
  before attacking an unwary victim, 
  they coat their weapon with their own 
  saliva, a poison they can secrete at 
  will and to which, of course, they are 
  immune themselves. At times, they 
  also use carved bone knives, mostly 
  to show off their hunting trophies. 
  Their ranged weapon of choice is the 
  blowpipe or the bow.
  Food chains and natural cycles are 
  sacred: without them, there would be 
  no balance and the world itself would 
  collapse. Feruas speak the same 
  language as the other Tribes and are 
  reasonably civilized, but they don’t 
  like to mingle with the other races.
  Game Features
  Feline Agility 
  Feruas’ physical traits give them a 
  head start on the other races in terms 
  of agility. They start from a d6 in 
  Agility instead of the usual d4.
  Illiterate
  Having no contact whatsoever with 
  the other races, Feruas cannot read 
  or write in any language. Among 
  themselves, they communicate via 
  plain signs left on the bark of trees—
  nothing more than simple scratches, 
  which are far less complex than any 
  real graffiti. They get the Illiterate 
  additional Hindrance.
  Protruding Claws
  In fighting, Feruas love to exploit 
  the gift their Kami has literally put 
  in their hands. They start with a d6 
  in Climbing and are not considered 
  weaponless in unarmed combat. An 
  enemy wounded by their claws suffers 
  a Str+d6 damage.
  Poisonous Bite
  Besides claws, Feruas have another 
  formidable weapon: their fangs. 
  Therefore, they are considered armed 
  when they try to bite an enemy, and 
  if they succeed, they inflict a For+d6 
  damage. In addition, their bite is 
  poisonous to the other Tribes: if 
  Shaken or bitten by a Ferua, a victim 
  has to make a Vigor roll not to be 
  paralyzed for a 1d6 round. Feruas can 
  also poison their weapons coating 
  them with their saliva: in this case, 
  follow rules on p. 243.
  Bloodthirsty
  Feruas are naturally bloodthirsty 
  predators and do not take prisoners 
  unless absolutely necessary. They 
  get 
  the 
  Bloodthirsty 
  additional 
  Hindrance.
  
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  Player's Guide
  Feline Senses
  Feruas get a +2 bonus when making 
  a Notice roll based on the sense of 
  smell. They can also see in dimly 
  lit conditions as if constantly under 
  the basic (no raise) effect of the 
  Darksight spell.
  Feline paws
  Feruas are naturally gifted runners. 
  They add 2” to Pace and roll 1d10 
  instead of 1d6 when running. Having 
  pads under their paws means they 
  can start with Stealth d4.
  Relationships with the 
  other Tribes
  Allied with the Gromsh
  “They are strong. Not for long, but 
  strong. They won’t last long on this 
  earth…fighting them now would be a 
  useless waste of strength.”
  Allied with the Janahs
  “They act victorious, and if their 
  philosophy succeeds, we’ll have an 
  honorable and epic final confrontation 
  with them. Till then, our mutual 
  respect shields us from the unworthy.”
  Allied with the Menoosh
  “Like us, they appreciate earth’s gifts, 
  even if they are way too enamored with 
  them. At times they lack pragmatism, 
  but at least they know of what we 
  speak.”
  Allied with the Rok’Nars
  “They are true representatives of 
  Mother earth, nature’s emissaries and 
  keepers of everything we hold sacred. 
  If in need of a trustworthy ally, they 
  know whom to call.”
  Indifferent to the Seduars
  “They travel to the borders of creation 
  itself for unknown reasons. We 
  certainly don’t blame them if they want 
  to use their time observing what their 
  Kami has to offer them.”
  Indifferent to the Whisplings
  “They ignore their origins, erecting 
  opulent glass walls around Mother 
  Nature’s magnificent work, but it’s 
  none of our business.”
  Enemies of the Kronoss
  “When we decide their race has become 
  redundant on this earth, we’ll know 
  where to find them. What will they do 
  when our claws appear amongst their 
  books?”
  Enemies of the Lumians
  “The deeds they perpetrate in the name 
  of their Kami are vile even to the eyes 
  of the most ferocious wild beast. What 
  more will they be capable of, hiding 
  behind their faith and false ideals?”
  Enemies of the Oscurians
  “They are not at the service of natural 
  balance. They exploit it to their own 
  advantage, 
  using, 
  mangling 
  and 
  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
  Inclined towards the Warlords
  “Confrontation is necessary as a 
  demonstration of the rule of the 
  survival of the fittest. Death by 
  starvation would be an intolerable 
  curse.”
  Indifferent to Defenders of Free 
  Will 
  “Anyone can understand the rule of the 
  survival of the fittest. We trust those 
  who teach it not to forget to follow it.”
  Indifferent to the Blazing Arrow 
  Inquisition
  “Weak is the one who falls prey to the 
  Faceless Ones. We see no reason to fight 
  those who test us, but we have nothing 
  against those who do.”
  Indifferent to the Followers of 
  the Mosaic 
  “My vision of the world may not be 
  complete, but this doesn’t upset me in 
  the least.”
  Prejudiced against the Guild of 
  Free Trade
  “Explain to me why should I care for 
  trinkets other Tribes love so much. I 
  can’t stand any waste of time.”
  Famous Characters
      Roua
  One of the very first Feruas, she is 
  generated on the south coast of Si-
  An where she spends her first few 
  months of life. As a member of the 
  tiger race, she is stronger than most, 
  which makes it easy to understand 
  why she is the main predator in her 
  area as well as the natural pack leader 
  for any other Felid she finds in her 
  path. There is something special 
  about her, however—a glint in her 
  eye when she fights that sets her apart 
  from any of her followers: passion. 
  She does not hunt to feed nor does 
  she challenge her opponents to win. 
  What she needs is to fulfill her need 
  to feel stronger than any foe. She does 
  it because nothing else thrills her in 
  the same way.
  She leads the Feruas south to join 
  forces with the First Generated and 
  faces the first defeat of her life at her 
  hands. Since that day, she becomes 
  her right-hand person and her 
  champion, spending most of her 
  life between the Rijia jungle and the 
  Forest of Melvor, with Felinea as her 
  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 
  
  48
  Player's Guide
  meets her again. She is presently on 
  the Rallenock Mountains, hunting for 
  the Guriag.
  Tribe: Ferua; Rank: Legendary; Way: 
  None.
  Attributes: Agility d10, Smarts d6, 
  Spirit d10, Strength d12+2, Vigor 
  d12+2
  Skills: Climbing d10, Fighting d12+2 
  (+2 swords), Intimidation d12+1, 
  Knowledge (military) d8, Notice d10, 
  Survival d8, Swimming d6, Throwing 
  d10, Tracking d6.
  Charisma: -; Pace: 8 (running d10); 
  Parry: 12; Toughness: 13
  Hindrances: Arrogant, Bloodthirsty, 
  Illiterate, Stubborn, Vow (defeat 
  Ferua).
  Edges: Ambidextrous, Block, Brawny, 
  Dodge, Florentine, Frenzy, Giant 
  Killer, Improved Block, Improved 
  Dodge, Improved Frenzy, Improved 
  Level Headed, Improved Nerves of 
  Steel, Improved Toughasnails, Level 
  Headed, Nerves of Steel, Sword 
  Artist, Sword Master, Toughasnails, 
  Two-fisted Fighter.
  Special Skills: Claw (Str+d6), Bite 
  (Str+d6, poison), Ferua Poison (vigor 
  roll or paralysis for 1d6 round)*.
  Gear: Long sword (Str+d8) x2
     Menehune
  Belonging to the lynx race, she is 
  generated in 587 P.G. in Artanty, 
  but in the first years of her life, she 
  heads for Si-An, where the armistice-
  granted territories of the Forest of 
  Melvor and the Rijia jungle allow 
  Feruas to live free of the persecutions 
  they experience elsewhere. Every 
  member of the Tribe tries to dissuade 
  her from achieving her goal: that is to 
  cultivate her innate talent for magic, 
  following the path of Maylea, which 
  the Elders still consider the only true 
  shaman the Feruas ever had.
  In her pilgrimage to find inspiration 
  by going back over the most important 
  moments of Maylea’s life, she heads 
  south of Varnha and finally reaches 
  Areida, where her unwitting mentor 
  is buried. She spends a few months 
  meditating among the ruins, twice 
  the scene of bloody massacres and 
  shunned by all because of the legends 
  told about it. There, she sifts through 
  the few remains of those momentous 
  battles, at first looking more for 
  inspiration than for a specific object 
  Taking advantage of her knowledge 
  of magic and her innate affinity with 
  the Veil, she recognizes as such a few 
  magical objects spared by the ravages 
  of time. She buries all but one among 
  the ruins: a pendant made of fangs 
  and claws, a special reminder of 
  the tales about the shaman. She has 
  been wearing it since then, unaware 
  of its real nature but convinced she 
  has proved worthy of carrying on 
  Maylea’s moral legacy.
  Back in Artanty, she founds the Clan 
  of Roarers without going through the 
  typical ritual challenges but offers 
  herself as a guide for the refugees 
  seeking shelter in the Moon Forest  
  ( p.  40). With time, she learns there 
  are other necklaces like hers and vows 
  to challenge anyone wearing one: she 
  is the only true heir of Maylea.
  
  49
  Characters
  Tribe: Ferua; Rank: Heroic; Way: 
  None
  Attributes: Agility d8, Smarts d8, 
  Spirit d12, Strength d6, Vigor d6
  Skills: Climbing d6, Fighting d8, 
  Healing d10, Knowledge (arcane) 
  d8, Knowledge (beasts) d6, Notice 
  d8, Persuasion d6, Spellcasting d10, 
  Stealth d6.
  Charisma: -; Pace: 8 (running d10); 
  Parry: 7 (6); Toughness: 5
  Hindrances: Bloodthirsty, Illiterate, 
  Vow (Maylea’s legacy).
  Edges: Arcane Background, New 
  Power (x4), Power Points (x2), Rapid 
  Recharge.
  Powers: Abandon Oneself to the 
  Beast*, Animal Friendship*, Animal 
  Kinship*, Deflection, Greater Healing, 
  Healing, Intangibility; Power Points: 
  20
  Special Abilities: Claw (Str+d6), Bite 
  (Str+d6, poison), Ferua Poison (vigor 
  roll or paralysis for 1d6 round)*.
  Gear: Long Staff (Str+d4, +1 Parry, 
  reach 1, 2 hands), Wild Beast Fangs 
  Necklace LI4 (p. 325)*.
  
  50
  Player's Guide
  “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, 
  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.
  
  51
  Characters
  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 
  of each other and resting on a central 
  iron pole.  Happy and entertained, he 
  turned toward the smooth stone on 
  which he had been standing up to a 
  few moments earlier and tried again. 
  All he got was the awakening of the 
  Garden’s guardian, the yak’maat 
  bound to it. The ensuing fight was 
  the most amusing of his whole life. 
  Gromsh threw anything Chance put at 
  his disposal at his opponent drawing 
  with no strategy whatsoever from 
  the power granted him by his Kami 
  with each eye, laughing hysterically 
  amidst the clamor of the battle. What 
  he did not yet know about his power, 
  and which perhaps he never realized 
  fully, was that the sacrifice of each 
  eye allowed him to mold Enascentia 
  at will. The uniqueness of the fight 
  rested in the different origins of the 
  objects he chose as targets of his 
  strange pastime.
  The battle lasted one whole day 
  and night. During that time, nothing 
  kept its shape for more than the 
  duration of one hourglass, and the 
  opponents themselves changed shape 
  and dimension many times. Then, 
  There is seldom any real truth in the 
  Gromsh’s rambling words unless they 
  work actively to create it. Yet, their 
  explanation for the absolutely unique 
  phenomenon known as the Breath 
  of Gromsh (Game Master's Guide, 
  p. 81) is actually the correct one, for 
  it really is a ‘gift from Gromsh in 
  person’. One should also say, however, 
  that the Gromsh will give the same 
  explanation for anything else they 
  cannot explain in any other way in 
  the span of a few seconds, but this is 
  another matter altogether. The ‘gift’, 
  as it is called, is clearly unintentional, 
  but it was the first of a number of 
  random events of which the First 
  Generated was the protagonist. The 
  Breath, in fact, is simply all that is 
  left of the Garden of Life by which 
  he was generated. As he appeared on 
  Enascentia, with his body covered 
  with eyes, he instinctively tried to 
  close one of them. The power thus 
  released was such that it totally 
  altered the shape of object he had in 
  front of him: a tree was now a cluster 
  of shining spheres, each containing 
  dozens of porcupines heaped on top 
  
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  Player's Guide
  the fight no longer amused Gromsh, 
  and he decided to bring it to an end. 
  He closed fifty eyes at the same time, 
  leaving one hundred eleven of the 
  initial two hundred plus and vomited 
  a multi-colored stream at the foot of 
  the Garden of Life, swept away by 
  a geyser of the same matter which 
  soon erupted from the earth. As it 
  fell back to the ground, it produced 
  a lake of the same colors around 
  itself. It is not easy to identify the 
  substance those liquids are made of 
  because they mutate constantly, and 
  the two phenomena are called ‘geyser’ 
  and ‘lake’ for the sake of simplicity, 
  since they are vaguely reminiscent 
  of them but can appear as anything 
  else with each new visit. The yak’maat 
  dissolved in the initial eruption, and 
  the imbalance all this created in the 
  Veil was beyond imagination.
  Each Weaver in the vicinity felt the 
  compelling need to rush to repair 
  the new breach and hurried there, 
  only to find eternal rest from their 
  task. Even now, the Weavers in the 
  southern reaches of Si-An still feel 
  the inescapable call of the Breath of 
  Gromsh and are impelled to embark 
  on their final journey there, where 
  they dissolve into sprays of pure 
  magic energy, thus giving the place its 
  name: the Weavers’ Cemetery.
  One other thing has contributed to 
  the fame of this place over time. The 
  constant changes in the area around 
  the Breath have not always been 
  defined. They extended formerly to 
  creatures who could wander through 
  all Si-An or even all Enascentia. The 
  first case was that of the mallaresh 
  (Game Master's Guide, p. 189), who 
  plunged into the semi-liquid pool 
  in the shape of a Gromsh seeking 
  the blessing of Chaos and who after 
  receiving it admitted he would 
  have preferred a curse. The hand of 
  fate crept toward other astonished 
  Tribesmen, among those who were 
  singing its praises until it killed them 
  and altered all life around it, while 
  other Gromsh threw themselves into 
  the multi-colored pool looking for 
  a similar—or even better—fate, but 
  finding only death. The snake heads 
  of the mallaresh continued to strike, 
  not at their supposed victims but at 
  the Veil itself, tearing it apart. Each 
  head would produce different effects, 
  as indicated by the name later given 
  to it: murder, anger, deceit, complex, 
  destiny. 
   
  These 
  protuberances 
  suddenly closed into a tight ball, 
  and the whole creature disappeared, 
  leaving behind what could literally be 
  described as Chaos.
  Over the years, the Breath of 
  Gromsh has been an important 
  place of worship, the destination of 
  pilgrimage for the followers of Chaos. 
  What happens there cannot really be 
  controlled, but a contingent of the 
  Warlords is always there patrolling 
  its perimeter, eager to kill on sight 
  the many monstrosities that try to 
  penetrate the hinterland of Si-An or to 
  reach its southern coasts. According 
  to the usual well-informed gossipers, 
  only three creatures have managed 
  so far to leave the ever-changing lake 
  unscathed, and that was before the 
  
  53
  Characters
  
  54
  Player's Guide
  Warlords were founded. They even 
  managed to dodge the Ferua army 
  at the time of their control on Si-An 
  in the early centuries. They are: the 
  mallaresh, the first nirupa and the 
  gargantuan koopash on the shell of 
  which Dunesia was built. The latter 
  managed to escape because it did not 
  start to display its peculiarity until 
  miles away from the source of it, 
  growing exponentially until it reached 
  its present size. By then, it had already 
  reached the Varnha desert, which is 
  why it has a strong bond with it.
  Amused by the whole matter 
  of creating the Breath, Gromsh 
  closed another eye and disappeared, 
  reappearing on another continent 
  where he sowed destruction among 
  the Lost Tribes before repeating the 
  same process again and again. His 
  constant coming and going wreaked 
  havoc everywhere, making their task 
  easier for the other First Generated on 
  every continent but S-An, the Ferua’s 
  conquest of which was certainly made 
  easier by the absence of another Tribe 
  led by its First Generated. Gromsh did 
  not even survive till the end of that 
  first week during which the powers of 
  the First Generated were at their peak. 
  He disappeared, never to be seen 
  again, when he closed his thirteenth 
  eye. The most acknowledged theory is 
  that among the many effects he could 
  generate were some that were harmful 
  to him, too, and that—as happens to 
  the Sorcerers of Chaos—he simply 
  ran into one of them.
  The direct consequence of these 
  events is the self-taught nature of the 
  Tribe, whose Elders reach the vicinity 
  of the Garden of Life they saw in their 
  vision of Genesis, but are not that 
  upset if they do not find the Newly 
  Generated. The Gromsh have always 
  been like time bombs to anyone in 
  their vicinity, whether they arrived at 
  the gates of a mixed city or of a hostile 
  capital: to them, one destination is 
  just like any other. It is true to say that 
  it has been possible to build mixed 
  cities, thanks, too, to people such as 
  Gromsh and Senduars, driven by their 
  nature to develop settlements that 
  were neither permanent nor limited 
  to just one Tribe but open to a variety 
  of options, integration included. The 
  only communities Gromsh cannot 
  develop are those populated only by 
  fellow Tribesmen: it is as if they were 
  each carrying a flaming torch in one 
  hand and an explosive in the other. 
  Alone, they can think of touching 
  one to the other, but if there are many 
  Gromsh in the same place, sooner 
  or later someone’s torch will light 
  someone else’s fuse.
  How such a Tribe with such 
  dangerous 
  habits 
  can 
  survive 
  without causing its own extinction 
  is a constant source of interest, and 
  the Kronoss carried out extensive 
  research on the subject. It would seem 
  that the number of Gromsh Newly 
  Generated is way above average, thus 
  balancing the heavy losses caused by 
  their thoughtless behavior. For the 
  same reason, the average lifespan of 
  a Gromsh is only about fifty years, 
  
  55
  Characters
  and they are considered Elders, who 
  receive visions of Geneses, before the 
  end of their first century of life.
  Gromsh of Artanty
  Among 
  Gromsh’s 
  numerous 
  impromptu and destabilizing—to say 
  the least—apparitions, one of the most 
  impressive has written about a city 
  that is perhaps the most influential 
  on the whole continent: Legis (Game 
  Master's Guide, p. 61). In 624 P.G., the 
  five officially acknowledged Ways lay 
  the foundations for the construction 
  of their first shared headquarters, 
  with the aim of protecting one 
  Garden of Life and using it as a tool 
  for non-coercive recruiting at the 
  same time. Legis’s first design had all 
  the buildings of the different factions 
  built against each other in the vicinity 
  of the fateful circular stone, a choice 
  that had forced the representatives of 
  the more compliant Ways to hours of 
  exhausting diplomatic negotiations to 
  please every single hothead. Initially, 
  everything worked well, with the 
  Newly Generated arriving in the city 
  square where representatives of the 
  different Tribes and Ways convened 
  to educate the newcomers about their 
  existence, the choices open to them 
  and to give them some guidance. 
  All this lasted till the year 627 P.G., 
  or 
  rather 
  until 
  In-A-Heartbeat 
  arrived. His name might sound like 
  a traditional Gromsh name, but the 
  truth is that it was given to him with 
  some thought posthumously because 
  he did not even have time for his first 
  teleportation and the subsequent 
  choice of a name and introduction 
  into the chaotic Gromsh community. 
  His name, in fact, is linked to his 
  extremely brief existence, which 
  lasted exactly a heartbeat, the time 
  it took him to look around, open 
  his third eye and explode, the likes 
  of which had never been seen, due 
  probably to his propensity for magic. 
  Bards from every race and city still 
  tell that story and give it different 
  connotations depending on their 
  culture. It is as epic for the Gromsh 
  as it is tragic for the Servants of the 
  Light, but it is equally unforgettable 
  for them all. Since that day, in any city 
  developed around a Garden of Life, 
  houses are built at a safe distance from 
  the stone itself. An occurrence like 
  this has never taken place again, but 
  while the Gromsh Tribe is present on 
  Enascentia, it is still better to be safe 
  than sorry. Legis, in particular, after 
  suffering many unpleasant attacks 
  to its outer walls, has been rebuilt 
  almost from scratch, with high walls 
  both between the inner and outer city, 
  and around the Garden of Life at its 
  center; the main area of the city has 
  been developed on above-ground 
  platforms that can be reached only by 
  means of a flying ship. It is said that 
  they rebuilt the new city directly on 
  top of the ruins of the previous one, 
  leaving them undisturbed, thus laying 
  the foundations for what would 
  become Legis’s underground level, 
  eventually to be forgotten.
  
  56
  Player's Guide
  Among the many mixed Tribe cities 
  where they tend to settle, Ereldia  is 
  among those with the largest Gromsh 
  population. This is partly due to its 
  healthy economy that has grown 
  because of the favorable trade with 
  them as they are wont to raise or 
  lower the price of an item with no 
  consistency or any empirical basis at 
  all, but it is due also to their physical 
  prowess. Because of their size and 
  unusual strength, they are the ideal 
  athletes to compete in the Earth 
  Hammers tournaments, a team sport 
  that requires only a few players in each 
  team; their physique can outweigh 
  other usually important factors, such 
  as team play or strategies worked out 
  before a game. The art of improvisation 
  seems to have been developed for 
  them, and there are many occasions 
  on which they manage to outdo 
  careful Oscurian game plans. One 
  of the most renowned champions is, 
  in fact, a follower of Chaos, Ouch-
  Get-Up, who played ten seasons as 
  impeder in the Wurnung category, 
  breaking any previously established 
  record and more than a few players of 
  the other teams, bouncing from one 
  
  57
  Characters
  disqualification to the next. Many 
  used to go to the stadium just to see 
  him in action.
  Another 
  Gromsh 
  distinguished 
  himself within Ereldia’s walls, but for 
  totally different reasons and qualities, 
  the Sorcerer of Chaos Wise-Much-
  Feather. He came to Ereldia from 
  Si-An—by chance, of course—in the 
  year 989 P.G. and decided to allow 
  himself a vision before lying down 
  for the night in one of the city streets. 
  Forced to forego his desired rest to 
  comply with the wishes of Chaos, 
  he turned into a crow and, flying by 
  an open window, he sneaked into 
  Erte’s own bedroom, the Oscurian 
  patron of the Earth Hammers, in the 
  dead of night. Under the astonished 
  gaze of this influential personality 
  and his bodyguards, he regained 
  his usual shape and punched one of 
  them right on the mouth, decking 
  him with just one blow. The unlucky 
  Sorcerer was immediately seized by 
  the other guards and questioned by 
  the dumbfounded Erte who, far from 
  satisfied by a simple ‘Chaos wants 
  me do’, had the unconscious guard 
  searched. They found a vial of Liquid 
  Nightmare on him, a poison that 
  induces a deep sleep, administered to 
  victims so that assassins can act while 
  poison takes effect. Not knowing if 
  the Sorcerer’s act had been voluntary 
  or not, Erte repaid his savior by 
  gifting him with a plush residence 
  in the most elegant area of the city, 
  a very generous gesture that would 
  increase his reputation within the city, 
  as well as being a smart move to make 
  when somebody wants you dead. The 
  Gromsh accepted, on the condition 
  he could also have a huge greenhouse 
  in which to keep the new additions to 
  his extremely important collection of 
  feathers, his personal obsession.
  Gromsh of Dejama
  Being one of the continents with 
  the highest number of mixed cities, 
  Dejama always hosted a good number 
  of Gromsh, distributed mostly in 
  Vesoelm, Durandia, Jundali and 
  Kartali. In the vicinity of the latter, one 
  can witness an event quite rare in any 
  other part of Enascentia: a gathering 
  of partying Gromsh, with all the 
  consequences this entails, the most 
  harmless of which is rendering the 
  Silent Plain into a contradiction of its 
  name. Intent on reaching the capital 
  of entertainment, many Gromsh 
  travel alone to the coast, aware that 
  their Kami will guide them to the 
  right place at the right moment. Of 
  course, they are soon attracted by all 
  sorts of events, from a simple binge to 
  the unfortunate opening of their third 
  eye. At times, such events culminate 
  in meeting other fellow Tribesmen, an 
  occasion that requires a celebration 
  even before they reach the city. Very 
  few Gromsh actually manage to 
  reach Kartali to celebrate their Kami. 
  Unfortunately, 
  Pole-Never-Sleeps, 
  well known for convincing Falusa to 
  organize a Gromsh festival in his city, 
  belied his name a few months ago 
  while celebrating on the ‘Silent’ Plain.
  
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  In the southernmost part of the 
  continent, the Gromsh presence is 
  much more sporadic, concentrated 
  mainly in the vicinity of the 
  Forrest of Vuril, on the Rallenock 
  Mountains or along the southern 
  coasts, particularly in the Wenma 
  Archipelago and the land around it. 
  The Gromsh are literally fascinated by 
  the asymmetric shape of the rocks that 
  break the surface of the sea, forming a 
  plethora of little islands unsuitable for 
  colonization. This does not mean the 
  Gromsh did not try to settle there, of 
  course. Right there, on the southern 
  coast, is a shining example of their 
  architecture, continually improved 
  by any builder passing through the 
  area. In their case, of course, the term 
  ‘architecture’ means to ‘pile up stones’, 
  and a builder is ‘anyone who wants 
  to do it’. The common aim is to build 
  a huge idol to Chance, to celebrate 
  its greatness, but the structure is 
  lacking any basic design or strong 
  foundations, and consequently, any 
  new attempt to expand or ‘fix’ the 
  structure only leads to a new collapse 
  of the heaped stones. After years 
  of contributions on the part of any 
  Gromsh inspired by the common 
  cause, the end result is actually a huge 
  monument to Chance, which is as 
  good as the most princely Lumian or 
  Janah palace. At least, with regard to 
  its size.
  Gromsh of Si-An
  When a Gromsh learns about the 
  existence of Grol and the nearby 
  Breath, his reaction is usually to 
  undertake a pilgrimage there. Few, 
  however, manage to remain true to 
  themselves for the time necessary to 
  reach their destination.
  Those who are generated on 
  this continent are normally at ease 
  with the local vegetation, which is 
  a constant source of inspiration to 
  them when it comes to finding new 
  ways to please their Kami without 
  having to deal with the other boring 
  Tribes. In particular, because of 
  their distorted way of thinking, 
  they see the area between their 
  capital and Kor’Maresh as the most 
  hospitable because it presents the 
  highest number of errant alterations 
  caused by the Breath. It is not rare 
  to witness clashes between groups 
  of Gromsh looking for the greatest 
  expressions of their creed and 
  patrols of the Warlords, who are 
  there specifically to destroy such 
  monstrosities.
  There was one particular Gromsh 
  who repeatedly caused trouble for 
  armed patrols from the fortress-
  city, a war leader known among 
  his people as You-Too Much-
  Speak. A majestic example of 
  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 
  cross between a calling card and a 
  sentence to death, followed by far 
  more significant actions, as violent 
  as his mood dictated. More than 
  any other, You-Too Much-Speak 
  was able to dominate the impossible 
  creatures scattered in these lands 
  to the point that they obeyed his 
  orders just as the Lumians did with 
  their subordinates. The year 789 
  P.G., the same year when You-Too 
  Much-Speak gathered his troops 
  and led them to Kor’Maresh, is still 
  remembered with the utmost respect 
  by the defenders of the city. It was 
  one of the most fulfilling sieges a 
  madman ever dared attempt. There 
  were never any doubts about the 
  outcome, but in spite of this, You-
  Too-Much-Speak’s monstrous army 
  never retreated—not once: a real 
  ode to both Chance and War.
  Gromsh of Si-Neb
  Not even the Gromsh find the 
  desolate 
  southern 
  continent 
  attractive 
  because 
  they 
  are 
  easily bored by its monotonous 
  landscape, even though it is mostly 
  the end result of the monstrous 
  mutations caused by their magic. 
  The Gromsh generated here are 
  both a source of entertainment 
  for the other Tribes because they 
  are constantly in search of new 
  ways of amusing themselves, and a 
  constant danger to their own safety 
  because one can never know what 
  a given member of their Tribe has 
  in mind as entertainment.
  One of the most long-lived 
  members 
  of 
  the 
  Tribe, 
  the 
  unusually 
  moderate 
  Uh-Oh-
  But has been wandering on the 
  northern coast of the continent 
  for a long time. He spends 
  most of his time fishing and is a 
  reference point for travelers and 
  the Senduars in the area, who find 
  him a silent drinking companion 
  and an always-well-stocked trader 
  of all kinds of fish. Uh-Oh-Ma, 
  however, does not limit his activity 
  to the sea alone but also likes to 
  use his enchanted fishing rod to 
  attract the Newly Generated to 
  him and then throw them in the 
  air to give them a name in the 
  style of the Tribe, an activity that 
  earned him the nickname of ‘fisher 
  of Gromsh’. According to legend, 
  boats sailing near the shore are 
  often ‘fished by mistake’ and 
  shipwrecked with just one throw.
  Appearance
  Among the present ten Tribes, the 
  Gromsh compete with the Rok’Nars 
  for the title of ‘most conspicuous 
  race’. 
  Their 
  burly, 
  imposing 
  physique (they are seldom less 
  than six and a half feet tall and 
  usually weigh at least three hundred 
  pounds) is not the only immediately 
  noticeable 
  characteristic. 
  Their 
  sneering faces fully complement 
  
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  Player's Guide
  their general grotesque appearance, 
  distinguished by horn-like bone 
  excrescences 
  protruding 
  from 
  different parts of their bodies as 
  randomly as their third eye. Usually 
  closed, it is said to be a gift of the 
  Kami that, when open, it allows 
  them to have visions sent from 
  Chaos. Their brightly colored eyes 
  glisten constantly with a glint that 
  teeters precariously between madness 
  and passion. They usually shave their 
  heads, considering hair a useless and 
  unpractical adornment; they wear 
  large breeches and cover their naked 
  torso only if it is very cold or if their 
  Kami orders them to do so.
  Nobody has ever met a female 
  Gromsh.
  Genesis
  The Elders among the Children of 
  Chaos receive a confused vision from 
  their Kami about the time and place of 
  the new members’ Genesis. They then 
  head for the specified Garden of Life 
  and randomly choose a place in which 
  to camp. As a matter of fact, everything 
  within this Tribe is controlled by 
  Chance, including the length of their 
  stay there.
  A Newly Generated Gromsh is left 
  alone at the moment of his Genesis. 
  From the very first moments of life, he 
  finds himself plunged into his Tribe’s 
  basic philosophy: “If Chance wants, 
  Chance will be”. On the basis of this 
  principle, he may or may not find the 
  Elder waiting for him in the vicinity of 
  the Garden. In the first instance, the 
  young Gromsh is entitled to receive 
  a Gromsh name, otherwise he will 
  choose one himself. Later, the Elder may 
  decide—always by chance, of course—
  to give him a permanent name. 
  In order to choose it, the Elder gets 
  from his Kami the power to teleport 
  himself and the Newly Generated to a 
  place chosen at random: the first three 
  words they hear after teleporting will 
  form the Newly Generated’s name.
  Civilization
  All over Enascentia, there are very 
  few Gromsh single-Tribe villages, and 
  it is highly unlikely to find them in 
  groups of more than ten individuals 
  because their very philosophy of life 
  would bring about the death of most 
  of the group. This is the main reason 
  it is very unusual to find examples of 
  Gromsh architecture that are more 
  than a disordered pile of boulders.
  There are no conventions regulating 
  barter or trade among Gromsh. Even 
  their idea of personal property is 
  quite vague: if they want something, 
  they just take it without any qualms.
  Behavior and Customs
  Chaos is to be blamed—or thanked—
  for everything. Rationality is left to 
  those who look for an explanation 
  or are too weak to accept the natural 
  course of things. If the Children of 
  Chaos like something, they take it; 
  if something hinders them—or they 
  
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  Characters
  dislike it—they destroy it. They do 
  not make too much of a distinction 
  between Chance and Chaos.
  The Gromsh will literally make 
  use of anything in a fight. Weapons 
  abandoned on the ground, steel rods, 
  even tree trunks…virtually any object 
  the Kami sends their way.
  Their third eye is the cornerstone 
  of their creed: they tend to keep it 
  covered and unveil it only when 
  they want to contact their Kami, 
  who bestows upon them visions that 
  are a double-edged sword. They are 
  fleeting images of the future sent by 
  Chaos, and a Gromsh will do his best 
  to make what he has seen become 
  real, to allow the ‘future’ to come true. 
  The trouble is, nobody will ever know 
  if some events would have really 
  happened without the intervention of 
  the Children of Chaos.
  Game Features
  Illiterate: 
  Knowing how to read and write is not 
  one of the priorities set by Chance: 
  in fact, no Gromsh is Generated 
  with such ability. They can learn to 
  
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  Player's Guide
  read and write at a later date, but it is 
  very unlikely they well be assiduous 
  enough. They get the Illiterate 
  additional Hindrance.
  Blessing of Gromsh 
  Apparently always favored by luck, the 
  Gromsh give their best in unforeseen 
  circumstances. A Gromsh character 
  can choose one among the following 
  bonus Edges: Dead Shot, Mighty 
  Blow, or Powersurge.
  Ugly 
  Since it is never advisable to anger any 
  Gromsh, we could say euphemistically 
  that they do not meet the other tribes’ 
  beauty standards. They get the Ugly 
  additional Hindrance.
  Disciple of Chaos
  From time to time, a Gromsh will 
  make a decision to entrust himself 
  to Chance. He should do it about 
  two or three times per session for 
  his performance to be accepted and 
  not to incur in any penalty in the 
  distribution of EPs.
  Luck of Gromsh 
  It should not come as a surprise that 
  the Gromsh are extremely lucky 
  because of their peculiar creed. They 
  get the bonus Edge Luck.
  Strength of Gromsh 
  The Gromsh can be quite different 
  to each other, both physically and 
  mentally. What they have in common, 
  however, is the size of their large 
  bodies and innate strength, which 
  is a gift of their Kami.  At character 
  creation they get Str d6, instead of the 
  usual d4.
  Bulk of Gromsh 
  The Children of Chaos must be easy 
  to spot, or at least this is what they 
  believe. The Gromsh are larger in size 
  than most of the other races, which 
  gives them a Size +2 bonus.
  Eye of Gromsh
  Each Gromsh can open his third eye 
  up to three times a day for visions. If 
  he goes a whole day without doing 
  so, the eye will open while he sleeps, 
  merging visions with his dreams. 
  What a Gromsh sees is not necessarily 
  the real future: it is what Chance wants 
  the future to be. A Gromsh will do 
  his utmost to make it come true. The 
  description of the vision is entirely at 
  the Game Master’s discretion: it can 
  be connected with the ongoing story, 
  have no relevance within it or simply 
  be an amusing sketch.
  Gift of Gromsh 
  Chance blesses each of its children 
  with some skill, different each time. 
  After spending your 15 Skill Points, 
  randomly chose 1 Skill among those 
  with at least a d4 value, and increase 
  the die type by one step. 
  A Gromsh character is not easy 
  to play, and it is not easy to make 
  him a Hero in a campaign. The 
  choice of this race by a player must 
  always be approved by the Game 
  Master.
  
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  Characters
  Relationships with the 
  other Tribes
  Allied with the Feruas: 
  “Good beasts, think little, do much. If 
  Chance wants, we drink together then 
  we bash others together!”
  Allied with the Menoosh: 
  “AHA, AHA they enjoy! Make free is 
  fun, no clothing more fun!”
  Allied with the Oscurians: 
  “They always move, confusion around 
  them always. One small black makes 
  more Chaos than many big ones of 
  other colors.”
  Allied with the Whisplings: 
  “They do what they want, they right! I 
  always liked I can move in air like they 
  do. I wake up this morning, and think 
  this…I think.”
  Indifferent to the Janahs: 
  “I do like them, I have no fun! You 
  try roll dice, then hard head: that I 
  understand, yes!”
  Indifferent to the Senduars: 
  “I not understand if they follow Chaos 
  or they avoid him. But they no problem 
  for Chaos, I no problem for them.”
  Enemies of the Lumians: 
  “Laws? Rules? YOU TAKE ME NOT 
  FOR A RIDE!”
  Enemies of the Kronoss: 
  “I understand them not, but they bug 
  me much. Always talk, never do. If thing 
  works not, I break thing and throw 
  away, right?”
  Enemies of the Rok’Nars: 
  “He like candle that you light and 
  sends Chaos away as if darkness. I bad 
  Gromsh if I not blow candle out, am I?”
  View of the Ways
  Inclined towards the Guild of 
  Free Trade: 
  “They many things shiny have, their 
  noises I like, their colors I like. I crystal 
  give you, you brush give me, yes?”
  Inclined towards the Defenders 
  of Free Will: 
  “Chance is best of things, yes? If you 
  want learn, I explain you, very easy 
  and very nice, yes? If one stops believe i 
  n Chance, I think this because Chance 
  wants it. Then he does. See, I explain 
  you already.”
  Inclined towards the Warlords: 
  “In follow way of Chance I many times 
  smash things or people. But I think it 
  right, because if no war, then I have 
  problem smash people. Now I drink!”
  Indifferent to the Followers of 
  the Mosaic: 
  “They always seek others, ask things 
  and try put together all things. But I 
  say them, if you have vision of Chance, 
  why you try find other visions?”
  Prejudiced against the 
  Inquisition of the Blazing 
  Arrow: 
  “If Chance wants other Gromsh not 
  follow Chance anymore, he makes 
  him, and other Gromsh changes. If he 
  does, why I should smash him?”
  
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  Player's Guide
  
  65
  Characters
  Famous Characters
      Wise-Much-Feather
  Generated in Dejama, in a forest south 
  of Durandia, in 934 P.G., he meets 
  the Elder by sheer chance, guided to 
  the area by the vision of his Genesis. 
  After receiving his Gromsh name, he 
  becomes obsessed by it, believing that 
  wisdom, in any form, is kept within his 
  feathers. He then extends the concept 
  beyond birds and feathers to the leaves 
  of the trees—their feathers—and 
  animal fur. He starts to collect them, 
  seeing himself as a wise person blessed 
  by the knowledge he carries with 
  him at all times, tangible proof of the 
  wonders he can work. In other words: 
  his spells.
  During the first years of his life, he 
  ends up in Durandia and is dazzled 
  by the profusion of visual stimuli it 
  offers, so much so that he decides to 
  stop there for some time to learn more 
  about it. Upon learning about the 
  Followers of the Mosaic, he believes 
  Chance guided him there, aware of 
  the mosaic he already means to create 
  with all the feathers of Enascentia. He 
  sets off again after joining the Way. 
  When possible, he stops in the villages 
  that follow his same vision of things, 
  offering his services as a scholar, unless 
  Chance decrees otherwise, of course.
  He decides to head north to add 
  some rare, different-colored pieces to 
  his collection, certain he will find an 
  abundance of blue and white feathers. 
  He reaches Ereldia in 989 P.G. and 
  immediately earns Erte’s favor by 
  sheer chance. Since then, he has been 
  living in his plush residence in the 
  richest area of the city, accumulating 
  more and more precious pieces for his 
  collection that he procures with great 
  relish.
  Tribe: Gromsh; Rank: Heroic; Way: 
  Followers of the Mosaic
  Attributes: Agility d6, Smarts d8, 
  Spirit d10, Strength d6, Vigor d10
  Skills: Fighting d6, Healing d6, 
  Knowledge (animals) d10, Knowledge 
  (trees) d8, Notice d8, Spells d10, 
  Taunt d8, Throwing.
  Charisma: -2; Pace: 6 (running d4); 
  Parry: 5; Toughness: 10
  Hindrances: Delusional (everything 
  is made out of feathers), Illiterate, 
  Obese, Quirk (collects feathers).
  Edges: Arcane Background, New 
  Power (x4), Power Points (x2), 
  Powersurge, Rapid Recharge, Sorcerer 
  of Chaos*.
  Powers: Blast, Gromsh Explodes!*, 
  Gromsh 
  Shifts! 
  Gromsh 
  Strong!, 
  Growth/Shrink, 
  Healing, 
  Shape 
  Change; Power Points: 20
  Special Abilities: eye of Gromsh (3/
  day)*, Size +2.
  Gear: Reinforced staff (Str+d4+1, +1 
  Parry, reach 1, 2 hands).
     Uh-Oh-Ma
  Generated five centuries ago, in 459 
  P.G., he is one of the Elders of his 
  Tribe. There are only two occasions 
  on which the thirst for blood coursing 
  through his veins gets the better of 
  him: when his Kami forces him to 
  
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  Player's Guide
  give in to it during the daily opening 
  of his third eye—usually when 
  he wakes up and when someone 
  mispronounces his name. Should 
  someone pronounce it as a single 
  word by mistake without putting the 
  necessary emphasis on the pauses 
  separating the different exclamations 
  heard when he first teleported, that 
  unfortunate person will become the 
  target of the fury of one of the most 
  long-lived Gromsh. Because of his 
  congenital deafness, initially, he often 
  left behind either pain-ridden bodies 
  or those eternally free from pain. 
  Annoyed by the constant mistakes 
  of the ‘wrong-say’, which is what he 
  called those who mispronounced 
  his name, he has forsaken the larger 
  communities—which is very easy in 
  Si-Neb—and has taken to wandering 
  along the coasts, where he cultivated 
  his real passion: fishing.
  As years passed, he began to have 
  visions of the Genesis and decided 
  to combine duty with pleasure. He 
  climbs the nearest hill or tree and casts 
  his line to see if the Newly Generated 
  will bite. Since he cannot perform 
  spells, he cannot give a Gromsh name 
  to the Newly Generated, as required 
  by tradition, so he has developed his 
  
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  Characters
  own method. He assembled the largest 
  fishing rod ever seen, complete with 
  weights and spools, made of natural 
  materials obtained from the area’s 
  scant vegetation. He had it enchanted 
  by 
  Are-Where-Understand, 
  a 
  Sorcerer of Chaos well known for his 
  expertise in creating magical objects, 
  which ended tragically when he 
  turned into a Weaver after persisting 
  to try to alter a compass magically. 
  The enchantment makes the fishing 
  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)
  Hindrances: 
  Delusional 
  (name 
  pronunciation), Illiterate, Hard of 
  Hearing, Quirk (fisher of Gromsh).
  Edges: 
  Champion 
  of 
  Chaos*, 
  Frenzy, Improved Frenzy, Improved 
  Toughasnails, 
  Improvisational 
  Fighter, Mighty Blow, Steady Hands, 
  Toughasnails, Woodsman.
  Special Abilities: Eye of Gromsh (3/
  day)*, Size +2.
  Gear: 
  Extendable 
  Fishing 
  Rod 
  (Str+d8+1, LI 3), leather armor (1).
  
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  Player's Guide
  “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
  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.
  
  69
  Characters
  Janah appeared in the west of Si-
  Neb, gifted with the same main 
  characteristic of his people: to share 
  his body with Determination. He 
  did not turn from mere fighter to 
  merciless, white-eyed hunter. His eyes 
  were white from the very beginning. 
  Janah was not going to relinquish 
  his control over Determination, 
  because he was Determination itself. 
  However, he soon discovered he could 
  abandon himself to a second entity 
  burning inside his soul: Absolute 
  Determination. He changed in shape 
  and size according to his chosen 
  target; he grew disproportionately 
  when he wanted to destroy physical 
  obstacles and turned into pure 
  energy when normal attacks were 
  useless against a specific target. Each 
  decision he made was a reality that 
  would soon come true. When he saw 
  the first village, he decided to raze it 
  to the ground, and not one column 
  was left standing in his wake. Then 
  he saw a city and wanted to uproot it 
  from the ground, and there is now a 
  crater where it once stood. Then he 
  saw a Tribe’s capital and decreed that 
  its inhabitants had to become extinct. 
  If it is highly improbable these days to 
  meet a member of a Lost Tribe, then 
  the chance of meeting an Inim’Ur in 
  the flesh vanished with those words. 
  He found them all, one after the 
  other, and appeared before each one 
  to spear him before going for the 
  next, relentlessly and mercilessly. He 
  scaled every mountain and entered 
  the deepest of caves, but no hiding 
  place was safe from him. Even the 
  places protected by the Bearers of 
  Peace or accessible only with the 
  consent of a Key Keeper were open 
  to him. After killing the last Inim’Ur, 
  he found himself at his starting point, 
  on an empty continent, but he did 
  not care and set off again, destroying 
  any building between him and the 
  horizon.
  Then 
  something 
  unexpected 
  happened: Janah met Senduar and did 
  not ignore him. When they appear 
  on Enascentia, the First Generated’s 
  only goal is the extermination of the 
  pre-existing populations to pave the 
  way to the generations each of them 
  represents. They are, therefore, not 
  interested in each other and most 
  of the time, do not even notice the 
  presence of the others. At most, 
  absorbed in their common task, 
  they unwittingly end up working 
  together. However, each of them is 
  also the embodiment of the Kami 
  he worships. Just as Chaos spared a 
  few potential victims along Gromsh’s 
  path, so Janah could not get out of 
  doing what he did best: challenge 
  whomever he found in his way. The 
  first blow caught Senduar unawares 
  and overwhelmed him completely. 
  What followed was incredible—a 
  spectacle without witnesses. On 
  one side, a being who could reach 
  any opponent, on the other the 
  embodiment of ‘travel’ itself. Their 
  clash turned into a historic pursuit. 
  No matter how much they tried to 
  outchase each other, they always 
  ended up catching up with each 
  other and engaged in close combat 
  
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  Player's Guide
  before parting again. Then, Senduar 
  came up with a possible solution: 
  he dissolved his body into countless 
  grains of sand and spread himself in 
  all directions, denying his opponent a 
  tangible target. Janah began to chase 
  each fragment of his target, frustrated 
  by his failure to do so but unable to 
  even conceive surrender. All this 
  happened during the last day before 
  their powers started to wane, an event 
  that deprived Janah of his Absolute 
  Determination, forcing him to allow 
  himself the rest that follows each 
  achieved or, in his case, failed goal.
  During his daylong sleep, Janah 
  received a vision of the Genesis, and 
  he awoke in the place where he had 
  fallen unconscious: on a cliff in the 
  Mehara Mountains. His first reaction 
  was to look for his latest opponent, 
  but he could not find him, as he had 
  disappeared. Following the directions 
  he received in his dream, he reached 
  a Garden of Life, where he found not 
  just a Newly Generated waiting for 
  him but a delegation of Elders too. 
  His sleep had lasted longer than he 
  thought. He recognized them as fellow 
  Tribesmen, and after telling them 
  his story, he took his rightful place 
  as their leader. Integration was not 
  easy, however. Among all the Tribes, 
  theirs was one of the less close-knit 
  ones, right from the very beginning, 
  because of the Janahs’ resourceful 
  nature and their individuality. The 
  First Generated made no exception 
  and concentrated mostly on his own 
  goals and future battles, caring very 
  little about the needs and aims of his 
  people, who soon started to complain, 
  even though nobody ever dared say 
  anything to him: in spite of their 
  nature, no Janah risked challenging 
  their First Generated. For his part, 
  
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  Characters
  Janah did not make war with a goal 
  nor out of thirst for conquest: he 
  was driven by his sheer desire to face 
  other opponents, to get to know the 
  limits he had to overcome. His first 
  opportunity for confrontation was 
  offered by a Rok’Nar encampment, 
  one of the many in that area, which 
  stood on the path the Disciples of 
  Determination were following to the 
  next Genesis. One battle was enough 
  to demonstrate the truth to everyone 
  and teach them the true meaning of 
  the word ‘fear’. Janah’s ‘opponents’, 
  peaceful defenders of nature who 
  had no intention of falling for his 
  provocation, were swept away by what 
  was left of his Absolute Determination 
  in all its viciousness. Some Janahs 
  were appalled by his actions, unable 
  to understand how such fury could 
  have any meaning, while others were 
  inspired by it, ready to deploy with 
  that supreme fighter. It was their last 
  action. Lacking any control, Janah 
  attacked his allies and opponents 
  with the same fury, killing anyone 
  who stood between him and his goal. 
  Upon regaining consciousness, he 
  found himself surrounded by dead 
  bodies and disgusted expressions. 
  He did not wait for them to forsake 
  or—even worse—betray him in the 
  future. He left of his own accord, 
  without a word. He changed direction 
  and headed east on the roads he had 
  traveled when he was not within 
  himself, determined to follow a 
  personal journey with the aim of 
  finding answers to the overwhelming 
  questions in his mind.  However, he 
  was unsuccessful. He soon realized 
  he was being followed by one of the 
  Elders: Braska. He tried to send him 
  away, but he did not answer. Then 
  Janah threatened to challenge him, 
  but Braska showed he was ready 
  for the confrontation, if necessary. 
  Finally, Janah asked him why he was 
  following him and received a wise 
  answer. “If we aren’t prepared to follow 
  the one who represents us, how will 
  we ever understand ourselves?” When 
  Braska added he had set himself that 
  goal, Janah understood he could only 
  suffer his presence or kill him. While 
  tempted by the second alternative, he 
  was curious about how things would 
  develop, and having someone with 
  him would have put his self-control 
  to the test. They crossed the Mehara 
  mountain range, defeating many a 
  percikan and bajaran, with Janah busy 
  fighting them and Braska equally busy 
  writing his journal. It later became so 
  universally famous that even today, 
  any bard worthy of his name can tell 
  the story of how the First Disciple of 
  Determination defeated the patriarch 
  of that monstrous race, thrusting his 
  arm into its flames and ripping out 
  the dying beast’s entrails through its 
  burning mouth. Since that day, Janah 
  has been displaying his arm proudly, 
  burned but still able to kill, reaffirming 
  his dislike of armor because, in his 
  opinion, it merely impedes a fighter 
  and is a barrier to the scars of battle, 
  while such wounds are a badge of 
  merit no true Janah should ever 
  forgo. During their stay in those 
  lands, Janah and Braska learned other 
  
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  invaluable lessons: in particular that 
  it was necessary to study one’s enemy 
  before a showdown. A careful study 
  of phoenixes, for example, showed 
  they really did come back to life after 
  each defeat, which actually made 
  it impossible to kill them properly. 
  When they reached the foot of the 
  last mountain, the First Generated 
  thanked Braska for the first time, 
  thus giving him credit for helping 
  him better understand who he was 
  and give a clear identity to each of 
  the two entities coexisting inside him. 
  His travel companion just smiled and 
  updated his journal. Together, they 
  then started following the visions of 
  Genesis again.
  The Three Elders
  There were three particular Elders 
  who stepped in to take the reins of 
  the situation on the day the First 
  Generated left his Tribe: Caleb, 
  Urmen and Veltarr. Under their 
  guidance, all the Janahs, who up until 
  then had gathered on the Mehara 
  Mountains, headed west toward 
  Dejama, driven by their desire to 
  move on. When they reached the 
  coast, they began to build three ships 
  to navigate the Wenma Archipelago, a 
  harder challenge than they expected. 
  Facing the ojombas and even the 
  kesuls they met on their journey was 
  far from the worst part of the voyage; 
  actually, it was a welcomed relief for 
  the boredom of a people who did not 
  know what patience was. The bridge 
  of each ship was seen as the perfect 
  place to hold duels, and all sorts of 
  improvised competitions took place 
  there, while the captains themselves 
  vied against each other to be the 
  first to reach the coast of the western 
  continent. Each on a different ship, 
  the three leading Elders had their 
  hands full with keeping such volatile 
  potential under control but also had 
  the time to talk with their people and 
  discuss important matters beyond the 
  skills of swordplay.
  On Caleb’s ship, the Fire Plough, the 
  most heated discussions focused on 
  the Janahs’ own pugnacious nature, 
  and if the most important thing really 
  was to wield a weapon better than 
  anyone else, if there was more to aim 
  for or if they were free to choose their 
  goals. After all, why limit their choices 
  to selecting different opponents, one 
  after the other? To pass the time, many 
  of them, who were skilled craftsmen, 
  tried to compete in different areas of 
  expertise, even of an artistic nature. 
  Thanks to Urmen’s contagious 
  solemnity, the topics discussed on 
  the Unsinkable were more profound. 
  They centered on the differences 
  between the Janahs themselves and 
  all animals, which where inexplicably 
  subject to organic deterioration and, 
  finally, death, without even enjoying 
  the honor of one last battle. It did not 
  take long for any comparisons to the 
  animal kingdom to be considered as 
  the worst possible offence, usually 
  followed by a challenge to cleanse 
  sullied honor.
  
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  It was in the galley of the Wild Beast, 
  however, that Veltarr finally brought 
  up the thorniest subject, which was 
  probably on everyone’s mind but 
  that only he dared voice: Janah had 
  betrayed them. The First Generated, 
  whose name defined their whole 
  Tribe, was no longer with them, nor 
  were their companions, slaughtered 
  by his folly.  Both persuaded by his 
  arguments and in need of some sort 
  of explanation, the whole crew soon 
  shared his resentment. Those Janahs 
  began to question every concept 
  they knew at the moment of their 
  Genesis…all but the Kami, who was 
  their only real certainty after the 
  way the First Generated had acted. 
  If their aim was to push themselves 
  beyond their limits, to set a goal and 
  achieve it, why impose any limits on 
  themselves to begin with? Why fight 
  honorably or challenge the opponent 
  to a duel when a fighter’s best weapon 
  is the element of surprise? Why spare 
  the life of the defeated opponent?  
  After all, the fear of death was what 
  would drive a fighter to hone his skills 
  not the winner’s humiliating stare. 
  Each night, frustration and plans of 
  revenge were lost in a haze of alcohol, 
  only for them to surface again the 
  following evening. The situation 
  continued until they finally reached 
  the mainland.
  When they landed on the shores 
  of Dejama, each crew was far more 
  close-knit than it had been when they 
  set sail, but the Tribe as a whole was 
  more divided than ever. They headed 
  north, along a new mountain range 
  similar to the one they had left behind, 
  a long trek that led them finally to 
  an ideal place, a land offering all the 
  resources their civilization needed 
  to flourish. The real challenge was to 
  get there united. The attitude of the 
  crews on the Unsinkable and the Fire 
  Plough had altered only partially, with 
  the former paying more attention to 
  the surrounding world and the latter 
  trying to mold it according to their 
  nature, but the others were no longer 
  the same, so scarred by their hatred 
  that a rift between them and their 
  fellow Tribesmen was unavoidable. 
  They were called ‘Ventarians’ by the 
  others to mock their compliancy to 
  their guide and soon became easily 
  distinguishable on sight, wrapped in 
  layers of leather and metal to protect 
  their bodies, having lost any interest 
  in displaying their battle wounds 
  with pride. Even the challenges were 
  becoming less and less frequent, 
  because the only opponents were 
  now the wild beasts and the other 
  Tribes, since the practice of duels 
  and challenges within the Tribe 
  was becoming obsolete. Once they 
  crossed the desert, upon reaching the 
  banks of a river, the Janahs decided 
  to stop there and build their capital 
  before the Tribe ended up completely 
  divided. A rocky cliff overhanging a 
  precipice offered the perfect location. 
  The fortress-city they built there was 
  majestic proof of their carpentry skill, 
  born of a seed sown by those first 
  discussions on board the Fire Plough. 
  Over the centuries that followed, the 
  
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  Janahs conquered the lands around 
  Jandia, and their community kept 
  growing until the first secessions.
  Crossroads
  The first to leave was Caleb, in 254 
  P.G. The new military plans developed 
  by Veltarr and his supporters were 
  not compatible with his vision of the 
  Kami, far larger than the one existing 
  within Jandia’s walls. It was the reason 
  he set off on a solitary journey to 
  better understand himself, and in so 
  doing, he could not help but think 
  back to the separation from the First 
  Generated. His situation had not been 
  very different from his own, after all. 
  As years went by, he moved steadily 
  northward until he reached the city, 
  Kartali, where he still lives, renowned 
  for its festivals and the presence of the 
  best blacksmith on Enascentia. Upon 
  winning the tournament that now 
  carries his name, Caleb finally retired 
  because he realized what he really 
  wanted to do and committed himself 
  firmly to the realization of that goal: 
  forging the perfect weapon. People 
  from every continent came to him, 
  asking for his services and offering 
  all sorts of riches, but he remained 
  faithful to his objective, taking on 
  only those jobs that stimulated his 
  creative streak or required some 
  new technique that still needed to 
  be perfected. 
  After Caleb, many other Janahs 
  left Jandia. Driven by the Elder’s 
  enterprising spirit, many of them 
  chose a path of personal growth; it 
  did not matter if it involved combat 
  or not. Taking advantage of the 
  situation, Veltarr tried to gain the 
  support of Newly Generated and 
  Elders. Anyone who rejected the 
  First Generated was welcome among 
  his followers. There was a promising 
  youth among them, Triglav, who 
  stood out because of his skill in close 
  combat and his ruthlessness when 
  striking an opponent.
  In 296 P.G., Urmen left the capital, 
  too, along with others. Over the 
  decades, the existential dilemmas 
  debated by the crew of the Unsinkable 
  had become a priority to some 
  Janahs. They had developed their 
  own theories, which became a clear, 
  well-structured school of thought, 
  also nurtured by the contribution of 
  other races they met while scouting 
  the areas around Jandia. They spent 
  their time focusing on the purpose 
  of their lives, either in an attempt to 
  give some meaning to their actions 
  or out of sheer laziness. Even the 
  theories about the Kamis involved 
  different viewpoints about life and 
  the origins of everything, but no 
  one was thinking about the end or 
  created theories about death. It was 
  just a subject they avoided, perhaps 
  out of fear, but the issues that could 
  have arisen were countless: why were 
  Tribesmen and animals different 
  in death? Why did everything else 
  around them have an exact beginning 
  and end, while their lives did not 
  have a well-defined arrival point? 
  And was death really the end or just a 
  
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  transition to something else? Urmen 
  had not found the answers to those 
  questions, but with his followers, who 
  did not yet have a common banner—
  he was the only one to ask them. So, 
  Urmen and the others decided to go 
  elsewhere and set off to the north.
  Now that he was the older among 
  the Elders left in Jandia, Veltarr ruled 
  the fortress-city, imposing his vision 
  on its people. Many Janahs left when 
  he declared himself the monarch of the 
  capital and only Veltarians remained 
  and those willing to become one of 
  them. Diplomatic relationships with 
  the neighboring Tribes deteriorated 
  rapidly, proportional to the speed 
  with which the Janahs widened their 
  borders. In 514 P.G., the Janah, who 
  more than any other had encouraged 
  dishonorable combat tactics, reaped 
  what he had sown: Triglav killed his 
  own mentor in the throne room, 
  claiming the throne for himself. The 
  last words Veltarr heard were those 
  whispered by his disciple, who told 
  him that power had always been his 
  aim and he had laughed every day 
  while his mentor paved the way for 
  him to what was to become his reign.
  Janah's Return
  During the years in which Janah and 
  Braska were exiled in Si-Neb, Genesis 
  after Genesis, the Janahs on the 
  continent gathered under the same 
  emblem, but this time the selfishness 
  of the First Generated did not nullify 
  their work. On the contrary, it was time 
  for Janah to come full circle and admit 
  his faults to those who paid the price 
  for their consequences. In 618 P.G., 
  Janah and Braska set off westward, 
  across the Mehara Mountains, to find 
  their people, wherever they had gone. 
  Upon arriving in Dejama, they met 
  the first Janahs generated there. When 
  he learned about Veltarr’s reign and 
  ideology, the First Generated almost 
  caved in, thinking that his original 
  intentions were now pointless. It was 
  the year 621 P.G. when Braska did the 
  deed that gave its name to the place 
  where they were, making the phoenix 
  living on the top of that dormant 
  volcano as his goal. Taken by surprise, 
  Janah asked his companion of so 
  many journeys the reason for such a 
  foolish action, and the answer was, 
  “Impossible is just a word, the name 
  we give to something no one has yet 
  been able to do.” From now on, he 
  would be bound to the volcano to 
  fight his opponent at every new dawn 
  in an attempt to become the person to 
  defeat a simple word. Doubt vanished 
  from Janah’s heart forever, now filled 
  with Determination more than ever. 
  When he entered Jandia, the sight 
  of him startled many a Janah. No 
  introductions were necessary and 
  everyone immediately guessed who he 
  was. Triglav recognized him, too, and 
  had the presence of mind to exploit his 
  advantage over his enemy initially by 
  attacking him from behind. The first 
  blow did not kill him, nor the second 
  nor those that followed. Then it was 
  Janah’s turn to counterattack. The 
  fight lasted just a few seconds before 
  
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  the Veltarian screamed, begging for 
  mercy. The First Generated regained 
  control of his body immediately and 
  spared him, as decreed by his Kami. 
  Triglav was allowed to leave Jandia, 
  never to return, and some of the 
  others followed because by this time, 
  they believed in what he represented.
  Those who stayed crowned the one 
  who should have sat on the throne 
  from the very start as their new king.
  Janahs of Artanty
  Through the centuries, the Janahs of 
  Artanty have not behaved so differently 
  from their brothers beyond the eastern 
  sea: as in Si-An, here the Tribe has 
  gathered around the worthiest leader 
  to seek the most exciting fight, too. 
  It has been a common occurrence 
  in the past to see contingents of the 
  Disciples of Determination as part of 
  both formations on opposite sides of a 
  battlefield.
  Those Janahs who have come in 
  close contact with the threat of the 
  Faceless Ones will probably join 
  Morken and the Inquisition, seeing 
  the Faceless Ones as a perfect goal on 
  which to concentrate their energies, as 
  well as a more-than-worthy opponent.
  The northern continent is also 
  where Triglav now lives, having 
  retreated there to plan his revenge 
  against Janah and regain the throne. 
  The well informed maintain he is in 
  contact with the Kronoss, but these are 
  just unsubstantiated rumors. The only 
  sure thing is that in these regions, the 
  followers of Determination often wear 
  protective clothing and layers of strong 
  metal, very probably not just because 
  of the harsh climate of these lands.
  Janahs of Dejama
  The situation is quite different here 
  from when Jahan was crowned 
  in Jandia in the seventh century. 
  The capital is governed by a war 
  council, formed by the best twelve 
  fighters, elected every five years by a 
  tournament open to any member of 
  the Tribe. They make any decision 
  concerning the management of 
  the reign. While sitting among 
  them at a place of honor, the First 
  Generated takes no part in any 
  discussion. He lives in the fortress-
  city to contribute to the cause of his 
  people, but he believes that it must 
  not depend on the decisions of the 
  Elders and that the youths should 
  be the ones to determine its future. 
  As far as Braska and Caleb are 
  concerned, they still follow the path 
  they chose centuries ago.
  There are still many Veltarians on 
  the continent, even if they do not have 
  a reference figure anymore, not after 
  Triglav’s devastating defeat. In spite 
  of this, they are still faithful to the 
  ideals of the developer of their school 
  of thought and either concentrate on 
  the need to wear armor in battle or 
  resort to any kind unscrupulousness 
  to overcome any obstacles.
  
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  Janah of Si-An
  Until 
  the 
  end 
  of 
  the 
  Ferua 
  dominance, the Janahs were seen as 
  allies of the Felids on this continent 
  and therefore persecuted because 
  of the alliance formed by Thanit, 
  but this phenomenon did not last 
  long, as many members of the same 
  Tribe came from the northern and 
  southern coasts of the continent as 
  reinforcements for the Resistance.
  Among them are also Urmen and 
  his followers. Their number has grown 
  in the meantime and can therefore 
  form a contingent of their own. They 
  reach Artanty in 351 P.G., and after 
  the peace treaty, in 354 P.G., they 
  head south and meet the inhabitants 
  of the fortress-city of Kor’Maresh, 
  still neutral at the time. Its ruler, 
  Serod, one of the few surviving 
  Transmuters, seems to share the same 
  uncertainties as the Janah Elder. He 
  started having doubts five centuries 
  before Urmen did and developed a 
  considerably more theories on the 
  subject. The debates between the 
  two leaders and the merging of their 
  respective forces finally give birth to 
  the Way of the Warlords, officially 
  founded in 359 P.G. with the aim of 
  
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  intervening wherever it is possible to 
  bring war to the peoples and spread a 
  truth they all tend to ignore. Sooner 
  or later, there will come a time in 
  which resources will not be enough 
  for all the Tribes anymore, and they 
  will meet the same end as the beasts, 
  killed by natural causes such as lack of 
  food and deprived of the privilege of 
  an honorable death on the battlefield. 
  They 
  do 
  not 
  advocate 
  brutal 
  massacres, themselves an end, but 
  a greater awareness of the necessary 
  role war plays in everyday life. For 
  the same reasons, they approve the 
  Overthrow of the Royal Races as 
  a variation on a larger scale of the 
  theory on which their Way is based.
  Janah of Si-Neb
  Most of present-day Janah Elders have 
  been met at their Genesis by the First 
  Generated during his self-imposed 
  exile and now rule the most of the 
  Janah communities on this continent.
  The natural need for confrontation 
  typical of this Tribe is usually vented 
  on the many monstrous creatures that 
  inhabit the continent, be they natural 
  predators or the consequence of a tear 
  in the Veil that has not fully healed.
  Over time, however, there have 
  been battles between Tribes, most of 
  all between the Feruas of the Forest 
  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 
  particularly noteworthy: the rivalry 
  between Simar, a Janah fighter and 
  enchanter, and Laran, a Lumian on 
  a personal crusade against anything 
  magical. Their personal challenge 
  continued in between battles to the 
  frustration of the former and the 
  inability of the latter to renounce a 
  challenge until Simar became weary 
  of his opponent’s compassionate 
  stare and decided to resort to his 
  skills to kill him, using what he hated 
  most: a magic object. In 428 P.G., he 
  headed south-east beyond the Rocky 
  Marshes, where his enemy would not 
  be able to take him by surprise while 
  he was working at his creation, and he 
  found the ideal place for it among the 
  vegetation of Katmaton. Working day 
  and night, he molded the Veil around 
  himself to envelope his great axe, 
  turning it into an unfailing instrument 
  of death and his revenge. His rite, 
  however, demanded too much from 
  the magic energies of the place. 
  Needing more, it also took Simar’s, 
  who fell victim to his ambition. This 
  is where the Temple of Sonnonga now 
  stands, with Ku’Rak still at its heart, 
  left as a legacy by its creator in blind 
  fury; the peace of the surrounding 
  area has been obtained by emptying 
  the environs of all negative feelings 
  and concentrating them on the axe, 
  still pulsing and longing for justice.
  
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  Appearance
  The most striking characteristic 
  in a Janah is probably his olive 
  complexion (which not even layers 
  of clothing and metal can conceal), 
  which blends well with his raven-
  black eyes and hair. The other thing 
  that is immediately obvious is the 
  constant presence in their gear of 
  melee weapons of various kinds.
  The Janahs usually prefer bulky, 
  often two-handed weapons, but some 
  Relentless Ones may opt for two one-
  handed weapons instead. Halberds, 
  axes and war hammers are the most 
  common choices. The Janahs despise 
  using a shield, however, and prefer 
  not to use swords to distinguish 
  themselves from the Lumians. They 
  wear partial armor that protects 
  those body parts more exposed by 
  their chosen fighting style but does 
  not hamper their movements too 
  much.
  They tend to show off their self-
  assuredness in any possible way: 
  they wear flashy clothing, opt for 
  quaint hairdos, and generally bedeck 
  themselves so that they do not go 
  unnoticed. They are not of standard 
  size, and their physique can vary 
  considerably; their cockiness does 
  not always match their physical 
  presence.
  There are no substantial differences 
  between male and female Janahs. The 
  females can quickly and persuasively 
  command respect if underestimated. 
  Their propensity to bedeck themselves 
  does not differ greatly from that of 
  their male counterparts.
  Genesis
  When meeting the Newly Generated, 
  the Elders of the Tribe exchange just 
  a few words with them. After a very 
  brief explanation about the Kami 
  and the principles of the Tribe, 
  they ask the Newly Generated to 
  choose a weapon from those carried 
  by the Janahs on hand. After that, 
  they explain to him that there is no 
  shame in defeat because it is only 
  through defeat a true warrior can 
  learn and improve. At this point, 
  one of the Elders challenges the 
  Newly Generated, and during the 
  fight shows him what it means to 
  Abandon oneself to Determination, 
  until the Newly Generated concedes 
  his defeat.
  Some Janahs never reach the second 
  part of this training. Those who have 
  this privilege are nursed back to health 
  if necessary and instructed on how to 
  Abandon themselves to Determination. 
  They are then challenged again, with 
  the specific aim of defeating their 
  opponent, making the most of what 
  they have learned. Following their 
  inevitable failure to do so, they are 
  neutralized or stunned by the most 
  expert Elder in an attempt to win the 
  fight without killing—willingly, at 
  least—the Newly Generated.
  
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  Once they regain consciousness, 
  they are carried to the nearest village, 
  where the Elders give them attainable 
  goals. This procedure continues until 
  the Newly Generated themselves 
  rebel against it and choose a more 
  ambitious goal. From then on, they 
  are free to live their own lives and find 
  other personal goals to fulfill.
  Civilization
  The Janahs live both in single-
  Tribe and mixed settlements. They 
  usually choose a specific activity, 
  somehow related mostly to physical 
  confrontation, and specialize in it until 
  they’ve learnt its deepest secrets. The 
  best craftsmen, blacksmiths, and—of 
  course—fighters are Janahs. On the 
  other hand, it is never wise to ask them 
  to prove their ability other than in the 
  one in which they have specialized 
  over the years: they would accept 
  the challenge, but the unavoidable 
  humiliation would not sit well with 
  them.
  Their architecture is both ostentatious 
  and refined, favoring the use of wood 
  and plants available in the area to 
  that of sturdier materials, such as 
  stone. They prefer sliding panels to 
  traditional doors and tend to develop 
  their buildings horizontally rather 
  than vertically.
  It is not uncommon to see Janahs 
  challenging each other out of the 
  blue and in any place; the pretexts 
  for this are numerous. No Follower 
  of Determination would ever refuse 
  a challenge to whomever is so bold 
  as to make it because it would be like 
  denying him the possibility to grow 
  and improve.
  Behavior and Customs
  The Janahs usually set themselves 
  ambitious goals and do their utmost 
  to fulfill them. They believe it is 
  only by pushing themselves—both 
  physically and mentally—beyond 
  their limits that they will enable 
  their Tribe to grow and improve.
  Mercy is a gift they with which 
  they are liberal. A challenge ending 
  in a defeat must absolutely not be 
  the last one in a life path. A burning 
  defeat is a very good lesson, and 
  denying someone the opportunity 
  to learn this would be outrageous. A 
  grudge, however, is a dangerous trap: 
  the Relentless Ones are grateful to 
  whomever defeats them because this 
  fuels the flame of their passion and 
  offers them an opportunity to grow.
  They usually have a favorite 
  weapon, which they see as a trusted 
  companion, and is often the same 
  they used in their very first fight as 
  Newly Generated. They also name 
  their weapons and are in the habit of 
  talking to them—despite, of course, 
  never receiving any answer—thus 
  carrying on monologues that may 
  sound comical to whomever hears 
  them. Should you openly show your 
  amusement, however, the Janahs 
  would then show you a totally 
  different side to their nature.
  
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  Game Features
  Abandon oneself to 
  Determination 
  A Janah always sets himself a goal, 
  and to fulfill it, he might even resort 
  to the ace up his sleeve, letting his 
  ‘other self’—as the Janahs call it—
  guide him.
  Any Janah choosing to do this adds a 
  +2 bonus to all Fighting and Strength 
  rolls, close combat damage and 
  Toughness, but at the same time he 
  suffers a penalty of -2 to Parry; he 
  also ignores any penalties for wounds 
  or Fatigue.
  In such a state, a Janah can never 
  aim at a target different to his set 
  goal or make any action directed 
  elsewhere. However, he can make 
  Will and Spellcasting checks against 
  his opponent.
  The Janah’s state of ‘other self’ ceases 
  when his opponent dies or surrenders. 
  The Character must choose his goal 
  in each fight: doing otherwise means 
  lacking in interpretation. On the 
  other hand, deciding if and when to 
  Abandon himself to Determination is 
  at the player’s total discretion.
  A Janah can Abandon himself to 
  Determination even if he is not 
  fighting, in which case he will not 
  stop until he achieves his goal and 
  will not feel any Fatigue until then; 
  in game terms, this means he ignores 
  any penalties for Fatigue and wounds. 
  Once the goal is fulfilled, however, 
  the Janah will be unconscious for a 
  number of hours, to be decided by 
  the Game Master, proportional to the 
  effort he made. A Janah can Abandon 
  himself to Determination up to three 
  times a day.
  Trademark Weapon 
  Each member of the Tribe develops 
  a special bond with his weapon, 
  often the same one he used in his 
  post-Genesis training. A Janah gets 
  the bonus Edge Trademark Weapon 
  and applies it to his favored weapon, 
  which must have a name. It is possible 
  for a Character to bond with another 
  weapon, if the reason is properly 
  explained within the story, but he 
  will then have to spend two weeks 
  (in game time) training with the new 
  weapon and also give it a name.
  Arrogant 
  Proud and stubborn, the Janahs 
  never refuse a challenge: they see 
  it as an instrument of personal 
  growth, both for them and their 
  challenger, which obliges them 
  morally to accept it. They get the 
  Arrogant additional Hindrance.
  Generated to Fight 
  Each member of this Tribe has an 
  opportunity to prove his physical 
  superiority and his mastery in the 
  use of weapons. It is up to each single 
  Character to make use or not of this 
  talent. At character creation, a Janah 
  has Strength and Fighting d6 instead 
  of the usual values.
  
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  Grant Mercy
  A Janah always grants mercy to a 
  defeated opponent if he asks for it: 
  there is no shame in defeat because 
  it is only through it that one’s limits 
  can be discovered. And it is only by 
  knowing one’s limits that it is possible 
  to push beyond them.
  Cutting Tongue
  When it is time to fight, a Janah 
  makes good use of every weapon at 
  his disposal starting with dialectics. 
  At character creation, he chooses 
  between 
  Intimidation 
  d6 
  and 
  Taunting d6, at the player’s discretion.
  Relationships with the 
  other Tribes
  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 
  we have defeated them, we probably 
  won’t have any more opponents 
  between us and the Kami.”
  Allied with the Lumians: 
  “They really are worthy opponents. 
  Such stumbling blocks deserve our 
  utmost respect, Saber, remember this.”
  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.”
  Indifferent to the Gromsh: 
  “They don’t know what an honorable 
  fight or mercy is. They are opponents 
  good to challenge only when Chance 
  says so. They aren’t worth it.”
  Indifferent to the Kronoss: 
  “Too simple goals do not interest us. 
  They are as fragile as dry shrubs, aren’t 
  they, Demien?”
  Indifferent to the Menoosh: 
  “When should I challenge them, 
  exactly? When they are busy getting 
  laid by the first bitch they find or when 
  they are staring open-mouthed at a 
  sunset? No way.”
  Indifferent to the Oscurians: 
  “They hide and mind their own 
  business, literally. It is difficult to have 
  them as goals since you cannot ‘target’ 
  them. It is also difficult for them to 
  interfere. They are of no consequence.”
  Indifferent to the Senduars: 
  “Too mild and agreeable. They offer 
  no challenge and are not an obstacle. 
  I’d almost like to force a few words out 
  of their mouths. Indeed, Christie, we 
  have a new goal.”
  Indifferent to the Whisplings: 
  “Set the sky as your limit, friend, and 
  your path will be steep…very steep.”
  
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  View of the Ways
  Inclined towards the Inquisition 
  of the Blazing Arrow: 
  “There are people whose lives have 
  been destroyed by the ill-advised 
  actions of that scum. The least we 
  can do is to set their extermination 
  as our goal.”
  Inclined towards the Warlords: 
  “Death is necessary, and fighting 
  heralds it. Never have I found a more 
  kindred view of life.”
  Indifferent to the Guild of Free 
  Trade: 
  “I have nothing against them, but 
  I simply cannot understand them. 
  What’s their daily stumbling block? 
  Bartering fruit and vegetables at the 
  market?”
  Indifferent to the Defenders of 
  Free Will: 
  “I’d never call my Kami into question. 
  It would weaken me, to say the least. 
  However, I can’t blame those who 
  want to learn to set ambitious goals for 
  themselves.”
  Indifferent to the Followers of 
  the Mosaic: 
  “Personally, I don’t share their goals, 
  but I can well believe people like us 
  are valuable to them. Should one of us 
  decide to recover all the tiles, you can 
  bet we’d put their mosaic together for 
  them in just one day!”
  Famous Characters
      Dundra 
        and the Harbors of Return 
  Generated in Si-Neb in 721 P.G., 
  Dundra dutifully trained in the way 
  of Determination and swiftly gained 
  her initial recognition. With only 
  ten years’ experience, she triumphed 
  over the most famed champions 
  of the nearby villages and set off 
  on a journey all over the continent 
  looking for new opponents to keep 
  improving herself. Among many 
  victories and a few defeats, she finally 
  set her goals aside in 762 P.G. when 
  she reached the harbor of Cape of the 
  Eagle, considered the northernmost 
  place in all Si-Neb and looked to 
  the sea. Beyond it was Sit-Tabthi, 
  the legendary continent everybody 
  knew about but had never seen. The 
  inhabitants of the small harbor town 
  had seen many a ship set sail to the 
  north, but none had ever returned. 
  Over the next three years, Dundra 
  tracked down all the opponents 
  she had previously challenged and 
  gathered the most determined among 
  them to be the first Janah expedition 
  to the conquest of unknown shores. 
  Three hundred males and females 
  were selected, and in 765 P.G., they 
  set sail to the north on five warships, 
  determined to return with the first 
  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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  Master's Guide, p.  207), and were 
  more than ready to face it. What they 
  could never imagine, however, was 
  that there were whole packs of them 
  and that they would come across 
  them. It was not even a battle, just 
  slaughter: dozens of thirty-foot-long 
  amphibious monstrosities, moving 
  around in their natural environment, 
  annihilated hundreds of helpless 
  fighters on their ships. The few 
  enchanters, the only ones who could 
  have made a difference, were the 
  first victims of the slaughter, which 
  meant those monsters followed very 
  precise tactics. The storm raged, 
  chaos was rampant on the sea, and in 
  that surreal scenery, just one lifeboat 
  managed to escape the slaughter: 
  Dundra’s. Five Janahs survived what 
  would be remembered as the Silent 
  Expedition, and they owed their life 
  solely to the fear that had taken a hold 
  of their hearts. Only one of them, 
  Devel, vowed he would take revenge 
  on those creatures. Since then, he has 
  been trying to put together a group of 
  fearless fighters who are not afraid to 
  face those living legends.
  The other four Janahs made a pact 
  to prevent their Tribe’s pride from 
  condemning some other unwary 
  fighter in the future, confident 
  he could face the death he would 
  have most certainly met on those 
  waters. Each of them would travel 
  to a different continent, look for 
  the harbor from which the highest 
  number of ships left every year on that 
  deadly course and give it a new name. 
  Dundra gave Cape of the Eagle, where 
  everything started, the new name 
  of Harbor of Return. At first, local 
  fishermen and merchants thought 
  the Janah’s initiative was just a joke 
  and let her have her way to see how 
  things would end. They also placed 
  bets with substantial stakes on her 
  failing in her mission and lost them 
  all. Today, any Janah who wants to 
  set sail for Sit-Tabthi knows he must 
  first go to the Harbor of Return on his 
  continent, which is also the ideal one 
  from which to set sail. Upon arrival, 
  he must then challenge one of the 
  original survivors: if he wins the duel, 
  he can set sail, otherwise he must 
  return to his village. Each Harbor of 
  Return allows three daily challenges, 
  corresponding to the number of 
  times the challenged can Abandon 
  themselves 
  to 
  Determination 
  each day, which they suggest the 
  challengers should also do. No Janah 
  ever shies away from this practice. 
  After all, they leave home looking for 
  a real challenge, and proving they are 
  worthy of setting sail is a source of 
  pride to them. At times, however, lack 
  of time requires that only the captain 
  of a ship, and not the whole crew, takes 
  up the challenge. Countless fellow 
  Tribesmen owe their lives to Dundra 
  and the other survivors patrolling the 
  various Return Harbors.
  Tribe: Janah; Rank: Heroic; Way: 
  None
  Attributes: Agility d8, Smarts d4, 
  Spirit d6, Strength d12, Vigor d10
  
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  Skills: Boating d6, Climbing d6, 
  Fighting d12 (+2 war gauntlet), 
  Intimidation 
  d10, 
  Knowledge 
  (military) d6, Notice d6, Swimming 
  d8, Throwing d6.
  Charisma: -; Pace: 6; Parry: 10; 
  Toughness: 8 (1)
  Hindrances: Arrogant, Code of 
  Honor, Vow (challenges at the Return 
  Harbor), Vow (granting mercy).
  Edges: Ambidextrous, Expert in war 
  gauntlet*, Frenzy, Improved Frenzy, 
  Martial Artist, Trademark Weapon, 
  Two-Fisted, Warrior.
  Special Abilities: Abandon oneself to 
  Determination (3/day)*.
  Gear: War Gauntlet (Str+d4+d6+2, 
  +1 Parry)*, throwing axe (3/6/12, 
  Str+d6) x3, leather armor (1).
     Triglav
  Triglav grew up in the shadow 
  of Veltarr’s success and becomes 
  his favorite. He waits for the right 
  moment to put his teachings into 
  practice and take him by surprise, 
  inheriting his influence on the people 
  with a fully Veltarian act. Ambitious 
  since his Genesis, Triglav soon sets 
  seizing power and taking control of 
  his people as his long-term goals. 
  After his defeat at the hands of 
  Janah himself, he gets rid of his spear, 
  Opportunity, and has a new pike, 
  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 
  return in style and reclaim what he 
  earned. Ready to resort to foul play 
  and any means to win, he is looking 
  for the right allies, prepared to offer 
  them anything to fight by his side.
  Tribe: Janah; Rank: Legendary; Way: 
  None
  Attributes: Agility d10, Smarts d6, 
  Spirit d6, Strength d12+1, Vigor 
  d12+1
  Skills: Climbing d6, Fighting d12 
  (+2 
  pike 
  ‘Hate’), 
  Intimidation 
  d10+2, Knowledge (poisons) d8, 
  Lying d8, Notice d10, Riding d6, 
  Stealth d8, Streetwise d8, Taunt 
  d8+2, Throwing d8.
  Charisma: -; Pace: 6; Parry: 10; 
  Toughness: 12 (3)
  Hindrances: 
  Arrogant, 
  Mean, 
  Stubborn, Vengeful.
  Edges: 
  Block, 
  Counterattack, 
  Dodge, Expert Taunter, First Strike, 
  Frenzy, Improved Block, Improved 
  Counterattack, 
  Improved 
  Dodge, 
  Improved First Strike, Improved 
  Frenzy, Improved Trademark Weapon 
  (Hate), Strong Willed, Trademark 
  Weapon (Hate).
  Special 
  Abilities: 
  Abandon 
  to 
  Determination (3/day)*.
  Gear: ‘Hate’ – pike of the Icy Blow 
  (Str+d8, reach 2, 2 hands)*, heavy 
  crossbow (15/30/60, 2d8, AP 2, 1 
  action to reload), plate armor (3), 
  plate vambrace (3), plate greaves (3).
  
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  “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
  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.
  
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  Player's Guide
  Of all the First Generated, Kronoss 
  was probably the most merciful. His 
  victims did not suffer, and most of 
  them did not even die. They simply 
  disappeared, expelled from the time 
  continuum. The first Scholar of Time 
  did not turn his attention to plants and 
  animals, which he could have easily 
  reverted to their embryonic state, 
  but like any other First Generated, 
  he concentrated on individuals and 
  regressed them to their initial state, 
  to the nothingness from which they 
  had come. He could speed up Time 
  or bring it to a halt, forcing his rules 
  on anyone in a game he could not 
  lose. City after city, settlement after 
  settlement, every populated area 
  of the Lost Tribes of Artanty was 
  emptied of inhabitants. Even now, it 
  is possible to find several untouched 
  buildings on the northern continent 
  that used to belong to the Second 
  Generation, spared by Kronoss.
  Then his powers lessened, and 
  his downfall was quite spectacular. 
  Altering the fabric of Time is not a 
  single act that ends conclusively: it 
  always has consequences. As each 
  tile moves, another one finds a new 
  location; to each granted advantage 
  there is a price to pay. The toll 
  Time itself required was quite high, 
  necessary to cover the endless list of 
  paradoxes he had created with his 
  first impulsive actions, which had 
  been a warped joke, a mockery of 
  the very culture of which he should 
  have been the cornerstone. A ruined, 
  crumbling cornerstone was what 
  the first Newly Generated Kronoss 
  found, not a guide who could lay the 
  foundations of their culture, but a 
  dangerous facilitator of the tolls the 
  Kami was asking in exchange for the 
  thoughtless use of the powers it had 
  granted. All around him, Time would 
  stop and rewind, and at times flowed 
  without anyone in the vicinity being 
  aware. That phenomenon had to be 
  contained.
  Far from learning from him, the 
  first thing the Elders, who arrived 
  after Kronoss, had to do was manage 
  the problem posed by their First 
  Generated. They tried to understand 
  how to contain their own powers 
  even before learning how to use them 
  properly, and apposed countless 
  magic seals to a building that was 
  to be a place of containment for 
  Kronoss, a prison where the effects 
  of his power would not compromise 
  his confinement. They built their first 
  city around that time-containment 
  cell to watch over it constantly and 
  as a warning of the consequences of 
  reckless use of their powers. For the 
  same reason, it was not an isolated 
  building but was included in the 
  foundations of a luxurious palace, 
  the most grandiose in the whole city. 
  Meanwhile, the Elders started to have 
  more and more frequent visions of 
  Geneses, and they used the new city 
  as a landmark to which to return 
  after their journeys, thus increasing 
  its population in a very short space 
  of time. They soon named it Khrone, 
  and it became their capital: after all, 
  it was the only place bound to their 
  First Generated, thus earning it the 
  
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  Characters
  title of capital. That whole experience 
  taught the Kronoss to study Time 
  while holding its continuity sacred, 
  violating as little as possible.
  The New Kronoss
  Once the threat posed by the First 
  Generated had been contained and 
  everyday life became the norm in 
  Khrone, it was finally time to make 
  important decisions: the other Tribes 
  could not learn of Kronoss’ absence. 
  It was still too early to determine 
  how the geopolitical situation was 
  going to develop, and in the case 
  of a war of conquest, the news of 
  Kronoss’s absence would have made 
  them immediate targets. Therefore, 
  the election of a Council of Elders 
  who could take the place of the First 
  Generated and decide what should 
  be done was an absolute priority. 
  They elected ten Councilors and all 
  the Tribesmen present at that time 
  in the capital—some two hundred 
  individuals—made a pledge: Kronoss 
  was still among them. They based 
  their strategy on the fact that no one 
  had ever seen the First Generated 
  and agreed to choose someone else 
  
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  Player's Guide
  who would take his place, a pretense 
  that could, potentially, have lasted 
  forever. The Council then voted, 
  choosing from a list of volunteers, 
  and the honor fell to Satnio, the most 
  skilled enchanter and the shrewdest 
  among them. It was the second year 
  Post Genesis when Satnio ceased to 
  exist and ‘Kronoss’ took the throne 
  of Khrone, his by right. What was 
  needed now was a cover story for 
  posterity to explain why the seat of 
  power had been built the way it was 
  and who was the guest locked in the 
  time-cell on the first floor. The version 
  they agreed on was very close to the 
  truth, except for the name of the 
  imprisoned enchanter, who was called 
  the ‘Eternal’, and for the invention 
  of a magic artefact. The creation 
  of this artefact had unleashed the 
  consequences for which the Eternal 
  was still paying. No Tribesman has 
  ever betrayed this secret, too scared 
  by the possible consequences. 
  Having 
  kept 
  up 
  appearances, 
  the Council swiftly made another 
  decision, this time concerning the 
  effective logistic management of 
  the Tribe as a whole. Unlike many 
  other peoples, the Scholars of Time 
  have always been quite close-knit, 
  considering each other an important, 
  dependable resource, so much so that 
  they strove to overcome the obstacles 
  caused by the distances between the 
  different Genesis places. They quickly 
  put together an efficient network 
  to gather information among their 
  representatives on the four known 
  continents. They made the mistake 
  of including the Inner Archipelago 
  in their initial plans, but they 
  immediately realized that had been 
  the wrong decision and stopped. At 
  first, they thought the same thing of 
  Si-An, where the first two centuries 
  saw the predominance of the Feruas, 
  which prevented the Kronoss teams 
  from establishing any kind of contact 
  with the capital. It took the coming of 
  the Blue Hope to clarify things. The 
  more experienced Elders were sent to 
  Dejama, Artanty and Si-Neb, where 
  they taught other Tribesmen, who 
  could have future visions of Geneses, 
  about their travels, which measures 
  to adopt and which dangers avoid. 
  Upon return from each Genesis, the 
  Elders updated a communal map 
  showing the location of the Gardens 
  of Life visited up until then. They set 
  up regular meetings of those who had 
  visions of Geneses to best manage the 
  relocation of their fellow Tribesmen, 
  sending them to the villages built on 
  that specific continent. The Kronoss 
  civilization was the first to flourish 
  in Dejama and Artanty. In Si-Neb 
  they required longer to coordinate 
  the teams sent from Artanty after 
  the disappearance of those who had 
  taken the shorter route, and in Si-An 
  there was a delay due to the Ferua 
  rule, which ended, finally, thanks also 
  to the Kronoss’s crucial contribution.
  Centuries went by, in which the 
  progress made by the Kronoss by 
  studying Time, alchemy and the Veil 
  exceeded that of any other Tribe. 
  Their communities prospered and 
  offered unique, highly priced goods 
  
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  Characters
  for trade. Nevertheless, the Council 
  in Khrone was not satisfied. The 
  situation they had faced in Si-An 
  because of the uncouth Felids, the 
  persistent raids of the Faceless Ones 
  against the Gardens of Life scattered 
  all over Enascentia and the Tribe’s 
  lack of talent for head-on skirmishes 
  were all factors that exposed their 
  people to danger. What upset the 
  scholars most of all, however, to the 
  point of insomnia, was the inability to 
  properly calculate the extent of that 
  danger, and finding themselves at the 
  mercy of such fluctuating odds that 
  could not be foreseen or contained. 
  They needed a solution, not a way to 
  escape those problems permanently, 
  as they were unavoidable, but a way 
  to improve the statistics, reduce 
  the number of variables and get an 
  estimable figure.
  Meanwhile, Satnio was proving a 
  farsighted ruler, careful in making 
  alliances with the neighboring Tribes. 
  His attention was focused mostly on 
  the nearest capital city: Whisp. The 
  two First Generated often visited each 
  other, and their conversations were 
  mutually 
  stimulating. 
  Whispling, 
  in particular, was haunted by what 
  he had done in the first week of his 
  life, how he had intentionally denied 
  all those people the freedom Father 
  Wind had heralded. He found comfort 
  in the words of the Kronoss First 
  Generated because he ignored his 
  true identity and saw him as the only 
  person who could really understand 
  him. On his part, Satnio supported 
  him until the day he set into motion 
  a plan that would solve the problems 
  of both peoples at the cost of a small 
  moral sacrifice. Or, at least, that was 
  how he was going to explain things to 
  the Council of Elders.
  Satnio's Plan
  In many respects, Satnio was a good 
  replacement for Kronoss, as he was 
  good at decision-making, of above-
  average intelligence, and he had the 
  support of the Council. However, he 
  had long been harboring his envy of 
  the Whisplings and their ability to fly. 
  It was sheer torture for him to have 
  to maintain good relations with their 
  First Generated while hiding his all-
  consuming envy and true identity. 
  He kept looking for a way to become 
  equal to them so that he would stop 
  feeling inferior to another Tribe…
  he, who, more than anyone else, 
  was proud of his origins. He firmly 
  believed that if they could raise their 
  buildings beyond the accessibility 
  of their enemies, it would solve all 
  Kronoss’ problems, from defense to 
  logistics. For years, he carried out 
  experiments secretly to reproduce the 
  art of flight, but they all failed. One 
  day, he decided to change his strategy: 
  if he could not get the Whisplings’ 
  powers, then he had to get their help. 
  No matter how much he insisted 
  on explaining how a collaboration 
  between their Tribes could take them 
  beyond the limits imposed by time 
  and space, however, Whispling still 
  
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  Player's Guide
  hesitated to commit himself to that 
  course of action, most of all because 
  of his ties with the Rok’Nars.
  At that time, the sons of Sky and 
  Earth still talked to each other, unable 
  to fully understand their respective 
  points of view but respecting them to 
  the extent of forming a common line of 
  defense of all natural elements against 
  the other Tribes, who tended too 
  often to forget the most fundamental 
  balance. And the Kronoss were those 
  who forgot about it more often than 
  the others, ready to sacrifice any tree 
  or animal for their studies. However, 
  Satnio did not give up.
  After decades of research, with 
  the help of the alchemist Tamiri, he 
  developed a substance that could 
  bend the mind of a subject, which 
  made it possible to generate deeply-
  rooted beliefs the mind would register 
  as real facts and become part of its 
  memory. The first tests, however, 
  showed a serious contraindication: 
  too often, the new concepts would 
  clash with the pre-existing ones, 
  creating contradictions the mind 
  could not explain because it saw them 
  all as true. The most frequent effect of 
  this was a gradual loss of reason that 
  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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  Characters
  same ones she was now offering the 
  city ruler. Satnio interpreted the gift 
  as a sign the Kami favored his plans.
  The next time he met with 
  Whispling, 
  he 
  offered 
  him 
  a 
  solution to all his suffering: a way 
  to forget what he had done and 
  free himself from his anguish. 
  They spoke at length of what such 
  a gesture would entail, that using 
  one of those leaves meant to leave 
  one’s memories in it. At the end of 
  the conversation, however, the Son 
  of the Wind still refused, troubled 
  by the fact that someone else might 
  take up the burden of his memories 
  in the future, when he just wanted to 
  eradicate them from his own mind.
  Overcoming the frustration he 
  felt after this new failure, Satnio 
  decided to play his last trump and 
  asked the Council for permission 
  to resort to a weapon they had 
  sworn they would never use in the 
  future: the Eternal—namely, the 
  real Kronoss. On one side, there 
  was a potential solution for all their 
  problems and on the other, the risks 
  tied to Kronoss’s instability, as well 
  as breaking a centuries-old taboo. 
  His proposal was approved with 
  seven votes for and three against, 
  and Satnio met his alter ego again for 
  the first time after 578 years. He told 
  him about Whispling’s situation, 
  how he regretted what he had done 
  against his own will and wanted to 
  remove those painful memories to 
  be able to move on. In his revelation, 
  Satnio never mentioned his plans, 
  and 
  instead 
  emphasized 
  those 
  elements the two First Generated 
  had in common in order to take 
  advantage of Kronoss’ empathy. He 
  succeeded, and Kronoss agreed to 
  have Whispling’s mind regress to its 
  zero point, bringing it back to the 
  moment of his Genesis. Which was 
  exactly what the Council wanted.
  The alliance with the 
  Whispling
  Satnio had found a way to win the 
  alliance of the Son of the Wind, but 
  it was not enough because the whole 
  Tribe would have had to follow suit, 
  or it would have all been in vain. He 
  did not give in to his haste, which 
  would have condemned the whole 
  project, and set in motion a long-
  term process, the outcome of which 
  was easily foreseeable. Over the years, 
  the profits from trading magic and 
  alchemic goods had filled the capital’s 
  warehouses to capacity, and it was 
  time to use those riches to hire the 
  best in their field: the Oscurians. 
  The agreement was sealed with the 
  Whisperer of Secrets herself, she who 
  controlled the widest information 
  network of all Artanty. In exchange 
  for her help and that of her people, 
  she asked for the three Parvati Mina 
  leaves she knew were kept in Khrone. 
  Using their magic ability to disguise 
  themselves, the Oscurians caused the 
  first diplomatic incidents between 
  Rok’Nars and Whisplings, assuming 
  the likeness of either race. The sons of 
  Mother Earth and Father Wind already 
  
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  had quite different opinions, which 
  made it easy for those masters of deceit 
  to take them to extremes. The tension 
  between the two Tribes climaxed in 
  581 P.G., the same year the last part 
  of the whole plan was implemented: 
  the Oscurian enchanters concentrated 
  their arsenal on Windy Peak, on top 
  of which a Whispling village was 
  built, resulting in a landslide which 
  destroyed it. It was the beginning of 
  the First Elemental War. 
  Satnio then just had to wait for a 
  few days before offering his help to the 
  Whisplings and asked the Oscurians 
  to do the same. The other faction had 
  the help of the Feruas, but the war 
  did not last long, and in 582 P.G., the 
  forces of the Wind prevailed on those 
  of the Earth. To sanction their new 
  alliance, Satnio suggested that the 
  First Son of the Wind celebrate it by 
  fulfilling his dream: he invited him 
  to visit the Eternal, so that he could 
  remove from his memory the actions 
  he had perpetrated after his Genesis. 
  Whispling agreed, and on that very 
  day, he lost his identity.
  In fact, Kronoss did not just remove 
  his first memories, because his only 
  option was to regress his mind to 
  zero, ideal for making use of Tamiri’s 
  creation, a detail that was never made 
  known to Whispling. He was only given 
  the knowledge the Council needed him 
  to have to fully exploit its puppet. They 
  built him a fictitious life in which he 
  had purportedly lost his memory after 
  being wounded in battle, and instilled 
  in him a deep-rooted desire to help the 
  Kronoss cause by raising their cities 
  in the air, together with diffidence for 
  his dervishes that could not defend 
  him in his moment of need. This last 
  precaution, due to Satnio’s foresight, 
  proved quite providential. In fact, the 
  seven dervishes, the elite warriors who 
  had always fought by Whispling’s side, 
  were the first to notice the change and 
  the only ones who mistrusted the new 
  alliance with the Scholars of Time. 
  Alone in the face of the opinion of two 
  peoples, reneged by their own lord, 
  they withdrew from his presence but 
  never stopped investigating.
  Uprooting Khrone required the joint 
  efforts of Kronoss and Whisplings with 
  the first spectacular demonstration 
  of what they could accomplish 
  together. The capital was followed by 
  other cities, and within a few years, 
  the Flying Archipelago became fact. 
  Whispling moved to Khrone, where 
  he concentrated solely on the task 
  of keeping the whole Archipelago of 
  fortresses in the air, together with ten 
  other Whisplings who could work 
  shifts with him when necessary. Satnio 
  had succeeded in making his dream 
  come true, and the first results proved 
  him right. All the Elders moved to the 
  flying fortresses, so that the Newly 
  Generated could be picked up by them 
  and not by a small delegation, thus 
  preventing the Faceless Ones from 
  interfering, at least most of the time. 
  Not all the Kronoss villages were lifted 
  into the air. Some Scholars could not 
  bring themselves to trust their fellow 
  Tribesmen’s new condition—hanging 
  in the air, literally—and gathered in 
  carefully chosen places where they 
  
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  could remain on the ground. The 
  end of the sixth century was a time of 
  great change for the whole Tribe, with 
  mass migrations toward new homes 
  by those who chose to live among 
  the clouds or with their feet firmly 
  on the ground. In any case, many of 
  the old villages became deserted and 
  eventually became a meeting place for 
  wayfarers or a hideout for criminals.
  Kronoss of Artanty
  This is the continent where the 
  Kronoss are more numerous, either 
  in earthbound villages or in flying 
  fortresses, the Flying Archipelago 
  included. Those who chose the way 
  of the sky have different technical and 
  research tasks to perform, depending 
  on their field of expertise. Less-
  specialized manual labor is usually the 
  province of the Whisplings, who have 
  to accept the situation because they 
  acknowledge the superiority of their 
  ‘travel companions’ in certain fields. 
  The progress made by the Kronoss 
  of Artanty in studying the Veil, 
  alchemy and science is unmatched 
  on all Enascentia. Notwithstanding, 
  Artanty is also the continent where the 
  Time Disciples are most numerous, 
  the students of martial arts who try 
  to overcome their obvious physical 
  deficiencies 
  with 
  training 
  and 
  assimilation of magic. Many of them 
  are trained in the fortresses belonging 
  to the Inquisition of the Blazing Arrow, 
  quite active in the north. Among such 
  fortresses, Merrinock stands out both 
  in size and the number of trainees. 
  The Way itself is embraced by many 
  a Kronoss, obsessed as they are by the 
  threat of the Faceless Ones. Their fear 
  is also born of their sense of superiority 
  over the other races, because of which 
  they see the ‘Liberation’ of a Kronoss 
  as a greater threat than that of any 
  other individual.
  The capital of the Inquisition is 
  also where the High Inquisitor Awon 
  can usually be found, personally 
  supervising the training of new or 
  would-be Disciples. Awon is one of 
  three High Inquisitors, but he is not 
  the mastermind of the organization, 
  just one of its main arms, together with 
  the Janah Morken. Because of his role 
  as a trainer, he has not seen any action 
  for about a century, but he seems, 
  recently, to have set his role aside 
  to deal personally with finding an 
  extremely important object, the nature 
  of which has not yet been disclosed.
  Kronoss of Dejama
  The Kronoss of Artanty are great 
  scholars, but those of Dejama beat 
  them hands down when it comes to 
  putting known theories into practice, 
  most of all if it is a matter of distillation, 
  a procedure that enhances the flow of 
  Time more than any other. The best in 
  this field is Antonius, well-known and 
  greeted with a royal welcome in every 
  tavern worthy of its name, even if he is 
  now more used to the halls of the most 
  prestigious palaces. His fame precedes 
  
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  him, and many people pretend to 
  be working closely with him to take 
  advantage of his legendary name.
  Architecture is another field in 
  which the Kronoss’s unquestionably 
  excellent technique stands out. There 
  are many examples of it scattered all 
  over Dejama, which dispels the myth of 
  the Kronoss aversion to manual labor. 
  Their style can be recognized easily by 
  their predilection for high structures, 
  which are ostentatious rather than 
  solid and convey a disquieting, yet 
  fascinating sense of instability. There is 
  a real work of art in Durandia made by 
  the Kronoss: a building made entirely 
  of metal framework and glass. It is 
  possible that they made use of a little 
  magic to build it, but then when do 
  they ever not?
  Besides 
  highlighting 
  their 
  architectural talent, the presence of so 
  many Kronoss buildings is also due 
  to the shortage of flying fortresses in 
  the area, all assigned to the Genesis 
  delegations led by the Elders. The 
  reason for this shortage is that this 
  area is considered less dangerous than 
  other places, where the Kronoss have 
  increased their aerial presence instead.
  Kronoss of Si-An
  The first centuries of this continent’s 
  history see the subjugation and 
  slaughter of a people, chased as 
  easy prey by the predators and 
  oppressed everywhere but in its most 
  inhospitable region, the desert. The 
  Kronoss never ever forget. Masters of 
  their own actions again, they never 
  forgave the Feruas and took vengeance 
  on them on the continents where they 
  were most vulnerable: Artanty and Si-
  Neb. When the Felids had to retreat 
  to the forests of Si-An, the Kronoss 
  resisted the truce proposed by the 
  Rok’Nars, firmly believing the Felids 
  had to face the consequences of their 
  actions and become extinct to atone 
  for the slaughter they had carried 
  out in the name of conquest. To each 
  action there is an equal reaction. The 
  other Tribes could never accept that 
  principle, and the Kronoss had to 
  adapt, but the resentment between 
  those two peoples is still quite strong.
  Among those who had to endure 
  the reign of terror of the Felids was 
  also Sayele, one of the first Elders, 
  who survived the persecutions in 
  the fortresses in the Varnha desert. 
  After the Resistance freed her from 
  those oppressive sands, she wanted 
  to continue her study of Time 
  and explore new places previously 
  forbidden to her. When she reached 
  the forest of Mesa Atminas, in 395 
  P.G., the serenity inspired by the 
  unusual bark of those plants drove 
  her to establish a communion with 
  her Kami, concentrating on the 
  purple hourglass with which she 
  had been generated. The result was 
  extraordinary, to say the least. All 
  around her, the vegetation changed, 
  and the object in her hands released 
  a magical aura so powerful that 
  she had to look away. She realized 
  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 fortress, the Elders apologize 
  for the rude but necessary precautions 
  they adopted, and then the Newly 
  Generated must face class after class 
  on every possible subject of learning. 
  These classes analyze in depth those 
  things the Newly Generated already 
  knows and introduce him to new 
  concepts. He also has to follow 
  assorted lectures and group studies. 
  All the knowledge not given by the 
  Kami can be acquired through him…
  that is, after studies that can last up to 
  many years.
  Before he realizes it, the new 
  Kronoss is already following a rhythm 
  of life that will be familiar to him for 
  the rest of his life.
  Civilization
  The Kronoss usually live inside 
  flying 
  structures, 
  together 
  with 
  the Whisplings, and their cities 
  openly show off the extremely 
  high technological level they have 
  achieved through centuries devoted 
  to research. The Whisplings keep 
  such fortresses afloat in the air while 
  the Scholars of Time can move them 
  to other places—and at other times—
  when necessary. It is said that the 
  Kronoss built such fortresses to be 
  able to attend to a Newly Generated’s 
  Genesis and pick him up without 
  risking raids from the Faceless Ones.
  The Kronoss and the Whisplings 
  have a common currency they use in 
  exchanges and trades on board the 
  flying fortresses. The other races sneer 
  at this convention, which actually has 
  no value outside their floating shells, 
  but the Scholars of Time see it as a 
  necessary measure to prevent chaos 
  and unfairness.
  Both studying and methodically 
  analyzing every subject is very 
  important to this Tribe, so much so 
  that each Learned One spends a large 
  part of his learning hours studying 
  the secrets of Time kept by the Elders. 
  It is said they can rip the Veil apart, 
  separating past, present and future. 
  The most experienced fighters are 
  taught the Way of Time, a handed-
  down secret martial art known only 
  to a few, accurately selected Kronoss.
  Behavior and Customs
  Renowned scholars, the Kronoss are 
  so scrupulous in their research they 
  make no allowances, even for their 
  fragile physique. Loners by nature, 
  they are not used to having a dialogue 
  with members of other Tribes, but 
  if subjects they find interesting are 
  being debated, they can launch into 
  long and cogent monologues.
  Although averse to fighting by 
  nature, if coerced, they will probably 
  choose martial arts.
  They are known to repeat this 
  sentence often, uttered by Kronoss 
  himself centuries ago: “Reason is 
  the greatest gift we received when 
  we were created. For now, we use it 
  in the best possible way, but in time, 
  we’ll also understand its origins.”
  
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  Game Features
  Cautious 
  The Kronoss never hurry a decision; 
  they always take their time to analyze. 
  They get the Cautious additional 
  Hindrance. 
  Fragile 
  A Kronoss’ skin is quite fragile 
  and ill-equipped to receive blows. 
  A Kronoss gets a -1 penalty to 
  Toughness.
  Ill-suited to close combat 
  Their inclination for learning makes 
  the Kronoss ill-suited to combat. A 
  Kronos suffers a -1 penalty to Parry.
  Aptitude for Magic 
  The 
  Kronoss 
  have 
  a 
  natural 
  aptitude for magic. Each of them 
  can manipulate it to some extent. 
  They get the bonus Edge Arcane 
  Background.
  Quick Thinking 
  While the other Tribes are busy 
  sharpening blades and claws, the 
  Kronoss perfect the weapon with 
  which they were generated. At 
  character creation, a Kronoss gets 
  Smarts d6 instead of the usual d4. 
  Moreover, he gets two different kinds 
  of Knowledge, chosen by the player, 
  and d6 in both of them.
  Scholar of Time 
  At each experience level, the Kronoss 
  get a bonus Power, at times available 
  only to their race. Novice: speed; 
  Seasoned: quickness; Veteran: slow; 
  Heroic: time jump; Legendary: Stop 
  the Time.
  Relationships with the 
  Tribes
  Allied with the Menoosh: 
  “Scribes write, scholars read. Remove 
  one of these elements and the other 
  may be altered.”
  Allied with the Oscurians: 
  “Useful, quick and efficient. We 
  pay, they execute. How could our 
  relationship with them be less than 
  fine?”
  Allied with the Senduars: 
  “It’s wiser not to antagonize such a 
  wandering force. If welcoming them 
  means earning their gratitude, they 
  can stay here with us whenever they 
  want.”
  Allied with the Whisplings: 
  “They need our knowledge. We need 
  their natural aptitude for flight. 
  Diplomacy can be a very efficient 
  weapon.”
  Indifferent to the Janahs: 
  “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, 
  I’m afraid we’ll have to change our 
  attitude towards them.”
  Indifferent to the Lumians: 
  “They are extremely civilized, but 
  have one huge flaw—they cloud 
  their intelligence willingly with their 
  principles. It’s a pity and a real waste.”
  Enemies of the Gromsh: 
  “In nature, there are no other beings 
  who manage to waste their intellect the 
  way they do daily.”
  Enemies of the Ferua: 
  “Scholars spend their time closeted 
  within dusty rooms, searching for 
  knowledge. Animals spend their days 
  hunting for their next meal in the 
  forest. What else is there to add?”
  Enemies of the Rok’Nars: 
  “We aren’t instinctively hostile to 
  them. We simply choose the most 
  advantageous alliance. We found 
  it with the Children of the Sky, thus 
  inheriting their aversion as part of the 
  agreement. After all, it’s a small price 
  to pay.”
  View of the Ways
  Inclined towards the Inquisition 
  of the Blazing Arrow: 
  “The Faceless Ones target us, craving 
  our power more than anyone else’s. 
  Those among us who choose to defend 
  our gift have all our support.”
  Inclined towards the Followers 
  of the Mosaic: 
  “They are researchers devoted to 
  knowledge and research about what 
  was, really is and potentially will be. 
  Of course, they intrigue us.”
  Indifferent to the Guild of Free 
  Trade: 
  “Should I need something they have, 
  I would call them, but I don’t see why 
  I should become a member of their 
  Guild.”
  Indifferent to the Warlords: 
  “I agree their reasoning is perfectly 
  rational, but I leave taking care of 
  practical duties to others, so to speak.”
  Prejudiced against the 
  Defenders of Free Will: 
  “I can’t imagine what could be 
  worse—having to share our Kami’s 
  secrets or having to give them up.”
  Famous Characters
     Tiresia, 
      known as the Silent One 
  Generated in Si-Neb in 882 P.G., she 
  spent the first five years of life on a 
  flying fortress, learning the arcane 
  arts, as tradition required. After her 
  training period, she formally asked 
  permission to move to an earthbound 
  village, intrigued by animals and plants 
  of which she still only knew little. What 
  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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  Player's Guide
  just as she had learned from her books. 
  She spent twenty years collecting 
  samples to analyze and observing the 
  changes in the structure of her test 
  animals at regular intervals. Meanwhile, 
  she developed an interest for other 
  materials, too, mostly minerals and 
  metals. At the end of her studies, she 
  concluded that animals and vegetables 
  were flawed by nature. She decided 
  it was her duty as a researcher to try 
  to find a solution to that problem and 
  began a series of experiments on copper, 
  a perfect conductor and a material 
  quite resistant to the passing of Time. 
  She started to perform complex rituals, 
  partly following what she learned from 
  her books and partly altering them 
  using the new information she had 
  gathered.
  Not all of them were successful. One 
  day, while she was reciting the words of 
  the ritual, her tongue started to secrete 
  a strange-textured liquid. It filled her 
  mouth and she dribbled it down her 
  clothing, where she saw its copper-
  colored hue. Driven by instinct to save 
  herself, she immediately ripped out her 
  tongue and then made a desperate effort 
  to interrupt the ritual by removing the 
  metal from the circle she had drawn 
  on the ground. As soon as she grabbed 
  it, however, her hands underwent the 
  same transformation as her tongue, 
  which, luckily, had stopped as soon as 
  she broke contact with the metal.
  Although unable to speak since 
  that day, she could still use her upper 
  limbs, which work adequately despite 
  being made of copper. That moment 
  brought a radical change in her way 
  of life and she began to spend a lot of 
  time in contact with nature to better 
  understand its balance and dynamics, 
  realizing too late her huge mistake. At 
  first, she could no longer use magic, 
  having lost her ability to speak. She 
  went to a temple of the Time Disciples 
  and completed her training there, 
  which allowed her to cast at least 
  those spells which discipline made 
  instinctive. Refusing to give in, she 
  took to traveling far and wide to meet 
  the nomad Senduar communities. As 
  time passed, she learned a lot from 
  them, and the experience led her to 
  see silence not as a curse but as an 
  opportunity. By the end of her stay 
  with the caravan, she had learned 
  to cast spells without any verbal 
  elements, just like her new masters 
  did. Now, she walks alone along the 
  path of learning, but driven by a 
  new belief: anyone should be free to 
  choose his lifestyle and his Kami. Her 
  affiliation to the Way of the Defenders 
  of Free Will is just a formality, 
  because she never stopped in one of 
  their mixed cities and has chosen her 
  Kronoss Kami again, but she firmly 
  supports the Way’s principles.
  Tribe: Kronoss; Rank: Veteran; Way: 
  Defenders of Free Will
  Attributes: Agility d8, Smarts d10, 
  Spirit d6, Strength d6,  Vigor d8
  Skills: Climbing d6, Fighting d10, 
  Intimidation d8, Knowledge (Arcane) 
  d10, Knowledge (rituals) d6, Notice 
  d8, Spellcasting d10.
  Charisma: -; Pace: 6; Parry: 7; 
  Toughness: 5
  Hindrances: Cautious
  
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  Edges: 
  Ambidextrous, 
  Arcane 
  Background, Improved Martial Artist, 
  Magic Appearance (like Senduars)* 
  , Martial Artist, New Power (x2), 
  Power Points (x2), Rapid Recharge, 
  Time Disciple *, Warrior.
  Powers: Armor, Deflection (free 
  action), Healing, Limb Shaping*, 
  Quickness (free action), Slow, Speed, 
  Time Anomaly (free action)*; Power 
  Points: 20.
  Special 
  Abilities: 
  Unarmed 
  (Str+d6+4).
    Satnio
  An enchanter without equal, Satnio 
  has spent all his 996 years of life Post 
  Genesis on Enascentia, but only two 
  of them bearing his real name. From 
  2 P.G., in fact, he has introduced 
  himself to everybody as Kronoss, 
  playing his role for ten long centuries. 
  He has always had the support of the 
  Elders Council, invaluable when it 
  comes to a demanding task such as 
  ruling a whole population wearing a 
  mask the whole time. His command 
  of the art of eloquence is equal only 
  to his mastery in altering the Veil, 
  but he also cultivates other pastimes, 
  such as alchemy and reading. He 
  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 
  by Satnio himself, who now has such 
  a strong influence over him that it is 
  almost full mental control.
  Tribe: Kronoss; Rank: Legendary; 
  Way: None
  Attributes: Agility d8, Smarts d12+2, 
  Spirit d12, Strength d4, Vigor d6
  Skills: Crafting – Potions d12, Fighting 
  d8, Investigation d10, Knowledge 
  (arcane) d12+2, Knowledge (history) 
  d12, Knowledge (time) d12+2, Lying 
  d12*, Magical Writing d8, Notice d10, 
  Persuasion d12, Spellcasting d12+2, 
  Stealth d6.
  Charisma: -; Parry: 6; Pace: 6; 
  Toughness: 4
  Hindrances: Cautious, Delusional, 
  Phobia, Quirk.
  Edges: 
  Arcane 
  Background, 
  Chronomancer*, 
  Concentration, 
  Deep Concentration, Improved Rapid 
  Recharge, New Power (x8), Power 
  Points (x6), Rapid Recharge, Scholar.
  Powers: 
  Bolt, 
  Deflection, 
  Greater 
  Healing, Healing, Intangibility, Mind 
  Communication, 
  Mind 
  Reading, 
  Quickness, Slow, Speed, Stopping Time 
  *, Stun, Time Anomaly *, Time Jump *, 
  Window on the Future *, Window on the 
  Past *; Power Points: 40
  Gear: Long Staff (Str+d4, +1 Parry, 
  reach 1, 2 hands).
  
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  “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
  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.
  
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  The Lumian’s is undoubtedly the most 
  tormented of personal histories of all 
  the First Generated. During his first 
  seven days of life, he was forced to leave 
  a trail of destruction just like all the 
  other First Generated, which totally 
  misrepresented his Kami but at the 
  same time, oddly, represented it. He 
  brought light, not a redemptive light, 
  just a deadly brightness. Together 
  with Rok’Nar, he was responsible for 
  the greatest carnage of those Tribes, 
  now known as Lost, gathered mostly 
  on the central continent. At the end 
  of the seventh day, the realization 
  of what he had done hit him fully 
  and brutally. He ended his ungodly 
  slaughter immediately, and for the 
  first time, hot tears ran down his 
  white 
  cheeks. 
  Overwhelmed 
  by 
  his feelings, he could not find any 
  connection between the Light he 
  should have represented and the 
  atrocities of which he was guilty. He 
  came to the conclusion that he was 
  unworthy and that he had to atone for 
  his crimes. Everything else faded into 
  the background. He turned toward 
  the shocked survivors, saved by his 
  sudden return to consciousness, fell 
  to his knees, with his hands and his 
  face pressed against the ground, and 
  begged them to accept his apologies 
  for the slaughter he had perpetrated. 
  He would never have dared ask for 
  their forgiveness; it would have been 
  too much to ask even the purest of 
  heart. Then he made a last request: 
  since every single life—even that of a 
  killer like him—was sacred in the eyes 
  of the Kami of Light, he asked them 
  to kill him so that at least in death he 
  could follow the will of his Kami.
  No one knew how to answer. The 
  Serug and the other Fluctua choked 
  on their words, distressed by the loss 
  of their loved ones and of an enemy to 
  hate, bearing a grudge to fill the void 
  created by their losses. So they acted, 
  instead. They threw themselves at 
  him, directing all the rage they could 
  into their blows. It was a fury born of 
  the wrongs they had just witnessed, 
  fueled by the death of their fellow 
  Tribesmen and the knowledge they 
  were all victims of some sadistic game, 
  oppressed and oppressor both bound 
  by the same ties. It was all in vain, 
  though: the power of the Light was 
  still strong in Lumian. It enveloped 
  him and protected him from every 
  attack, healing his wounds as soon as 
  they were inflicted. He was not even 
  allowed eternal rest.
  Realizing the futility of their 
  attempts, the attackers left Lumian to 
  his fate, certain by now that his reign 
  of terror had ended. He did not give 
  up and kept looking for someone who 
  could put an end to his inner torture, 
  someone who could kill him. He was 
  never granted the martyrdom he 
  hoped for, however. Instead, he started 
  to get his first visions of Geneses and, 
  almost without thinking, headed 
  toward the places his mind suggested: 
  if someone needed his help, he was 
  going to give it for as long as he 
  was allowed. He did not impart his 
  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 
  misery because none of them would 
  ever do such a thing. As soon as he 
  was in the vicinity of a harbor with 
  no vision to guide him, he took one 
  of the few vessels that were still intact 
  and asked the first members of his 
  people to follow him. To stay where 
  they were meant to be bound to the 
  atrocities he had perpetrated there 
  and would also have exposed them 
  to justifiable reprisals at the hands 
  of the survivors. So the few Lumians 
  generated up till then left for Dejama, 
  looking for a new beginning.
  The time spent at sea did not improve 
  the mood of the First Generated. 
  On the contrary, it drove him to 
  new depths of misery as the visions 
  resumed and extended to the other 
  Elders. Each of them corresponded to 
  a Newly Generated abandoned to his 
  fate. But even if they knew it, they also 
  knew that turning back would only 
  condemn them all to the same fate. The 
  path to atonement was getting steeper 
  by the minute, and dejection was taking 
  root in Lumian’s soul. 
  When they finally reached the coast, 
  they immediately went in search of 
  the Newly Generated in the Gardens 
  of Life. Now, the cursed places they 
  had left behind seemed totally absent 
  in the new visions, which showed 
  new unexplored landscapes. Grateful 
  for the opportunity, the Elders lost 
  no time, and after gathering the first 
  Newly Generated, they started to 
  build their first city. Lumian put his 
  strength at the disposal of his people, 
  but he did so suffering in silence. 
  When the civilization of the Light 
  appeared to have finally taken root, 
  the First Generated prepared to leave 
  and provide help to all those people 
  in need. All his people asked him to 
  stay, however, because the Lumians 
  all saw him as their Number One, 
  and nothing would ever make them 
  change their minds. If anyone needed 
  his guidance, it was them. The Elders 
  had a crucial role in dissuading him, 
  their main argument being that only 
  someone who had known the deepest 
  despair could know the real meaning 
  of redemption and that perhaps his 
  suffering had a purpose the Kami’s 
  plans. Knowing that the First among 
  them had erred and atoned for his 
  mistakes was going to urge every other 
  follower of the Light to do the same.
  Years later, the sixteen temples to 
  the Kami, each one at the center of its 
  district, underwent some renovation. 
  The Number One was told only of the 
  plan to erect a few statues to the Light. 
  At the end of the restoration work, 
  there was a ceremony to inaugurate 
  each statue, and the notables of the 
  city took Lumian to admire the 
  result of the city craftsmen’s hard 
  work. He was overwhelmed with 
  deep emotion when he saw that each 
  statue portrayed a salient point of 
  his life: from the slaughter he had 
  unleashed in Sit-Tabthi to his attempt 
  at martyrdom, from crossing the 
  sea to taking the throne in Lumina. 
  That way, his people showed him 
  they had never felt ashamed of the 
  Tribe’s origins. Indeed, they were all 
  grateful to him for the courage and 
  
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  determination with which he had 
  led them to where they were now. 
  In remembrance of that day, the 
  memory of which is still fresh in the 
  hearts of those who were there, on the 
  fifteenth day of the eighth month of 
  the year, all the citizens of Luminia 
  gather in front of the residence of the 
  First Numbers, and together they visit 
  all the sixteenth temples in the right 
  order, reliving the events represented 
  there and spending half an hourglass 
  in collective prayer. If a stranger were 
  to be allowed inside the city walls on 
  that day, he would be astonished by 
  the incredible sight of so many people 
  neatly gathered in absolute silence.
  The Keepers of the 
  True Light
  The 
  Lumian 
  civilization 
  grew 
  prosperous over the centuries and 
  blended in with the other populations, 
  always respecting laws, values and 
  moral principles. Their presence in a 
  mixed city is often seen as a reason for 
  pride and a further assurance that the 
  city will be safe, so much so that the 
  other Tribes were the first to favor the 
  presence of at least one temple to the 
  Light to favor the development of a 
  Lumian presence in the city. Scholars 
  by vocation and armed guards by 
  nature, the Lumians watch over the 
  inhabitants of any place opening its 
  gates to them. In the vicinity of the 
  larger Lumian cities and particularly 
  of the capital, villages of those 
  Tribes who had good diplomatic 
  relationships 
  with 
  them—namely 
  any Tribe but Feruas, Gromsh and 
  Oscurians—soon appeared. There 
  never was any real war worthy of its 
  name against the latter in particular, 
  but their totally different view of 
  the Kami and life in general always 
  set one against the other, creating a 
  formal hostility. For this same reason, 
  it was not unusual to see them on 
  opposite sides of a battlefield, lending 
  a hand to the causes of other Tribes.
  Outwardly, the Lumians appeared 
  as 
  a 
  compact, 
  uniform 
  group 
  dedicated to ‘good’, but they have 
  always allowed a high threshold of 
  tolerance in their ranks toward the 
  different interpretations of their 
  concept of Kami. The temples of the 
  Kami were not just places of worship 
  to them but a forum where they could 
  carry on this kind of debate. As one 
  can easily guess, a member of another 
  Tribe would have never received the 
  same level of attention of a worthy 
  representative of the Light, but any 
  of them who wanted to give voice 
  to his free interpretation of concepts 
  already familiar at the moment of 
  Genesis was incentivized to do so. 
  While often branded as trivial, this 
  is one of the more complex and 
  well-structured Kamis. Technically, 
  the most frequent explanation is,  
  “The Kami doesn’t have to be explained 
  nor understood. Our faith is as blind as 
  the love the Kami showed in generating 
  us and giving us the constant blessing 
  of new brothers. Our lives will repay 
  his kindness.”
  
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  Honor in battle, compliance with 
  the law, moral rectitude, a clear 
  division of roles between sexes: 
  these and many others were, after all, 
  concepts they all knew since their 
  Genesis, so universally accepted, 
  they had become the basis of their 
  culture. However, all this had nothing 
  to do with the Kami—it was more a 
  code of behavior. It would have been 
  quite difficult to catch a Lumian 
  lying or not keeping his word, but 
  a woman who trained in the art of 
  swordplay to face a man in combat 
  would not be considered less worthy 
  of representing their Kami. She would 
  only be criticized for violating the 
  normal code of behavior. Different 
  aspects of that common definition 
  were then considered and compared, 
  according to the importance given 
  to this or that part of it. The most 
  debated of all the different topics 
  was whether the definition applied 
  to a single or more objects. Which 
  Kami did not require explanation 
  or to be understood… theirs or all 
  existing Kamis? Again, were they 
  really different Kamis, or was each 
  Tribe giving a different explanation 
  for the same thing? Debates on such 
  topics will never end except for those 
  who turn a deaf ear to the opinion 
  of others, an almost non-existent 
  attitude in the forum.
  But there was a less flexible school 
  of thought, a group giving a version of 
  the famous definition that was carved 
  in stone. It saw the Kami as a single 
  being but at the same time gave a much 
  wider interpretation to the concept of 
  ‘our’, extending it to all the peoples of 
  Enascentia. This is how the members 
  of this minor Way, the Keepers of the 
  True Light, recited their definition: 
  “The Kami of Light doesn’t have to be 
  explained nor understood. The faith 
  of each Tribe must be as blind as the 
  love the Kami showed in generating 
  us and giving us the constant blessing 
  of new brothers. The lives of all of us 
  will repay his kindness.” The Keepers 
  did not offer a vision of the Kami of 
  Light either; they just saw that path as 
  possible. They tried to impose their 
  vision on the others, expecting blind 
  faith and a life spent repaying the debt 
  they incurred through their Genesis 
  in exchange. They were certainly 
  not the ideal drinking mates in a 
  mixed city tavern. Luckily for them 
  and other eventual patrons, such a 
  division developed only within the 
  walls of Luminia, where the Keepers 
  remained until 747 P.G.
  The exodus toward Fourth Dream
  Such was the tolerance of the 
  interpretation of the Kami that some 
  even took the absence of a need for 
  understanding 
  literally, 
  thinking 
  the Kami expressed his will through 
  signs 
  their 
  unprepared 
  minds 
  could not interpret easily. The most 
  acknowledged 
  theory 
  developed 
  around the dreams and visions of 
  Genesis, seen as full of coded messages 
  sent to the most enlightened among 
  them. This movement, whose lack of 
  an official name was in itself proof of 
  the low level of independent identity, 
  flourished when Sendorja arrived in 
  Luminia in 689 P.G. A talented healer 
  
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  and promising orator, Sendorja would 
  visit a different temple of the Light 
  every day, telling the people there 
  about his latest dream, together with 
  his own philosophical interpretation. 
  The 
  Lumians’ 
  disinclination 
  to 
  lie, together with these daily tales, 
  persuaded more and more people, 
  attracted by the large number of 
  dreams promised to him…so many 
  they could not be random events. 
  Sendorja’s 
  explanations, 
  however, 
  were 
  almost 
  always 
  abstract 
  dissertations about absolute concepts 
  and did not imply a clear stance. They 
  could, therefore, be discussed freely 
  and unofficially. At least at first.
  Toward the end of the 740s P.G., 
  the number of dreams decreased, 
  but at the same time tended to 
  repeat themselves at short intervals. 
  One element surfaced repeatedly: a 
  white obelisk in the middle of a sun-
  drenched landscape. Then one day, 
  in 747 P.G., Sendorja took everyone 
  by surprise by announcing he was 
  setting off to the south to search for 
  the obelisk, and anyone who wanted 
  to accompany him would be welcome. 
  He admitted he did not know exactly 
  where the obelisk was but was certain 
  it existed and believed he could find 
  it. He stated clearly this was not 
  going to be an empirical journey but 
  a leap of personal faith in the Kami 
  and his words. He waited for a few 
  days, gathered about one hundred 
  followers—more than enough to put 
  together a caravan—and left.
  At the same time, Vicare, a well-
  known fighter and a prominent figure 
  among the Keepers of the True Light, 
  took advantage of the situation to 
  proclaim the Keepers’ independence. 
  Year after year, the extremism of 
  their ideas distanced them more and 
  more from the rest of the Tribe, and 
  their numbers were not growing in 
  Luminia. If they had to remain an 
  isolated group, then it was better 
  to distance themselves from those 
  professing different theories. He asked 
  Sendorja if they could join forces on 
  the journey, but he set things straight 
  from the start, declaring his intention 
  to keep his own identity intact as they 
  traveled together. The agreement 
  benefitted both of them, so they all 
  left—about four hundred people.
  The journey was trouble-free at 
  the outset as they crossed the Silent 
  Plain and the pass in the hills north of 
  Jandia. Things got a little more difficult 
  when they had to cross the Rallenock 
  Mountains, and they had to substitute 
  parshas and horses with burden 
  animals, such as koopash and mules, 
  better suited to the harsh terrain. 
  Sendorja was visibly confused—he 
  had arrived with conviction but was 
  now waiting for a new sign telling 
  him which direction to take. They 
  were nearing the coast when he had a 
  new dream that differed from the one 
  that had led them there, a dreamlike 
  experience that showed him a few 
  rocky islands off the coast, beyond 
  which rose another mountain range. 
  
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  So, they took to the sea. There were 
  few skirmishes, but there were losses 
  nonetheless.
  Once they reached Si-Neb, the 
  original group split while crossing 
  the Mehara Mountains. The Keepers 
  of the True Light wanted to head 
  south along existing paths, while 
  Sendorja was set on following his 
  latest dream, which led him east, 
  despite the more grueling route. So, it 
  was a group of just eighty that passed 
  Nu’Rok and ventured into the plains 
  of that continent. There, they had to 
  face more hostile creatures and raids, 
  and their reduced numbers did not 
  help. They were down to fifty people 
  when they finally reached a hilly area. 
  And there, under a blazing sun, a 
  step away from giving up, Sendorja 
  had his fourth and final dream, in 
  which he clearly saw the place he was 
  seeking and the city he would build 
  there. Today, it is the center of the 
  most prosperous Lumian community 
  on that continent.
  Lumians of Artanty
  On this continent, the Tribe has 
  enjoyed the same favorable treatment 
  it received in Dejama in its many 
  mixed cities. Since they have a clear 
  view of life, albeit with all its different 
  interpretations, the Lumians seldom 
  embrace a Way. The only one they 
  join willingly has its headquarters 
  there: the Inquisition of the Blazing 
  Arrow.
  Their inclination for this Way is 
  so deep-rooted, it would be true 
  to say it was the Lumian High 
  Inquisitor Elshian who founded 
  the whole organization with the 
  help of invaluable collaborators, of 
  course. Before the Inquisition was 
  founded, Lumian patrols took it upon 
  themselves to defend any village that 
  asked for help from the growing 
  threat of the Faceless Ones, which was 
  extremely real in the northern lands. 
  A good fighter with sword and shield, 
  Elshian could also use magic to his 
  advantage. In 163 P.G., he was sent to 
  take part in a round table organized by 
  members of the Lost Tribes, the same 
  members of the Blazing Arrow that 
  had split from the Faceless Ones after 
  the rift that was a consequence of the 
  second Overthrow of the Royal Races. 
  They reached Artanty following that 
  new despicable Way, in particular 
  its branch called ‘Revolutionaries’, 
  but upon realizing the real threat 
  came from the coercion exerted by 
  the other branch, the ‘Activists’, they 
  decided to seek an alliance with those 
  who had been fighting and containing 
  them. Representatives of the first and 
  second generation asked Elshian 
  to join forces to fight that common 
  threat. However, they also asked to 
  give their support to the cause from 
  behind the scenes so that they did 
  not arouse suspicion. Elshian agreed 
  willingly and started to search for 
  allies among the other Royal Races. 
  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 
  actually holds all decision-making 
  power within the Way, resides beyond 
  another circle of walls at the very 
  center of the capital, away from the 
  training grounds and the barracks of 
  the third generation.
  Lumians of Dejama
  Thanks to the presence of their capital 
  in the north-eastern area of this 
  continent, the Lumian civilization 
  is quite prosperous here. Travelers 
  can count on their constant itinerant 
  presence, which on occasion offers the 
  guarantee of an armed escort, most 
  of all in the north. Moving south, 
  their presence becomes less frequent 
  and they are almost totally absent in 
  the far south, in the vicinity of that 
  underworld crucible, Oscuria.
  Over the centuries, the close-knit 
  Lumian armies on the continent 
  develop simple but efficient military 
  tactics, based on a line of infantry, 
  one of cavalry, and the rear, where the 
  wounded are taken care of. Over time, 
  however, the limitations of this system 
  have become clear in unfavorable 
  territories or with the growing number 
  of armies if they do not have the 
  support of other allied Tribes; their 
  weakness is clearly lack of units of 
  long-range fighters, with the exception 
  of a few enchanters. So they reconsider 
  their cult of the sword. It still is their 
  main weapon, but no longer the only 
  one. In 464 P.G., they add units of 
  archers to their armies.
  Lumians of Si-An
  Their enforced isolation in the 
  Varnha Desert and in the area of the 
  Lakes of the Skull during the first 
  three centuries isolates the Lumians 
  of this continent from the rest of 
  their tribe, which leads them to 
  follow a different lifestyle. The cult 
  of the sword is still prevalent among 
  them, as well as the division of roles 
  according to gender, with the males 
  fighting and the females charged 
  with all the other tasks, including 
  treating injuries. Other conventions, 
  such as the use of heavy armor, never 
  really take root here. It is possible to 
  see followers of the Light of Si-An 
  wearing shining armor, but there is 
  also a good chance of meeting blond 
  swordsmen who have excelled in 
  agility and mobility, and wear just 
  leather armor or, at most, chainmail. 
  Among the favored types of swords 
  one can find in their villages are 
  short swords, rapiers, sabers, and 
  scimitars for one or two hands.
  Males and females wear lighter 
  clothing, less revealing than on the 
  other continents. While they still 
  uphold the same values, such as the 
  sanctity of a union, monogamy and 
  the sense of modesty, the latter does 
  not impose a rigid code of attire and a 
  low cleavage does not cause the same 
  uproar it would in Luminia. This, for 
  example, is the choice of attire made 
  by Priscilla, a ‘pure’ who lives in a 
  fortress by the oasis of Nesuit. Many 
  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 
  undertake this journey take with them 
  large quantities of jewels, the only 
  trading goods Priscilla will accept. 
  Actually, her choice of a fee is not born 
  of personal greed, but it is a sort of test 
  to evaluate how much the claimant is 
  attached to his earthly possessions. 
  In fact, she will often reject perfectly 
  designed objects presented in large 
  chests and ask instead for some 
  trinket the speaker is wearing to see 
  how important his request is to him 
  and how vain he is. She gives all her 
  profits to the mixed community which 
  developed around the oasis during the 
  Resistance against the Feruas. 
  Lumians of Si-Neb
  In spite of the rather unhospitable 
  nature of the land, which in theory 
  should not be suitable for such a 
  socially advanced civilization as that 
  of the Lumians, their presence on 
  the territory is widespread and well 
  distributed. By now, the hills around 
  Fourth Dream are scattered with 
  Lumian villages, but their settlements 
  are numerous elsewhere, too.
  During the exodus led by Sendorja, 
  in 747 P.G., Vicare and the other 
  Keepers of the True Light head toward 
  the south-west, and their path leads 
  them to the far west. In order to avoid 
  the harsh climate around the glaciers, 
  they settle on the peninsula, thus 
  becoming one of the very few bastions 
  of civilization there where they build 
  their fortress. From there, Vicare and 
  a group of his companions set sail 
  for Dejama every two years, heading 
  north again to Luminia, where they 
  usually find new recruits for their 
  order. But Vicare takes advantage of 
  any situation to gather converts, and 
  the patrons of those taverns unlucky 
  enough to have him stop there seldom 
  forget him or his extremely boring 
  dissertations about the True Light.
  In the northern area of Si-Neb, there 
  is another presence worthy of mention, 
  which could become the spark that 
  generates a new minor movement, a 
  lonely fighter called Laran. As security 
  superintendent, he took part in the 
  enchanters’ council organized by 
  the Menoosh in the first half of the 
  sixth century and tried to intervene, 
  unsuccessfully, when the accident 
  happened (p.. "Second Council of the 
  Royal Races" on page 133). Hit by 
  blasts of magic energy released by 
  the Veil, torn and out of control, he 
  suffered a permanent modification of 
  his upper torso and right arm which 
  does not seem to have impaired his 
  health. Already prejudiced against 
  magic, he developed an innate dislike 
  of any spell, be it aggressive or healing, 
  since he bears the brand of that hated 
  art unwillingly. From that day, he has 
  taken to fighting with his left arm, 
  covering the damaged part of his body, 
  of which he is deeply ashamed. He 
  uses his right arm only to fight against 
  Weavers, tangible proof of the dangers 
  caused by magic and susceptible to 
  injury only by the curse afflicting 
  him, which consists of the surprising 
  
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  ability to use the power of the Veil to 
  his advantage, a specialty anyone else 
  would covet.
  Appearance
  The Lumians have a very pale, almost 
  white complexion hidden under long 
  robes or heavy armor to protect it 
  from sunlight. While all Lumians are 
  of medium size, each individual 
  varies considerably in height and 
  weight. The hair is always blond 
  and the eyes are blue or green.
  The Lumians have a marked 
  preference—almost a cult, to them—
  for swords of any kind, from katanas 
  to sabers, foils, scimitars or two-
  handed swords. Each village has a 
  favorite weapon, and its inhabitants 
  specialize in its use. The fighting and 
  dressing style depends entirely on 
  the weapon of choice. The Servants 
  of the Light are detached to specific 
  villages on the basis of their natural 
  talents and the will of the Kami.
  At times, it is possible to find a subject 
  with white hair and gray eyes: they are 
  considered ‘pure’ by their peers, and as 
  such are seen as chosen by the Kami. 
  They are earmarked for the use of the 
  two-handed sword and study its secrets 
  in the capital itself, Luminia.
  Genesis
  The Newly Generated are met by a 
  group of Elders, made up in equal parts 
  by males and females, plus a ‘pure’ one 
  sent from Luminia, because they are 
  usually the ones who receive visions 
  from the Kami on when and how the 
  Lumians will get new recruits. The 
  equal number of males and females 
  is necessary to impart the Newly 
  Generated—male or female—all the 
  different teachings he or she needs.
  The males are taught from the very 
  beginning how to use a sword and 
  observe their military duties; the 
  female are clothed first and foremost; 
  if not dressed properly—as modesty 
  requires as a form of respect to the 
  Kami—they are taught the healing 
  arts and even magic if they show an 
  aptitude for it. After three days of 
  training, the officer from Luminia 
  decides which is the Newly Generated’s 
  most evident aptitude and sends him 
  to one of the villages. A detachment 
  from the welcoming committee then 
  escorts the Newly Generated there 
  while the others return to Luminia or 
  head for another Garden of Life if a 
  new Genesis has been perceived.
  Civilization
  Each Lumian trains in one of the 
  villages—peopled 
  only 
  by 
  the 
  Merciful Ones—scattered all over 
  Enascentia. The weapon of choice 
  determines the fighting and dressing 
  style of the inhabitants, but has no 
  influence on the structure of the 
  village itself, which conforms to 
  traditional parameters. Each village 
  is geometrical in shape with round 
  walls and a central square—circular 
  as well—often sporting a fountain 
  
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  carved to represent a Lumian leader. 
  All the villages’ main structures look 
  over the square, from the library to 
  the armory, the Temple of the Kami, 
  the Cathedral of the Light and the 
  barracks of the Number Ones’. Some 
  explanations about these last three 
  structures are necessary. 
  The Temple of the Kami is a place of 
  worship, built to give the inhabitants 
  a point of reference for their daily 
  prayers. There may be a few differences 
  in the architectonic style, but the 
  Temple usually has sturdy walls, large 
  glass windows to allow light to enter 
  and many effigies of the Kami or an 
  Elder. The Cathedral of the Light 
  hosts all the Acolytes—those young 
  females who still need teaching or 
  have not yet found a husband.
  The last structure is just the 
  residence of the village’s upper 
  echelons, whose halls are also used 
  for the village’s basic administrative 
  activities, such as decision-making 
  and juridical councils. The Number 
  Ones bear this name because the 
  Servants of the Light have an iron-
  cast hierarchy based on seniority and 
  devotion to the Kami. Those who are 
  the proud holders of the first rank are 
  in charge of a specific organization 
  or village. There can be just a single 
  Number One within a specific 
  category, flanked by two counselors 
  who both are of second rank (they are 
  both Number Twos). There are then 
  three third-rank officers and so on, 
  until every rank of the hierarchical 
  pyramid is defined.
  Behavior and Customs
  A Merciful One’s life is ruled by 
  many principles, all in harmony 
  with his Kami: loyalty, honesty, 
  devotion, honor, probity and faith 
  are just a few.
  Whatever may be the Kami of the 
  person they are dealing with, the 
  Lumians prefer to talk rather than 
  resort to their swords. Of course, at 
  times the only language the infidels 
  can understand is that of the blade, 
  in which case the Lumians set aside 
  their inclination to dialogue.
  It is the males’ duty to fight to 
  defend the Tribe and enforce the 
  principles of their faith following 
  the way of the sword. They are also 
  privileged in that they can resort 
  to prayer every time they need the 
  sacred flame of the faith.
  It is the females’ duty to pray 
  for the men of the Tribe and for 
  themselves so that the Kami will 
  watch over them. They are also 
  privileged, as they can carry out all 
  the civil jobs necessary for normal 
  life in the villages. Some of them are 
  allowed to study magic.
  There are some cases of male 
  Lumians who devoted themselves 
  to the way of magic, as well as of 
  females who are good at wielding 
  a sword, but this is mostly the case 
  with adventurers. Life in a village 
  would never allow for such oddities.
  
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  Game Features
  Code of Honor 
  A Lumian always keeps his word, tries 
  to act correctly, as a man of honor 
  should and never lies. He gets the 
  Code of Honor additional Hindrance.
  Heroic 
  A Lumian always tries to save another’s 
  life, even risking his own. He gets the 
  Heroic additional Hindrance.
  Expert Swordsman 
  A Lumian can choose a bonus Edge 
  among the following: Qualified in 
  Flamberge, Qualified in Gauntlet-
  Sword, Expert at Sword.
  Healer 
  The Light they are harbingers of 
  shines in the hands of the Lumians 
  when they help others. At character 
  creation, a Lumian gets Healing d6 
  and the bonus Edge Healer.
  Persuasive 
  A Lumian is always helpful and 
  accommodating, 
  thus 
  obtaining 
  friendly rather than normal reactions 
  from the people with whom they 
  interact. At character creation, he gets 
  Persuasion d6.
  Unwavering Willpower 
  Strengthened by their beliefs, the 
  members of this Tribe have firm 
  moral principles, equal only to their 
  
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  unwavering willpower to follow them. 
  At character creation, a Lumian gets 
  Spirits d6, instead of the usual d4, and 
  s a +2 bonus to all Fear checks.
  Relationships with the 
  other Tribes
  Allied with the Janahs: 
  “They know honor and mercy. Don’t 
  look for the Kami within yourselves, 
  brothers. Look for it around you, 
  and you’ll realize our paths aren’t so 
  different, after all.”
  Allied with the Rok’Nars: 
  “There’s a difference between living 
  blindfolded and seeing through a 
  thin veil. Those who do the first will 
  never be able to share anything with 
  those who can see, while the others 
  have a few glimpses of things and it’s 
  possible to talk or exchange views 
  with them.
  Allied with the Senduars: 
  “Perhaps they wander in search of 
  their Kami or to feed their meditation. 
  In any case, the door to our sacred 
  places will always be open to them.”
  Indifferent to the Kronoss: 
  “They are so far away from the truth 
  and us that we don’t have to bother 
  about them and their skepticism.”
  Indifferent to the Menoosh: 
  “I’d never trade even a drop of my 
  probity for an empty life of leisure 
  such as theirs. On the other hand, 
  the Kami doesn’t give orders and 
  everyone’s free to make his own 
  mistakes.”
  Indifferent to the Whisplings: 
  “Another veil, another perspective. 
  It will be our duty to show them 
  how you can see in the same way 
  looking from the opposite sides of 
  the same veil.”
  Enemies of the Feruas: 
  “Poor, faithless beasts. I pity them. To 
  mistake a gift from the Kami for the 
  Kami himself is being blind, but to 
  persist in living blindfolded is sheer 
  stupidity. They didn’t accept our 
  forgiveness when we offered it. Now, 
  it’s too late.”
  Enemies of the Gromsh: 
  “Whoever confuses faith with folly is 
  a danger to the others as well as to 
  himself. We cannot simply stand by 
  and just watch.”
  Enemies of the Oscurians: 
  “When your honor has a price, you 
  do not deserve the Kami’s forgiveness 
  anymore.”
  View of the ways
  Inclined towards the 
  Inquisition of the Blazing 
  Arrow: 
  “We seldom run across a purpose 
  as noble as theirs. They can 
  always count on my blade when 
  it comes to eradicate the Faceless 
  Ones’ unholy threat.”
  
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  Indifferent to the Followers of 
  the Mosaic:
  “Each individual lives his Kami’s 
  precepts his own way. To search for 
  the Lost Tribes and preserve them is 
  not, itself, an offense to our creed.”
  Prejudiced against the Guild of 
  Free Trade: 
  “This is a Way the Oscurians devised 
  to do as they please and deceive the 
  other Tribes. Is there anything else we 
  need to know?”
  Prejudiced against the 
  Defenders of Free Will: 
  “I find it difficult to think that a 
  Gromsh or a Rok’Nar could forsake 
  their habits to embrace the Light. 
  And the idea of an Oscurian doing it 
  simply makes me smile.”
  Prejudiced against the 
  Warlords: 
  “It is beyond my comprehension 
  that there can be people ready to 
  kill their own kind because of some 
  potential future problem. And I 
  can’t condone it.”
  Famous Characters
     Sendorja
  Outstanding 
  orator 
  and 
  healer, 
  Sendorja leads his people toward Si-
  Neb following some visions brought 
  to him by his dreams, and with fifty 
  survivors he builds Fourth Dream. He 
  is presently the Number One of that 
  city, and in time, his healing ability has 
  become equal to Lumian himself. The 
  proximity of the Obelisk augments 
  the magical talent of any enchanter 
  in the vicinity. This phenomenon 
  is actually due to the nature of 
  the powerful artefact, built by the 
  Inim’Ur, and the affinity between the 
  power it grants and the intentions of 
  its users. In short it is a sort of magic 
  amplifier which can transcend its 
  own limitations. What the Lumians 
  do not yet know, however, is that 
  they are unwittingly paying the price 
  for this power, something the Lost 
  Tribe that designed it saw as an added 
  advantage—that is, a route to a more 
  spiritual form. Just recently, in 996 
  P.G., a few visitors from the outside 
  complained there was something 
  strange within them as if their hair 
  was losing substance…just like the 
  Whispling. But that could just be a 
  trick of the heat.
  Tribe: Lumian; Rank: Legendary; 
  Way: None
  Attributes: Agility d6, Smarts d12, 
  Spirit d12+2, Strength d4, Vigor d6
  Skills: 
  Fighting 
  d4, 
  Healing 
  d12+2 (+2), Knowledge (arcane) 
  d8, Knowledge (geography) d10, 
  Knowledge (Si-Neb) d8, Notice d10, 
  Persuasion d12 (+2), Spellcasting 
  d12+2, Survival d6. 
  Charisma: +2; Pace: 6; Parry: 4; 
  Toughness: 5
  Hindrances: Code of Honor, Heroic, 
  Delusional (dreams), Pacifist.
  Edges: 
  Arcane 
  Background, 
  Charismatic, 
  Improved 
  Rapid 
  Recharge, Healer, Light Bringer*, 
  
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  New Power (x6), Power Points 
  (x6), Qualified in Scimitar*, Rapid 
  Recharge.
  Powers: 
  Appease 
  the 
  Crowd*, 
  Armor, Barrier, Greater Healing, 
  Healing, Intangibility, Luminescence*, 
  Radiance*, Remove the Veil*; Power 
  Points: 40 
  Special Abilities: +2 to Fear Checks.
  Gear: Scimitar (Agi+d6-2).
      Vicare
  Tireless supporter of the Keepers 
  of the True Light, he always carries 
  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.
  Charisma: -; Pace: 6; Parry: 8; 
  Toughness: 11 (3)
  Hindrances: Code of Honor, Heroic, 
  Overconfident, Stubborn.
  Edges: Bulwark of the Light*, 
  Healer, Improved Sweep, Improved 
  Trademark 
  Weapon 
  (flamberge), 
  Qualified in Flamberge*, Sweep, 
  Trademark Weapon (flamberge).
  Special Abilities: +4 to Fear Check 
  (and Test of Will).
  Gear: Flamberge* (Str+d10, reach 
  1, -1 Parry, AP 2, 2 hands), heavy 
  crossbow (15/30/60, 2d8, AP 2, 1 
  action to reload), full plate armor (3).
  
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  “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.
  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.
  
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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 
  methods, different for each of them 
  but all equally effective…vibrations, 
  sounds, smells, body temperature and 
  heartbeat were just some of the signs 
  they could detect. Some of the Sacralis, 
  luckier than the others, avoided being 
  discovered by those monsters by a 
  hair’s breadth and, heading south, 
  they met their creator. A soon as 
  they saw Menoosh intent on creating 
  life, they threw themselves at him, 
  trying to stop him, even though they 
  knew they were probably doomed, 
  anyhow. They could not believe their 
  eyes when they managed to strike 
  him; perhaps they could still defeat 
  the living nightmare standing before 
  them. A moment later, they were 
  even more astounded when they saw 
  black liquid instead of blood pour out 
  of the wound, sacred and therefore 
  familiar to them: it was ink. The First 
  Generated was astonished by the 
  sight, too, but he still felt no fear and 
  instinctively used the new material 
  for his art. His affinity to it surprised 
  him; he did not have to draw a figure 
  to give life to his creations. All he had 
  to do was visualize a shape and the 
  black liquid would take its form, in 
  whatever the desired dimensions. 
  He was always creative with his 
  sentences. Instead of commonplace 
  warriors or weapons, he created fitting 
  scenes, since the only limit was that 
  of his imagination: dark ropes bound 
  the hands and feet of his victims’, or 
  they were drawn and quartered or 
  grim gallows took shape, with the 
  lifeless bodies of his victims hanging 
  from them. They never knew if there 
  were any limits to his work or if he felt 
  the consequences of continually using 
  so much of what ran in his veins—
  whatever it was. They did not have 
  the time for it. The only sure thing is 
  that while his boundless power lasted, 
  Menoosh kept creating, molding and 
  commanding, until his innate need 
  for slaughter ended.
  When he looked around, it took 
  time for him to process the mass of 
  information assaulting his mind: 
  a mixture of previous knowledge, 
  images of things he had done but 
  had no conscious memory of and 
  finally the sight of the consequences 
  of his actions. He saw the bodies of 
  his victims, which made him feel 
  deep remorse, but also what little 
  was left of the huge works his art had 
  created, undoubtedly used to a cruel, 
  reprehensible end but fascinating 
  nonetheless. The creatures he had 
  molded all melted like snow beneath 
  the sun’s rays; only very few shapes of 
  remarkable beings still survive today. 
  He allowed himself a short time of 
  silent meditation as a mark of respect 
  toward victims of fate—since he did 
  not consider himself responsible for 
  actions without any consciousness 
  or real intent—and devoted the first 
  few hourglasses of his conscious life 
  to honoring their memory with a 
  rite and burning their remains. Even 
  when he received his first visions of 
  Genesis, he did not interrupt the rite, 
  so as not to alter its sanctity. Only 
  when he had finished did he go to 
  welcome the first Newly Generated, 
  
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  leaving behind the pain of the past 
  and looking to the future with his 
  most radiant smile.
  Menoosh was an invaluable guide 
  to his Tribe: he took care of the 
  Geneses, led his people to the place he 
  thought best suited in which to build 
  their capital, in total symbiosis with the 
  surrounding nature, and followed every 
  basic aspect of the prosperous growth 
  of their civilization step by step.
  Year after year, Menoria became 
  more and more the core of Menoosh 
  culture, a meeting place for all creative 
  excellence, but individual artists 
  kept traveling from village to village 
  to improve their talents and avoid 
  stagnation. This tendency was the 
  direct consequence of the educational 
  methods the Elders used with the 
  Newly Generated. They would offer 
  them all possible help within the city 
  until they realized themselves that 
  such a situation had its own limits 
  and that they had to start learning 
  on their own if they wanted to 
  experience really full life experiences. 
  Because of this, many Menoosh 
  villages were built, scattered all over 
  Enascentia, with a population that 
  undergoes constant turnover, due to 
  the predisposition of each individual 
  and therefore impossible to organize: 
  there were frequently insufficient 
  lodges to host all the visitors, or 
  whole villages were often emptied 
  in the wake of a mass migration. 
  Because of these same principles, this 
  Tribe tends to settle in mixed cities, 
  contributing to their economy by 
  doing many useful or simply pleasing 
  things the other Tribes would not be 
  capable of doing as masterfully.
  Over time, the Painted Ones have 
  proved to be the glue that keeps 
  populations firmly united as well 
  as one of the few links between the 
  most rigid keepers of nature—held 
  in high regard by any artist worthy 
  of this name—and the most ardent 
  supporters of civilization. 
  No wonder, then, that the few 
  inevitable 
  conversations 
  between 
  Rok’Nars and Kronoss or Oscurians 
  and Feruas have been managed mostly 
  by Menoosh ambassadors. Year after 
  year, continent after continent, they 
  have strengthened the relationships 
  between the different Tribes at each 
  commissioned work or successful 
  diplomatic mission. Had it not been 
  for their intervention, perhaps the 
  Feruas would have never been able 
  to recover as a Tribe and find their 
  place on Enascentia again after their 
  conquest of Si-An and their defeat. 
  Encouraged by this and many other 
  aims, Menoosh decided to convene 
  the first formal meeting of all ten 
  Royal Races to discuss the terms for a 
  peaceful coexistence.
  First Council of the 
  Royal Races
  In 392 P.G., forty-nine ambassadors 
  and their escorts left Menuria, each 
  headed to meet a Tribe representative 
  for each continent. The aim was not 
  only to open constructive dialogue 
  
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  Player's Guide
  with the First Generated or the 
  capitals’ highest officials, but to 
  have all of Enascentia represented 
  equally at the meeting. The Menoosh 
  themselves had never had frequent 
  contacts with their brothers across 
  the sea and would have never dared 
  to talk on their behalf without first 
  consulting them. Delivering all the 
  invitations was far from simple, as 
  more often than not there was no 
  specific place to go to, and it was first 
  necessary to make careful analysis 
  of the most influential villages and 
  the 
  highest 
  personalities 
  within 
  each society. This might appear 
  rather ordinary within a hierarchic 
  structure such as that of the Lumians 
  or based on individual strength as 
  is the case with the Feruas and the 
  Janahs, but things were different and 
  far more complicated in other cases. 
  The Gromsh are a clear example 
  of this, but also the Menoosh, who 
  lived elsewhere, were often without 
  a spokesperson. They had too many, 
  and each Oscurian insisted he was 
  the highest authority in the field even 
  before hearing which field it was. In 
  weighing things up, some victims 
  were also taken into account, the 
  ambassadors sent to Sit-Tabthi. Well 
  aware of the danger they were facing, 
  those fearless emissaries did not want 
  to give up their attempt to unify all 
  the peoples and chose to ignore the 
  legends about the central continent. 
  Unfortunately for them, they were 
  quite true, but their sacrifice was not 
  in vain and turned out to be quite 
  useful during the debate.
  In 400 P.G., numerous delegations 
  formed 
  by 
  Enascentia’s 
  highest 
  personalities 
  came 
  to 
  Dejama. 
  The site chosen for the meeting 
  was the neutral ground of the new 
  commercial city of Vesoelm, totally 
  emptied for the occasion except for 
  the teams of stewards, of which there 
  were many because of the exceptional 
  nature of the event. Each Tribe was 
  represented by twelve members, 
  three for each continent, for a total 
  of one hundred and twenty people, 
  plus their escorts who were left 
  outside the city perimeter to avoid 
  creating all manner of imbalances. 
  The only discordant note of the whole 
  project were the fickle opinions of the 
  Gromsh, represented and listened to 
  in the same measure as the others 
  but filtered by tacit agreement by 
  the other nine races, which was not 
  always an easy task. The council 
  lasted two weeks, in which most of 
  the collective decisions, still effective 
  today, were taken. Some among the 
  most important were:
  Everyone agreed not to openly 
  condemn what had happened on Si-
  An, acknowledging the Feruas’ right 
  to dominate the forests under the 
  supervision of the Rok’Nars. Any 
  aggression on the Felids’ part outside 
  the established borders would be 
  considered as a declaration of war and 
  would imply the immediate cessation 
  of the truce.
  The Lumians were given full 
  jurisdiction of any city that would 
  honor them by building a temple 
  to the Light. In such places, the 
  
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  declaration of laws, the management 
  of city guards, and the issue of official 
  rewards would all be evaluated by 
  them before becoming effective.
  The Menoosh were given the 
  awkward job of ambassadors in the 
  light of their undeniable diplomatic 
  successes, of which that general 
  assembly was tangible proof. They 
  were also given the task of supervising 
  the written tradition of the different 
  peoples, who were free to write their 
  individual records but were also 
  asked to provide the Menoosh with 
  the material necessary to write down 
  and pass on customs, traditions and 
  legends of all the Royal Races.
  Four mixed cities—Vesoelm in 
  Dejama, Ereldia in Artanty, Yered 
  in Si-An and Rijel in Si-Neb—were 
  chosen as depositories of emergency 
  funds, 
  put 
  together 
  via 
  offers, 
  donations and taxes, to be used in 
  the case of famine or epidemics. The 
  Oscurians 
  committed 
  themselves 
  to supplying those cities with all the 
  goods necessary to make it through 
  the crisis to be faced, as they had 
  already proved they could do in the 
  case of the Scarlet Vengeance. Of 
  course, they were not going to do 
  anything without payment, but after 
  heated debates at the council table, all 
  the Tribes agreed it would be worth it.
  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 
  against any attempt to deny it to 
  anyone. A series of directives were 
  also approved to manage the meeting 
  of different delegations reaching the 
  same Garden, in the case of multiple 
  Geneses. The Gromsh took that issue–
  one of the few in which they showed 
  any interest—to heart, to the point of 
  insisting that if just one of their Elders 
  was present, all the other delegations 
  who had reached the same Garden of 
  Life should put forward only the Elder 
  to whom the vision had been entrusted.
  Access to Sit-Tabthi was forbidden 
  to all Royal Races, and it was decided 
  that from that moment on, all sea 
  or air routes would avoid the Inner 
  Archipelago. Upon the insistence of 
  some Tribes—mostly Feruas, Janahs 
  and Gromsh—it was also agreed that 
  the agenda for future Councils should 
  include the organization of a mass 
  expedition to regain control of the 
  lost continent.
  Every decision taken by the Council 
  was adhered to for years, with great 
  reliability and consistency, which 
  made the Council a success. Some 
  two centuries later, the Menoosh 
  diplomatic machine set to work again, 
  suggesting a second Council for the 
  year 600 P.G. with the intention of 
  making it a regular appointment 
  every two hundred years.
   
  
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  Second Council of the 
  Royal Races
  The date for the new meeting was set 
  by mutual agreement, but the chosen 
  place was the subject of many a debate. 
  In fact, it was decided, a little hastily, 
  to move it to another continent to 
  guarantee a periodic rotation that 
  would not benefit or disadvantage 
  anyone in the long run. After lengthy 
  consultations, Si-Neb was finally 
  chosen, and in particular the area 
  between Lake Sinija and the Fogfield, 
  to the north and east. The main 
  topic for the Council had a relevant 
  influence on that choice because that 
  region had a peculiar affinity to it, a 
  problem known to all but too often 
  willingly ignored: the relationship 
  the Tribes had with the Veil. At that 
  time, Si-Neb’s landscape was a mix of 
  desolate areas and many places of rare 
  beauty, often generated by past tears 
  in the Veil creating no one knew what 
  sort of magical artefacts. The once-
  constant presence of Weavers was now 
  far less frequent due to the control the 
  Breath of Gromsh—beyond the sea to 
  the north-east—had on them.
  Unlike the first meeting, this time, 
  the invitations were delivered paying 
  specific attention to the personal 
  competence 
  of 
  the 
  individual 
  attendee rather than the office he 
  held within his community. The 
  presence of just the enchanters was 
  required, to the exclusion of the high 
  echelons that had been present two 
  centuries earlier, in order to prevent 
  powerful individuals with little or 
  no knowledge on the subject at hand 
  from prevailing on other more expert 
  ones. A whole palace was built to 
  host the meeting, one of the most 
  majestic towers ever seen, realized by 
  the joint efforts of Menoosh, Janahs 
  and Lumians. The meeting started 
  normally, with the presentation by 
  each delegation of its people’s arcane 
  customs and traditions. In the days 
  that followed, the symposium then 
  tackled a more controversial topic, 
  namely the creation of magical 
  objects, together with the opinions 
  of it of each attendee. The debate 
  was far less heated than expected 
  and—favored as it was by the natural 
  curiosity typical of any scholar—it was 
  decided to improvise an experiment 
  to seal a pact of cooperation among 
  the Royal Races in the magic field as 
  well: they joined their forces to create 
  a gargantuan magical object. It was 
  a tragedy of immense proportions. 
  Since Era of the Forerunners, this 
  was the first time the Veil was so near 
  to its violators, which immediately 
  activated the defenses granted by 
  the Duality after the Nalgar had 
  been killed. All the unsuspecting 
  onlookers were immediately turned 
  into Weavers and could not rest until 
  they removed all the arcane wonders 
  from Si-Neb, healing every tear in the 
  Veil, unable even to feel the attraction 
  of the Breath of Gromsh until they 
  had finished.
  There never was a third Council. 
  Menoosh tried to broadcast officially 
  that their motivation was the desire 
  
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  to honor the memory of those who 
  had died in that tragic event at the 
  beginning of the seventh century, but 
  the common opinion was that the 
  Tribes’ high echelons did not want to 
  repeat an experience that had ended so 
  tragically. The date for a hypothetical 
  third Council is now getting close, a 
  fairly symbolic date which will mark 
  the beginning of the new century 
  and the new millennium. It seems 
  that, this time, the Painted Ones are 
  already sending out their delegations.
  Menoosh of Artanty
  Peerless artists of great fame, the 
  Menoosh excel in every artistic field 
  in all the known lands. Consciously 
  or not, however, they tend to draw 
  inspiration from outside stimuli, and 
  each detail contributes to determining 
  their specific field of specialization, 
  continent by continent. The presence 
  of the Kronoss and Whispling capitals 
  has had a considerable influence 
  on the Menoosh of Artanty, which 
  means that music and writing are the 
  main fields of interest there. Menoosh 
  bards and dancers can be found in any 
  inn worthy of its name, just like each 
  library has its Artist of reference…
  one belonging to the same Tribe, of 
  course. The proximity to the volumes 
  belonging to the Scholars of Time 
  also whets the Menoosh’s appetite for 
  the arcane art considerably, and many 
  of them choose to pursue the study 
  of it. However, freedom of choice 
  and absence of ties are still the basic 
  elements of the Menoosh culture, so 
  it cannot be taken for granted that 
  they will become stable members of 
  that city’s life. 
  Not all Menoosh respect other 
  people’s freedom in pursuing their 
  own. Some of them have long 
  ceased worrying about the feeling 
  of oppression of those who have 
  forged their own chains: they tend 
  to ignore social conventions, self-
  consciousness, taboos or any other 
  form of constraint developed by 
  the supposed evolution of each 
  civilization, 
  because 
  they 
  are 
  persuaded they must apply the 
  concept of freedom to themselves 
  only and that each individual should 
  concentrate on his own freedom 
  without caring if it can turn into some 
  one else’s chains. It is not possible to 
  talk about a real rift between different 
  schools of thought, but undeniably, 
  this is a topic that tends to resurface.
   A group of Painted Ones with a 
  marked inclination for the theory 
  favoring individual freedom over 
  the collective one—to the point of 
  choosing their own pirate banner 
  under the leadership of their captain, 
  Mansi—have settled on the eastern 
  coasts of Artanty. The narrow body 
  of salt water separating the northern 
  and eastern continents abounds with 
  the ships of the Gracious Collectors, 
  which pose as merchant ships 
  belonging to the Confederation of 
  Free Trade to informally approach 
  other ships. They then board them 
  and empty their holds to fill their own. 
  In spite of their rather bland name, 
  
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  Characters
  they have no scruples in leaving any 
  uncooperative victim at sea, but one 
  of their priorities is undoubtedly to 
  minimize the damages for the victims 
  as much as possible. Of course, they 
  will never leave them to starve to 
  death on a drifting raft.
  Menoosh of Dejama
  Dejama is the continent with the 
  highest concentration of Menoosh. 
  Attracted by the festivals held in 
  Kartali, the markets of Vesoelm or the 
  opportunity to visit their own capital, 
  Menuria, Painted Ones from all over 
  Enascentia often journey to these 
  lands, if they haven’t been generated 
  there already. There are many famous 
  personalities, but there are two whose 
  personal histories deserve special 
  mention: Madame Alerya, one of 
  the four who rule the market city 
  par excellence, and Falusa do’Mirr, 
  governor of the city of festivals’.
  High 
  counselor 
  of 
  Menoosh 
  in Dejama, Alerya followed him 
  during the First Council of the 
  Royal Races. She did not take active 
  part in the proceedings but looked 
  after the guests and dealt with most 
  of the organizational problems. In 
  exchange, she was given ownership of 
  a whole palace within the city, which 
  at the time was still a small, growing 
  town, should she want to return in 
  the future. Alerya felt such strong ties 
  with the place and was so fascinated 
  by the prospect of the development of 
  a new meeting place that she asked to 
  be relieved of her duties in Menuria 
  to move there permanently, which 
  was exactly what Menoosh hoped 
  she would do, because he had seen 
  the melancholy in her eyes while she 
  was living in the capital. The servants 
  she had employed at the parties held 
  during the Council became—and still 
  are—her most trusted collaborators, 
  the White Bands, and her palace is 
  well-known as the Pleasure House of 
  Madame Alerya. The security forces, 
  the Red Bands, remained in the city as 
  well, at first under her command until 
  the Opulent Wayfarer took control of 
  them in the following century.
  Falusa’s story, however, is the story 
  of his enterprise. He was one of 
  the first to reach the western coast 
  near Kartali, a few months after the 
  Overthrow of the Royal Races, and 
  there, he found one of the extremely 
  rare settlements spared by the 
  cataclysm. Apparently empty, it had 
  clearly been built a long time before, 
  and it posed a real mystery for the 
  young Menoosh, who decided to 
  spend the night there. What he saw, 
  however, went beyond his wildest 
  dreams: as night fell, the streets lit up, 
  there were faces and sounds, and a real 
  feast was taking place. The scene left 
  him breathless, and when it ended, he 
  waited impatiently for the next night 
  to see it again. Nothing happened. 
  He remained there—day after day, 
  night after night—until he solved the 
  mystery: those buildings gave refuge 
  to three surviving Jisterias, who had 
  spent that first night playing as they 
  used to, unaware of his presence. As 
  
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  Player's Guide
  soon as they noticed him, however, 
  they were afraid and suspended their 
  delusions, waiting for him to leave. 
  Once they started to communicate—a 
  little shyly, at first—the two races 
  discovered they got on far better 
  than they expected and decided to 
  combine their efforts to create what 
  would become a dynamic monument 
  to the art of celebration, a place where 
  festivals never ended.
  Menoosh of Si-An
  From desert dunes to jungle baobabs, 
  the majestic nature of these lands 
  has always fascinated the Menoosh. 
  The lack of taverns is abundantly 
  compensated by a unique landscape, 
  which is a constant source of 
  inspiration to artists like them.
  It was on this land that the 
  inspiration 
  of 
  a 
  Painted 
  One’s 
  reached a new cognitive level, and 
  that visionary unveiled one of the 
  most important secrets of Enascentia 
  without realizing it: the false power of 
  the Tribe symbol.
  Motivated 
  by 
  curiosity 
  alone, 
  Nankil’Slas set off on his journey 
  from Nesuit, an oasis in the Varnha 
  Desert. He did not face the strenuous 
  journey alone but joined the first 
  Senduar caravan he came across, fully 
  intending to part ways with them 
  once out of the sun-drenched dunes. 
  During the journey, he discovered 
  firsthand the enormous cultural 
  differences between their Tribes, 
  most of all those concerning any form 
  of communication. At first, he found 
  it hard to adapt to their customs, 
  which was necessary because of 
  their superior numbers, but in time, 
  he began to appreciate the logic of 
  them: it was not a constraint, as 
  he had erroneously supposed at 
  the beginning, but a way to access 
  experiences that would otherwise stay 
  unknown. Opening his mind, he then 
  embraced their customs just enough 
  to savor the art hidden in a silent 
  sunset, the expressiveness of a glance 
  and the value of a gesture. He was 
  so overwhelmed by the experience, 
  he began to think their respective 
  cultures were not so different from 
  each other if they just took the time 
  to understand each other. He even 
  reached the conclusion that the 
  Senduars, who were careful analysts, 
  were already aware of this and that 
  incomprehension was a real fault 
  of the other Tribes. Upon reaching 
  the borders of the desert, he did not 
  part from his travel companions. He 
  made an silent request, instead, and 
  without further delay, they resumed 
  the journey together. In Dunesia, he 
  found members of other Tribes bent 
  on following a similar path, either 
  simple merchants passing through, 
  who held their hosts’ culture in high 
  regard or philosophers lost in endless 
  debates concerning the customs of 
  the Senduars and thus showing they 
  did not understand them at all.
  After 
  leaving 
  the 
  capital, 
  Nankil’Slas’ caravan kept growing as 
  the months passed, gathering quite 
  a few travelers intrigued by the sight 
  
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  Characters
  of a silent Menoosh. Meanwhile, 
  Nankil’Slas stopped drawing from his 
  natural talents, so he never realized 
  he had lost them. Without noticing, 
  he had switched to another Kami: 
  what he sought now was Discovery 
  through travel, not Freedom of 
  Artistic Expression. The caravan 
  continued to grow, year after year, 
  until it included fifty worshippers of 
  the Senduar Kami who belonged to 
  other Tribes when they joined it. Led 
  by Nankil’Slas, the anonymous group 
  of travelers reached Si-Neb, where 
  they founded a Way, a movement of 
  people united by the common belief 
  that each individual should be free to 
  choose his Kami and not be bound by 
  ties imposed through his Genesis. In 
  458 P.G., the Defenders of Free Will 
  were born.
  Menoosh of Si-Neb
  Among all the continents, Si-Neb is 
  undoubtedly the one where Menoosh 
  are less numerous. The disastrous 
  magic following the Second Council 
  of the Royal Races generated a wave 
  of mistrust toward them all, held 
  responsible for the gathering of foolish 
  experimenters blinded by their thirst 
  for knowledge. Such resentment is 
  still felt strongly by the inhabitants of 
  
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  Player's Guide
  the areas surrounding Lake Sinija and 
  the Fogfield, victims of a wound that 
  was difficult to heal. In spite of all this, 
  the Genesis delegations are tolerated 
  there, welcomed even by Rok’Nars 
  and Feruas within the few wooded 
  areas, and by the Lumians in the hilly 
  region around Fourth Dream.
  Appearance
  The 
  most 
  common 
  word 
  that 
  defines 
  the 
  members 
  of 
  this 
  Tribe—beautiful—is also the most 
  appropriate. Their allure transcends 
  the subjectivity implicit in the 
  definition and manages to affect even 
  the most prejudiced observer.
  Usually well muscled, thanks 
  also to their daily exercising (a 
  consequence of a constantly mobile 
  way of life), the Menoosh are of 
  medium height—around five foot 
  six inches tall—and it is rare for one 
  to weigh more than two hundred 
  pounds.
  Their eyes and hair are brightly 
  colored and often red. Their choice 
  of clothing is garish, too, although 
  they prefer to leave as much of their 
  bodies as exposed as possible.
  The only real difference between 
  males and females is that female 
  Menoosh are wooed by members 
  of all the other Tribes. Besides their 
  innate sensuality, they stand out 
  because of their marked generosity 
  and almost non-existent modesty.
  Genesis
  A Newly Generated Menoosh is 
  greeted by a group of people from 
  his own Tribe, normally all but one 
  of the opposite sex. The Elder, male 
  or female, explains the concept of 
  Kami to the Newly Generated, then 
  introduces him to the subject of the 
  Tribe’s customs. This explanation 
  tends to be short and is followed by 
  a request: the Newly Generated has 
  to select the subject that meets his 
  tastes more than anyone else within 
  the welcoming group—the Elder 
  excluded. The chosen one, whoever 
  he or she may be, must show a lack 
  of modesty by taking off all his 
  clothes and completely undressing 
  the new young Menoosh, to teach 
  him (or her) another fundamental 
  principle of the Tribe: the pursuit 
  of pleasure. From the very moment 
  of their Genesis, the Menoosh 
  therefore become accustomed to 
  getting freely whatever they want, 
  without any preconception, qualms 
  or inhibition. On the basis of this 
  same principle of a free life ruled 
  by instinct, if any member of the 
  welcoming group finds that the 
  Newly Generated is not to his or 
  her liking, this member can leave 
  the group without explanation. 
  On the other hand, the Menoosh’s 
  nature and innate charisma are such 
  that there have been very few such 
  episodes throughout the Tribe’s 
  history. At times, the welcome of 
  a Newly Generated can turn into a 
  real orgy; a famous example of this 
  
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  Characters
  is Lebelia, now renowned within 
  her Tribe because when questioned 
  by the Elder, she answered (fully 
  ignoring 
  the 
  consequences), 
  “Honestly, I really like you all, women 
  included.” The orgiastic night that 
  followed resulted in everyone resting 
  for two more nights before they could 
  leave the place.
  Civilization
  Menoosh villages are better defined 
  as landscapes rather than mere 
  settlements and are breathtakingly 
  beautiful, harmoniously set in a lush, 
  natural background. The Menoosh 
  express their artistic flair in building, 
  furnishing and decorating their 
  villages, using any material they 
  find. Those who are more finicky 
  about detail can wander away from 
  the village for months just to find 
  the exact kind of wood they want 
  for their front-door lintel. There are 
  no doors because they do not exist 
  within their culture; even walls are 
  not necessarily efficient barriers, 
  as they are not thought to keep 
  others out but rather as a support 
  to hang pictures, or tapestries or a 
  canopy meant to protect a vase or 
  sculpture from the elements. They 
  often live under huge porticoes open 
  at the sides, built on a rocky ledge, 
  or hanging between two trees or 
  even built around them. The Artists 
  willingly barter their works, which 
  are the end result of the expressive 
  form that best represents them. In 
  exchange, they merely ask the right 
  to barter for other people’s works 
  too. It is therefore clear they know 
  and practice bartering but are not in 
  the habit of estimating the exchange 
  value of any object because they all are 
  examples of the finest craftsmanship. 
  They 
  usually 
  celebrate 
  specific 
  events—first and foremost, the advent 
  of a Newly Generated among them—
  with banquets and dances.
  Being highly sociable, however, 
  they tend to settle in mixed villages 
  to live there in harmony with other 
  Tribes. Likewise, they do not fear 
  traveling, which for them is the 
  perfect opportunity to widen their 
  experiences and meet new people—
  perfect ways to stimulate their artistic 
  inspiration.
  Their nature and friendliness to all the 
  other Tribes make them the perfect 
  ambassadors in any situation.
  Behavior and Customs
  The Menoosh’s whole existence is 
  devoted not only to expressing their 
  individual artistic gifts but also to 
  contemplating anything they find 
  intriguing or a source of inspiration. 
  This concept can be found so often in 
  nature that the Artists see it as a font of 
  inspiration for their Art and consider 
  it an important element to harmonize 
  with. They tend to experiment in any 
  possible field in their constant search 
  for new sources of inspiration. The 
  Painted Ones can often been seen 
  trying more than one evolutionary 
  
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  Player's Guide
  path at the same time, from magic to 
  sword fighting, ranged weapons and 
  martial arts. It is more common to 
  see them use a mixture of styles and 
  skills rather than single-discipline, 
  specialized techniques.
  Brilliant and creative, the Menoosh 
  see sex as the ultimate expression of 
  passion and creativity, and indulge 
  with absolute freedom.
  The Menoosh are also keepers of 
  ancient writing techniques: no race 
  knows the secrets of paper and ink 
  as well as them. When it was to be 
  decided who was going to hand down 
  the writings of the different races, 
  everyone agreed instantly to put the 
  Menoosh in charge. They have kept 
  this legacy over the centuries, but the 
  most creative among them see it as 
  a sort of constraint. Their skill with 
  pen and parchment is not limited to 
  writing, however. One of the Tribe’s 
  nicknames, the Painted Ones, is due 
  to their tendency to cover their bodies 
  with drawings and symbols using 
  a special ink which comes in many 
  colors. It is said that their elders are 
  the keepers of the secrets of this art 
  and that they can even create objects 
  and lifeforms through careful use of 
  nibs and ink. It also seems they carve 
  tattoos, whose ink is imbued with a 
  magical essence on members of other 
  Tribes, as a sign of alliance.
  Game Features
  Mixer 
  A Menoosh’s innate sensitivity and 
  capacity 
  for 
  self-examination 
  is 
  equal only to his charm. At character 
  creation, a Menoosh gets Spirits d6 
  instead of the usual d4 and also gets 
  the bonus Edge Attractive.
  Aesthete 
  Especially 
  inspired 
  actions 
  or 
  demonstrations of extreme skill 
  never go unnoticed by a Menoosh; 
  on the contrary, they could even 
  upset him. If a Character gets two 
  or more raises, the Menoosh has 
  to make a Spirit roll to avoid being 
  Shaken by what he saw. In non-
  combat situations, this translates 
  into an inert state of awe that causes 
  him to question the Character in 
  order to savor his charm and the 
  scene itself as much as possible.
  Ill-suited to close combat 
  Although usually busy dividing his 
  attention between numerous subjects 
  and activities, a Menoosh tends to 
  neglect his military training. He 
  suffers a -1 Parry penalty.
  Artistic Temperament 
  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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  Characters
  Magical Writing d6. They are the 
  only Tribe who can use this skill to 
  carve magic tattoos.
  Instilling Compliance 
  Once a day, a Menoosh can make 
  use of his Kami’s gift to his own 
  advantage. This power can be used 
  in two ways: either increasing an 
  NPC’s reaction on the Reaction Table 
  by two degrees, or using the puppet 
  spell on a Friendly or Thoughtful 
  target without spending any Power 
  Points or fulfilling any requirement. 
  This effect lasts 3 rounds and can be 
  extended (1 round) only by Veteran 
  or higher Rank Characters with 
  Arcane Background. The range is still 
  the same as the spell (Smarts x 1”), 
  but to function properly, the power 
  requires an opposed Spirit roll against 
  the victim’s Spirit.
  Relationships with the 
  Tribes
  Allied with the Feruas: 
  “They live surrounded by art, so it’s 
  normal for them to be so fascinating. 
  At times, they tend to listen more to 
  their nerves than to their heart, but 
  even then they are pleasant company.”
  Allied with the Gromsh: 
  “They’re wonderful. I could spend 
  hours just watching them. They are the 
  ultimate expression of Improvisation. 
  The only thing you have to remember 
  is to distance yourself from the artist 
  when he decides to use you as the rock 
  for his next carving.”
  Allied with the Kronoss: 
  “If there weren’t any scholars, there 
  probably wouldn’t be any need to write 
  books. Few Tribes have the brains 
  necessary to appreciate a job well done, 
  and they really give us satisfaction.”
  Allied with the Oscurians: 
  “They never give anything unless they 
  receive something in exchange, but I 
  see no harm in that. It’s their job, after 
  all, and they’re quite in demand, too. 
  Often, watching them at work is even 
  amusing.”
  Allied with the Rok’Nars: 
  “They have a fascinating, even poetic, 
  view of nature. Their good looks are 
  mesmerizing…sooner or later I’ll 
  manage to touch the heart of at least 
  one of them.”
  Allied with the Whisplings: 
  “Among all the Tribes, they are perhaps 
  the only ones who understand us when 
  we speak of Freedom. You cannot chain 
  the air, my friend, just like you cannot 
  chain art.”
  Indifferent to the Janahs: 
  “They are dangerous because one never 
  knows what their next goal will be. I’m 
  curious, however.  What will their next 
  goal be?”
  
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  Player's Guide
  Indifferent to the Lumians: 
  “They’re so cute when they get excited 
  about something, I wonder if they get 
  just as excited in bed. Don’t get upset 
  now…we’ll keep our distance. We 
  aren’t going to eat you alive.”
  Indifferent to the Senduars: 
  “They are pleasant travel companions. 
  Always on the move, they know 
  every road. Of course, a few more 
  words would be appreciated, but this 
  doesn’t prevent them from expressing 
  and appreciating art as they wander 
  around.”
  View of the Ways
  Inclined towards the Guild of 
  Free Trade: 
  “Getting to know new people every day, 
  traveling far and wide and seeing the 
  finest creations by the best craftsmen. 
  Where do I sign?”
  Inclined towards the Defenders 
  of Free Will: 
  “How could we pride ourselves on 
  believing in Freedom if we didn’t support 
  everyone’s freedom to believe what he 
  feels he’s more in harmony with?”
  Inclined towards the Followers 
  of the Mosaic: 
  “They believe truth can be discovered 
  through debate between different 
  peoples, their union and the retrieval 
  of lost customs and traditions. How 
  could I criticize them?”
  Indifferent to the Inquisition of 
  the Blazing Arrow: 
  “Theirs is a noble pursuit, and I’m 
  glad they exist. There’s way too much 
  to do in the world, though, for me to 
  concentrate on just one cause, however 
  noble.”
  Indifferent to the Warlords: 
  “There’s probably some truth in what 
  they say, but a Warlord is not the best 
  title for an ambassador.”
  
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  Famous Characters 
        Mansi
  Generated on the shores of Lake 
  Lenali, where she grew up, Mansi 
  discovered her love for water soon 
  enough, immediately declaring it 
  her 
  favorite 
  element. 
  Extremely 
  beautiful, she never had problems 
  sharing her beauty with others, fully 
  embracing her Tribe’s Kami. There 
  was an episode, however, that led 
  her to investigate what intrigued her 
  the most: absolute freedom in her 
  actions. One day, the found a group of 
  Lumians on the shores of Lake Lenali, 
  who had convened there to celebrate 
  some sort of union, or at least this 
  seemed to be the gist of the words 
  of the most well-dressed among 
  them. In front of him, there were two 
  people, a male and a female, and the 
  male was among the most beautiful 
  Mansi had ever seen. She emerged 
  from the water as she had plunged 
  into it—naked but for a band around 
  her right arm, covering her symbol 
  of Genesis. Approaching him, she 
  kissed him passionately to the utmost 
  astonishment of the bystanders. She 
  could never understand the chaos 
  that followed her action: they shed 
  rivers of tears, cried out at the scandal, 
  and some even threatened to kill her. 
  She was scarred by the experience. 
  She had just expressed her desire and 
  her will, and could not understand 
  how she could have denied another 
  his freedom in doing so. Upset by 
  her treatment, she lost interest in 
  the others and merely pursued what 
  her instinct told her. Over the years, 
  events drove her to greater extremes 
  than she could have foreseen: she took 
  to robbing merchant ships just for fun. 
  This is how the Gracious Collectors 
  were born, a group of pirates active 
  in the waters between Artanty and 
  Si-An, with bases on both shores and 
  their headquarters by the Lakes of the 
  Skull. Mansi still believes firmly in 
  the highest expression of individual 
  freedom, but she does not care for the 
  freedom of others when conflicts with 
  her will. Every merchant ship falling 
  into her hands is confiscated and sold 
  or simply dismantled, and the crew 
  is left alive on the ship’s lifeboats. 
  Among all her victims, those she 
  takes most pleasure in robbing are the 
  Lumians, and she never fails to take 
  her personal revenge against their 
  women; she does not just take their 
  jewels, but often fancies their clothing 
  as well.
  Tribe: Menoosh; Rank: Heroic; Way: 
  None
  Attributes: Agility d12, Smarts d8, 
  Spirit d8, Strength d4, Vigor d6
  Skills: Boating d12, Climbing d6 
  (+2), Lockpicking d6 (+2), Lying d10 
  (+4)*, Magical Writing d6*, Notice 
  d8 (+2 traps), Perform (dance) d10*, 
  Perform (juggling) d6*, Persuasion 
  d10 (+4), Stealth d8 (+2 urban), 
  Streetwise d6 (+4), Swimming d8, 
  d10, Throwing d8. 
  Charisma: +4; Pace: 6; Parry: 5; 
  Toughness: 5
  
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  Player's Guide
  Hindrances: 
  Anemic, 
  Greedy, 
  Wanted (pirate).
  Edges: Charismatic, Connections, 
  Thief, Qualified in Saber *.
  Special Abilities: Aesthete*, Instilling 
  Compliance*.
  Tattoos*: 
  Koopash, 
  Parchment, 
  Pembur.
  Gear: Saber (Agi+d4-2), throwing 
  knife (3/6/12, Str+d4) x5.
      Yolkai,  
       Legendary Touch
  Yolkai is an itinerant artist, tireless 
  scribe and eccentric storyteller. The 
  origin of his nickname is a topic of 
  discussion among the patrons in 
  every tavern lucky enough to host 
  him. Some say it comes from the 
  virtuosity with which he plays his 
  harp while telling the legends of the 
  five continents; others attribute it to 
  his expertise in transcription, an art 
  he uses only with the pieces he finds 
  most congenial. Others make fun of 
  him because of his exuberance and 
  hint that he is far from clear-minded. 
  If you ask him directly, you will get 
  vivid allusions to bed-room activity.
  Yolkai never stays in the same place 
  for more than one night, unless he gets 
  an important job he likes. Otherwise, 
  he carries on his unceasing work of 
  collecting and spreading legends of 
  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 
  he describes iron creatures that can 
  run and even fly or monsters shaped 
  like a hand with a reptilian head on the 
  top of each finger. Those who believe 
  he really lived those adventures do so 
  not because they are convinced his 
  stories are true but because surviving 
  a journey to Sit-Tabthi more than 
  justifies his madness.
  Tribe: Menoosh; Rank: Heroic; Way: 
  None
  Attributes: Agility d8, Smarts d12, 
  Spirit d12, Strength d4, Vigor d4
  Skills: 
  Fighting 
  d6, 
  Knowledge 
  (geography) d10 (+2), Knowledge 
  (legends) d12 (+2), Lying d8 (+4)*, 
  Magical Writing d12*, Notice d8, 
  Perform (harp) d12 (+2)*, Perform 
  (oratory) d10 (+2)*, Persuasion d8 
  (+4), Throwing d10.
  Charisma: +4; Pace: 6; Parry: 4 (5); 
  Toughness: 4
  Hindrances: Big Mouth, Curious, 
  Quirk (excessive mimicry)
  Edges: Charismatic, Entertainer*, 
  Master Tattooer*, One’s Own Body 
  Map*, Scholar
  Special Abilities: Aesthete*, Instilling 
  Compliance *.
  Tattoos*: Baobab, Book, Four-leaf 
  Clover, 
  Kesul, 
  Koopash, 
  Malpa, 
  Mountain, 
  Parchment, 
  Pembur, 
  Plenulia, Umakin, Wurnug.
  Gear: Rapier (Str+d4, +1 Parry), 
  throwing knife (3/6/12, Str+d4) x5.
  
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  “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. 
  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.
  
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  Oscurian came from a Garden of Life 
  in the south of Dejama, but she did 
  not retain her original feminine grace 
  for long because she immediately 
  turned into a full representation of 
  her Kami; first she became shadow, 
  then 
  night 
  itself. 
  She 
  covered 
  everything—objects and people—
  with her dark cloak, stole the breath 
  away from the living and took the 
  objects that fascinated her the most 
  for herself. Everywhere and nowhere 
  simultaneously, her essence pervaded 
  the darkness that spread progressively 
  all over Dejama, extending more and 
  more to the north with each passing 
  day. Vegetation shriveled up when in 
  contact with her darkness, wooden 
  objects rotted, and metal ones were 
  covered with rust. Not everything 
  met the same fate, however. When 
  Oscurian saw something worthy of 
  her interest, that object was absorbed 
  by the darkness and delivered to the 
  only place she considered vaguely 
  familiar: the Garden where she 
  had been generated. Soon, the area 
  surrounding the slab of stone became 
  a huge mound of priceless treasures, 
  instinctively hoarded by an owner 
  who did not know how to claim them 
  as her own.
  At dawn, on the eighth day, when 
  the limitless powers of the First 
  Generated started to wane, darkness 
  retreated rapidly, and the sun shone 
  again in the south of Dejama. But 
  Oscurian was never heard of again. 
  She was not there to greet her people 
  when they arrived on Enascentia 
  nor had any role in the building of 
  their capital. At least, this is what 
  the uninformed would say. The 
  truth is that she was there at each 
  Genesis because—unable to manage 
  the sudden waning of her power—
  she was trapped in the darkness, a 
  fragment in each shadow. As far as 
  Oscuria is concerned, it is easy to 
  guess where the Elders decided to 
  build their first settlement: around 
  the heap of treasures left behind by 
  their First Generated. Their capital 
  is also famous for the network of 
  tunnels running under it, which are 
  galleries dug while the city was being 
  built, to recover objects so carelessly 
  transported they ended up buried 
  underground. When they tired of 
  digging—and an Oscurian does not 
  tire easily if there is treasure to be 
  found—they had by then created a 
  second underground city.
  It did not take long for the upper 
  part of the city to become a communal 
  space where private property was 
  unheard of, while the underground 
  city was turned into an endless 
  labyrinth full of traps scattered there 
  by the Elders just for fun. Later, it 
  became the training ground for the 
  Newly Generated. From time to time, 
  some treasure or other was deposited 
  there to prevent the spread of rumors 
  about the tunnels being empty, 
  because this would have deprived the 
  Newly Generated of any incentive 
  to go down there. At times, the new 
  explorers would add to their booty the 
  properties of their rash predecessors, 
  
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  Player's Guide
  who had lost their lives trying to find 
  their way through the trap doors of 
  the tunnels.
  Since the first years Post Genesis, 
  Oscurians have always been rather 
  different: they hold networks of 
  information of the other Tribes, 
  but never developed one of their 
  own. There is certainly a web that 
  envelops all the continents, in which 
  each thread is a different informant 
  belonging to the Tribe, but its aim 
  is to control the other races, using 
  information as trading goods or 
  for blackmail. The truth is that the 
  Oscurians never showed any interest 
  in becoming a close-knit civilization 
  because each individual is self-
  centered, as his Kami requires. The 
  scarce number of single-Tribe villages 
  is in itself extremely characteristic. 
  Oscurians abound in mixed cities, 
  join any caravan willingly and lead, 
  to all intents and purposes, a parasitic 
  existence, exploiting what others have 
  built or are soon going to achieve. 
  One should add, however, that they 
  are not just a burden on the city 
  hosting them, because it is often 
  much better to pay the price asked by 
  an Oscurian for something you need 
  than do without it. Healing herbs 
  from overseas, the right chemical 
  reagent, the perfect wine for a specific 
  occasion, a batch of chromium at an 
  affordable price. Each circumstance 
  has a requirement and can be met by 
  a Son of Shadows far-sighted enough 
  to anticipate it.
  This 
  Tribe 
  also 
  has 
  another 
  talent that must not be overlooked: 
  Oscurians are very good at training 
  nerebas. These designed for prowling 
  by night and hiding in caves, these 
  crosses between felines, reptiles and 
  bats, usually have a natural affinity 
  with Oscurians. Often used as pets, 
  with time, they have proved to be 
  extremely compatible with the powers 
  of shadow manipulation, so much 
  so that they became the subjects of 
  magical experiments. Toward the 
  end of the second century, a ritual 
  of adjustment had already been 
  perfected, which allowed part of the 
  Oscurians’ magic powers to extend 
  to those animals, thus allowing them 
  to travel through shadows. Since 
  the third century, the black nerebas 
  thus obtained have replaced carrier 
  pigeons for delivering messages 
  because they can memorize more 
  than one destination and reach them 
  according to directions. While their 
  initial training is still a typical quality 
  of Oscurians, black nerebas are now 
  employed by any settlement, whether 
  a Son of Shadows lives there or not. 
  Of course, it is still better to have an 
  Oscurian in charge of sending and 
  receiving messages.
  The Scarlet Vengeance
  One of the main reasons Oscurians 
  still have a very good reputation 
  in Dejama dates back to their role 
  during the most widespread epidemic 
  ever: the Scarlet Vengeance. This 
  
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  plague, the origins of which were 
  initially unknown, spread quickly 
  among the Newly Generated of all the 
  Tribes, putting the birth of any form 
  of civilization on that continent at 
  serious risk, condemned to die even 
  before taking root. The first symptoms 
  were coughing and extreme pallor, 
  then the victim bled profusely from 
  every orifice, ending up with small 
  wounds all over the body, as if made 
  by small blades. At that point, nothing 
  could be done, and the victim started 
  to bleed to death slowly within a few 
  days. The last stage was characterized 
  by tears of blood.
  The Tribes were prey to this 
  mysterious illness for three years, 
  unable to discover its cause or put a 
  stop to its spread. It was only in 3 P.G. 
  that the analysis made by an Oscurian 
  provided some results. It seemed that 
  the disease—besides being airborne 
  and transmitted by contact—had 
  more deeply rooted origins. Earth 
  itself was infected by it and therefore 
  all the plants and animals that fed off 
  it, but the disease had no effect on 
  them. Everything in Dejama was an 
  immune carrier for something that 
  attacked only the people of the Tribes. 
  Deeper studies led to the hypothesis 
  that it was the last act of a dying Lost 
  Tribe, which is why it was called 
  Vengeance. In fact, it had been caused 
  by the last ritual of the Sacralis, aimed 
  at corrupting the source of their 
  power, the blood, so that in spilling 
  it, the new Tribes would cause their 
  own ruin. The scholar who first 
  discovered this, Dekla, took control 
  of the situation and formulated a plan. 
  Since it was the only one suggested 
  up to that point, they all agreed to 
  give it a try. The whole Tribe took 
  care of informing and organizing 
  the survivors and of distributing the 
  medicines the Oscurian alchemists 
  were producing in even greater 
  quantities. Unfortunately, there was 
  no hope for those already infected, 
  but those who would receive food 
  sent by the Oscurians and would 
  eat only that would have a chance 
  of surviving. It worked. The Scarlet 
  Vengeance disappeared from Dejama 
  in the span of two years, and the credit 
  for that was due entirely to the Sons of 
  Shadows. Or, at least, this is what the 
  other nine peoples believed. 
  Dekla had just discovered that 
  the blood curse in the ground was 
  going to last for just two more years 
  and that the only way to stop the 
  contagion was to limit any contact 
  with those already infected. The most 
  critical stage had been the initial 
  one because they had had to isolate 
  the infecting agents and eliminate 
  those that would be a problem. After 
  gathering all the inhabitants into safe, 
  uncontaminated centers, they fed 
  them with appropriate foods. They 
  were not medicines, however, just 
  ordinary dishes made with fish and 
  other produce from uncontaminated 
  areas. 
  In 
  fact, 
  the 
  curse 
  was 
  concentrated only in specific areas, 
  corresponding to where the most 
  powerful Sacralis Elders had been. It 
  was therefore enough to know the lay 
  of the contaminated ground to avoid 
  
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  Player's Guide
  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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  Player's Guide
  to find friendly banners in the next 
  city he reached, a privileged channel 
  to enjoy special discounts and in 
  general, a group of kindred people 
  ready to support each other or at least 
  to frighten off any prowler with the 
  strength of their numbers. It did not 
  take long for it to take hold all over 
  Dejama first and then on the four 
  continents. Right now, all the most 
  sought-after exotic goods are in the 
  hands of the Guild, as are the maps 
  for the busiest merchant roads.
  Oscurians of Artanty
  In the northern lands, there are many 
  mixed cities and a good number of 
  capitals—those of two Tribes and 
  five Ways—and this without taking 
  into account awe-inspiring Legis, 
  crossroads for all the five officially 
  acknowledged Ways. This is all fertile 
  ground for Oscurian activities, so 
  prosperous it brought about the 
  nearest thing in living memory to a 
  structured Oscurian organization.
  The spider weaving its web of 
  information in that area is the 
  Whisperer of Secrets, a woman so 
  feared and well-known that she does 
  not need an escort. No one would 
  be insane enough to ever harm one 
  hair of her head. Countless threads 
  emanate from her, linking her to the 
  main contacts in the most important 
  cities. If a valiant warrior dies in 
  battle, she knows about it before 
  his body touches the ground, and 
  if  any information becomes public 
  knowledge, it is most likely she gave 
  the orders. The most influential—and 
  shrewdest—people turn to her for 
  the most delicate assignments and 
  tell her their secrets. It might seem 
  foolish to give even more power to 
  someone who already has so much 
  of it, but the truth is that she would 
  learn about it all the same, sooner or 
  later, and it is therefore wiser to earn 
  her gratitude by being the source of 
  that information than to become an 
  easy target for blackmail. It seems 
  the secret of her present success lies 
  in the discretion she applies to her 
  sources and the cold-bloodedness 
  with which she eliminates enemies or 
  competitors. 
  One of her direct underlings—
  called Aranxes, like the spiders 
  that weave cylindrical spider webs 
  so similar to the structure of her 
  information 
  network—is 
  called 
  Sakima, and over the centuries she 
  has dealt with one or two of the most 
  delicate situations, such as the First 
  Elemental War and the slave trade in 
  Vesìr. In order to keep a low profile, 
  she is active in Ereldia, where it is 
  commonly believed Erte is the local 
  Aranx, and working in the shadows, 
  she provides new slaves by exposing 
  unwary 
  travelers 
  to 
  skillfully 
  disguised toxic substances.
  Erte, for his part, is more than happy 
  to be regarded an important element 
  in the convoluted power plays of 
  Artanty and pays the Whisperer 
  under the counter for the trouble he 
  is causing. Besides that, he manages 
  the most important athletic activity 
  
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  Characters
  on Enascentia, the Earth Hammers, 
  keeping a keen eye on bookmakers 
  and athletes so that nothing escapes 
  his control within his jurisdiction. At 
  times, he resorts to the co-operation 
  of Wise-Much-Feather, a Gromsh 
  who saved his life and since then has 
  lived in the richest district of the city.
  Oscurians of Dejama
  One should not be misled by the 
  position of the Oscurian capital, 
  because this Tribe is not concentrated 
  in the south. On the contrary, it is 
  spread all over the continent and 
  tends to be more numerous in the 
  north, where the richest, more 
  colorful cities—or the greater profits, 
  if that is what you prefer to all it—can 
  be found.
  A clear example is the presence 
  of Oolo, proud representative of 
  the Tribe, at the table of the Four 
  Merchants, the rulers of Vesoelm. 
  He first went there to accompany 
  Sijang, at the beginning of the fifth 
  century, and then decided to stay 
  in the area when he sensed the 
  possibility of being there for the birth 
  of a merchant mixed city and being 
  among the first to claim a piece of 
  the action for himself. He reached an 
  agreement with his travel companion 
  immediately, builder of the famous 
  and homonymous Sijang Road, the 
  most important trade route on the 
  continent which—accidentally, of 
  course—would go through the city he 
  controlled. Buy Oolo was clearly not 
  Sijang’s only influential connection. 
  He also had a very good relationship 
  with Jundali’s upper echelons, who 
  would later leave a place at the table 
  free for him, where decisions were 
  made in exchange for the privilege of 
  his road going through Jundali. He had 
  also established good relationships 
  with the Menoosh, the other large 
  Tribe of the continent, who were 
  rather interested in trade and exotic 
  goods, whether they buyers coming 
  from the nearby capital, Menuria, 
  or Falusa Do’Mirr, in Kartali. It took 
  decades to build the road, but in spite 
  of the amount of work it required, 
  it did not cost one single kronling 
  to Sijang Torah. In fact, it earned 
  him thousands of kronlings in the 
  centuries that followed, which is 
  living proof that at times all it takes is 
  to reach an agreement with the right 
  people to live off private income for 
  the rest of a life that never ends.
  In the list of eminent people, we 
  must not forget to add Kishe, the only 
  bard without any kind of fame who 
  has built his fortune on his obscurity. 
  And on his zither. Mostly on his 
  zither, to tell the truth. The Composer 
  of Lies owes his name to his centuries-
  old habit, wandering about all the 
  taverns of Dejama in search of the 
  next target of his tricks. But who 
  could blame him? Owning such a 
  powerful object that can penetrate 
  the mind of any listener and play with 
  it, anyone would be tempted. As the 
  proverb goes, ‘Opportunity makes an 
  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 
  there is a bard whose instrument can 
  manipulate people so that none of his 
  victims can remember him.
  Oscurians of Si-An
  Not all Oscurian business is based 
  on information and favors. At times 
  it is necessary to get one’s hands 
  dirty to gain a bagful of tingling 
  kronlings. This is well known to the 
  inhabitants of Si-An, where the most 
  lethal assassins of Enascentia hone 
  their skills. This art was developed at 
  the time of the Ferua domination, in 
  the fortresses scattered in the desert 
  and by the Lakes of the Skull, and it 
  was then handed over to the Newly 
  Generated. Right now, the most 
  sought-after homicide artists are still 
  those from these lands, such as Feoz, 
  the most renowned among them. 
  Hired during the liberation by the 
  Resistance, in the second half of the 
  third century, he went to the eastern 
  part of the continent to lead the 
  Oscurian storm troops.
  Their 
  military 
  tactics 
  were 
  extremely elaborate, leaving nothing 
  to chance. They acted in elite teams 
  of five, with at least one enchanter in 
  each who would guarantee a cloak 
  of invisibility to each member right 
  before going into action and mental 
  communication between them all to 
  better co-ordinate their efforts. The 
  real attack lasted just a few seconds. 
  They only struck the commanders, a 
  knife in the heart of each of them, and 
  then the troops would attack while 
  chaos reigned in the camp. Often, 
  the soldiers who would carry out 
  that phase of the attack were not even 
  Oscurians. After all, frontal attacks 
  were not their specialty.
  Not all the Sons of Shadows on 
  the continent are involved in the 
  military activities of the Tribe. Spies 
  and merchants can be found from 
  Melvor to Mesa Atminas, and there 
  are always some on the koopash 
  carrying Dunesia on its shell. Here 
  their network of information is less 
  complete than in other, more civilized 
  continents. However, trading routes 
  prosper and export many traditional 
  goods that become luxury goods on 
  the markets of the largest cities, where 
  mutoranges and cidered pears, for 
  example, are in great demand.
  Oscurians of Si-Neb
  There 
  are 
  continents 
  where 
  information is handsomely rewarded, 
  and others where hard-to-find raw 
  materials abound. Si-Neb is neither. 
  Considering it is mostly deserted 
  territory 
  and 
  populated 
  mainly 
  by the two only enemies of the 
  Tribe, namely Feruas and Lumians, 
  the natural instinct of the Newly 
  Generated to leave it behind is hardly 
  surprising. The few Elders who have 
  stayed there hand down teachings 
  about the only profitable activity 
  they have discovered: archaeology. 
  Finding artefacts that belonged to 
  lost cultures is extremely difficult 
  
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  Characters
  anywhere on Enascentia, but the 
  southern continent is one of the few 
  places where some can still be found. 
  Rich in magic and enchanted places 
  right up to that hapless council held 
  at the beginning of the seventh 
  century, it still hides under heaps 
  of rubble or soil, evidence of when 
  all this was at its peak. Moreover, all 
  the wars and cataclysms that raged 
  over these lands have increased 
  considerably the number of finds 
  and objects belonging to ‘no one’ 
  scattered 
  everywhere. 
  Oscurians 
  are seldom driven to archeology for 
  scholarly reasons, which explains 
  the nickname the other races have 
  given them, seeing them focused 
  on digging and recovering find after 
  find. They call them Pickers.
  The most famous among them is 
  undoubtedly Cortelia, who has been 
  active for eight centuries and is well 
  known in those circles. Even though 
  she has been concentrating her 
  efforts on this area for centuries, she 
  did not previously limit her search 
  to Si-Neb and actually has a wide 
  knowledge of all the continents, even 
  Sit-Tabthi, despite having spent a 
  few days there before being forced to 
  leave. She dreams constantly of the 
  day she will be able to return, and 
  it is the common opinion that she 
  might be planning a new expedition 
  right now, gathering those who are 
  interested in joining her. What is not 
  public knowledge, however, is that 
  she is among the few who possess a 
  Door shaped like a little wooden box 
  complete with a Key, made by a Key 
  Keeper. In it is a plush palace where 
  she keeps her private collection of 
  finds, a priceless treasure.
  Appearance
  With their complexion, as dark as 
  the shadows that embrace them, the 
  Oscurians blend into the darkness 
  quite easily. They also take advantage 
  of their slender and nimble physique, 
  which gives them the agility necessary 
  for their ‘line of work’. Their average 
  height is between two and a half and 
  nearly four feet (taller individuals are 
  quite rare), and their weight ranges 
  from forty to one hundred pounds.
  Their hair is as dark as their skin, 
  and their pupils and irises are whitish 
  in color. The Children of Shadows 
  also dress in various shades of black 
  and dark gray, and their clothing 
  is usually close-fitting but also 
  comfortable 
  and 
  practical…even 
  women prefer leggings to skirts. Bags, 
  purses and sacks of every kind are 
  always part of a Master of Deceit’s 
  normal attire, often hidden under his 
  clothing. Should you manage to grab 
  one of them by the feet and turn him 
  upside down and shake him, among 
  the many objects that would fall to 
  the ground would probably be quite a 
  number of daggers.
  Genesis
  The Oscurians are perhaps the only 
  Tribe who does not welcome a Newly 
  Generated who takes the usual 
  
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  approach. At times, there might not 
  even be an Elder present, which makes 
  one wonder if they are aware of the new 
  Genesis at all. If asked, they will simply 
  say each Oscurian feels his nature 
  running in his own blood and does 
  not need any explanation. Likewise, a 
  Master of Deceit can always look after 
  himself, and if he does not want to be 
  found, nobody will ever bother him.
  Civilization
  There are very few Oscurian singe-
  Tribe villages in Enascentia, mostly 
  because of the way their Newly 
  Generated, who are usually the most 
  inclined to settle in a village belonging 
  to their own Tribe—are virtually 
  ignored. The few exiting single-Tribe 
  villages are a law unto themselves; 
  for example, the doors have no locks 
  and chests have no padlocks. Their 
  only use would be to give the young 
  people of the Tribe something on 
  which to practice.  On the basis of 
  that same principle, in those villages, 
  the concept of theft does not exist. 
  All things change hands again 
  and again—so much so they are 
  considered the property of the whole 
  village rather than of an individual. If 
  you visit a house in a village and then 
  return a few days later, you will find 
  it furnished in a very different way…
  and even the occupants may have 
  changed.
  However, the Tribe much prefers to 
  prosper from—er, in step with—the 
  other Tribes: the more chaotic their 
  surroundings, the less likelihood 
  of being noticed. In a mixed-Tribes 
  village, an Oscurian will seldom try 
  to cheat another Oscurian. It is not 
  a matter of loyalty or anything like 
  that but of mere interest. Oscurians 
  are often gathered in guilds running 
  the most disparate activities, usually 
  as useful as they are troublesome. 
  Another activity they monopolize 
  in most settlements is running a 
  constantly 
  updated 
  information 
  network. The right buyer may pay 
  handsomely for the right suggestion 
  at the right moment. The Oscurians 
  value any kind of information: not 
  only can it most probably be sold, but 
  it could also become the basis on 
  which to fabricate their next lies.
  Not all the Oscurians do ‘field 
  work’; some of them—the females in 
  particular—find an outlet for their 
  mercantile spirit as producers or 
  simple traders. The jobs they tend 
  to prefer are as alchemists, jewelers 
  and craftswomen. They travel often, 
  either joining itinerant markets or a 
  wagon train.
  Behavior and Customs
  Two words are perfect to describe 
  a Child of Shadows’ behavior: 
  self-serving and venal. Oscurians 
  maintain everything has a price, and 
  theirs is the best available.
  They always try a job before 
  declining it. Their prices change 
  according to the difficulty of the jobs 
  themselves but most of all on the 
  
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  Characters
  basis of how much they think they 
  can rip off their customers. They can 
  charge very different prices for the 
  same kind of job depending on who 
  makes the request: a rich merchant 
  or a simple city guard, for example. 
  Even if they are not successful in 
  finishing the job, Oscurians still 
  ask a fee—albeit lower—for the 
  time they devoted to it.
  The Oscurians lend a totally 
  new meaning to the term ‘greed’. 
  They savor every single moment 
  of a favorable negotiation and get 
  very excited at the idea of striking 
  a once-in-a-lifetime bargain. At 
  the same time, however, they do 
  not get too upset when faced with 
  a disadvantage…for example, if 
  the place where they keep their 
  accumulated riches is destroyed 
  by fire.
  These Masters of Deceit do not 
  know what an honorable fight is; they 
  always try to strike first, preferably 
  in ambush. If confronted, they try to 
  run. To them, a wound in the back is 
  a story worth telling, but a wound on 
  the front is proof of sheer stupidity.
  Game Features
  Greedy 
  An Oscurian always tries to make 
  as much profit as possible in any 
  given situation. He gets the Greedy 
  additional Hindrance.
  Charismatic: 
  Every good salesman knows how to 
  introduce himself to any potential 
  customer…and to the Oscurians, 
  anybody is a potential customer. They 
  get the bonus Edge Charismatic.
  Curious 
  Because of their innate curiosity, 
  Oscurians always find themselves 
  in dangerous situations and tend to 
  ignore their common sense. They get 
  the Curious additional Hindrance.
  Gift of the Gab 
  Have you ever heard the saying ‘sell a 
  shell to a koopash’? Well, it is based on 
  a true story, or at least all Oscurians 
  swear it is true. At character creation, 
  an Oscurian gets Smarts, Streetwise 
  and Lying d6.
  Light-fingered 
  Whether they have to improve 
  their luck at a gambling table, or 
  successfully pick a lock, or maybe 
  steal a passerby’s purse, an Oscurian’s 
  innate talent is equal only to his daily 
  efforts to perfect himself. At character 
  creation, an Oscurian gets Stealth, 
  Gambling and Lockpicking d6.
  Small 
  The Oscurians are smaller in size than 
  most of the other races. They get the 
  Small additional Hindrance.
  
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  Player's Guide
  Relationships with the 
  other Tribes
  Allied with the Gromsh: 
  “You have no idea how many bargains 
  I strike with them…or how many jobs 
  I get to put right something that went 
  wrong because of them. The only thing 
  that matters is that they’re sources of 
  income.”
  Allied with the Kronoss: 
  “Excellent buyers, really a flawless 
  Tribe.”
  Allied with the Menoosh: 
  “Hey, friend, do you need paper? Ink? 
  I can give you the best. You know you 
  can trust me!”
  Allied with the Senduars:
  “Oh, what a wonderful Tribe. Why, 
  you ask? Listen, friend, they’re always 
  on the move, right? Do you know how 
  much they can collect from traveling 
  so much? And they ask very little in 
  exchange. Right, as I told you, they’re 
  wonderful!”
  Indifferent to the Janahs: 
  “They place few orders, but also tend to 
  mind their own business. They’re fine 
  where they are.”
  Indifferent to the Rok’Nars: 
  “Luckily enough, the Children of the 
  Earth never get in our way. Whoever 
  allows us to work undisturbed is our 
  friend…until somebody hires us to kill 
  or betray him, of course.”
  Indifferent to the Whisplings: 
  “We exchange goods and favors 
  willingly for news carried by the 
  wind…we always manage to resell 
  them at twice the original price. It’s a 
  pity they don’t often buy things, but 
  then finding customers is part of the 
  fun, isn’t it?
  Enemies of the Feruas: 
  “They trust in their physical strength 
  too often for us to deal with them. If 
  they do everything by themselves, what 
  services can we offer them?”
  Enemies of the Lumians: 
  “Their darned honor, their cursed faith 
  and their obstinate ethicality! How can 
  you bargain when they’re around? I’ll 
  give a discount to whomever hires me 
  to thrust a dagger in their backs! Well, 
  on a second thoughts…no discount.”
  View of the Ways
  Inclined towards the Guild of 
  Free Trade: 
  “You’re asking me? Come on, seriously. 
  Who do you think founded the Guild?”
  Indifferent to the Defenders of 
  Free Will: 
  “I’m self-sufficient. I have no need to 
  think about any Kami. If you want to 
  follow me, I’ll drink to your choice.”
  Indifferent to the Followers of 
  the Mosaic: 
  “They’re good customers when it 
  comes to buying information, most 
  of all about the Lost Tribes. I have to 
  
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  Characters
  remember to add a little truth to my 
  usual repertoire, however, so that I 
  don’t lose a customer.”
  Prejudiced against the 
  Inquisition of the Blazing 
  Arrow: 
  “Hunters chase their prey. Good, but 
  what profit is there for me?”
  Prejudiced against the Warlords: 
  “Do you see that guy lying there on the 
  ground? He used to buy four pounds 
  of meat from me every week. Are you 
  going to compensate me for my loss?”
  Famous Characters
      Sakima
  Involved in the First Elemental War, 
  she has since been following the 
  affairs of Kronoss, Whisplings and 
  Rok’Nars closely. Among the first to 
  learn about the bounty on the heads 
  of the Dervishes, she hunts them 
  down personally until, years later, 
  she manages to catch one of them, 
  Diyu. Meanwhile, she contributes to 
  the creation of the slave market in 
  Vesìr because she is well aware of the 
  intentions of the Kronoss and that they 
  would pay handsomely for Whispling 
  slaves, especially those who could 
  keep their flying fortresses in the air. 
  When she finally manages to capture 
  Diyu, she is not happy with just the 
  original bounty and tries to get more. 
  Using one of the leaves of Parvati 
  Mina that the Whisperer of Secrets 
  gave her as a reward for the excellent 
  job done during the Elemental War, 
  she extracts the Dervish’s memories 
  to sell them too. Then she sells him 
  on the slave market as a bodyguard 
  for Siros, the most influent Kronoss 
  in Vesìr, for a much larger sum than 
  the original bounty.
  Tribe: Oscurian; Rank: Heroic; Way: 
  None
  Attributes: Agility d10, Smarts d12, 
  Spirit d10, Strength d4, Vigor d4
  Skills: Climbing d6 (+2), Crafting – 
  Potions d10*, Fighting d6, Gambling 
  d10, Investigation d8, Knowledge 
  (alchemy) d8, Knowledge (Artanty) 
  d10, 
  Knowledge 
  (poisons) 
  d8, 
  Lockpicking d10 (+2), Lying d10 
  (+2)*, 
  Notice 
  d10 
  (+2 
  traps), 
  Persuasion d8 (+2), Stealth d10 (+2 
  urban), Streetwise d10 (+2), Taunt 
  d8, Throwing d8. 
  Charisma: +2; Pace: 6; Parry: 5 (6); 
  Toughness: 3
  Hindrances: Curious, Greedy, Small, 
  Wanted, Yellow.
  Edges: Connections, Thief.
  Gear: Rapier (Str+d4, +1 Parry), 
  throwing knife (3/6/12, Str+d4) x5.
     Feoz
  Preferring action to trade, he finds 
  all the friends he needs in his knives. 
  For decades, he has been selling his 
  services to the highest bidder, and in 
  the second half of the third century, 
  he was hired to help in the liberation 
  of Si-An and lead the storm troops 
  through forests and jungles to the 
  heart of the Ferua headquarters.
  
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  Characters
   Composer of Lies, LI 5
  The creator of this zither, a Harmonic 
  called Nyly, was well-known by the 
  people of her generation as the first real 
  bard in living memory, and according 
  to real connoisseurs, she is the only one 
  really worthy of the name. Her memory 
  is now lost, together with the lives of 
  her fellow Tribesmen, killed during 
  the Overthrow of the Royal Races, 
  but her legacy still survives, even now. 
  Originally known as the Composer of 
  Tales, in modern times, the zither has 
  been renamed the Composer of Lies. 
  The reason for this is the use her actual 
  owner—the alleged bard Kishe—is 
  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 
  that the ritual question, ‘This isn’t the 
  Composer of Lies, is it?’ asked every 
  time a bard picks up his zither is fully 
  justified. Of course, every bard will 
  always laugh at this question, Kishe 
  included.
  When playing the Composer, one 
  of the effects listed below may ensue, 
  according to the time elapsed. Each 
  trial requires a Perform roll with the 
  specified malus, and the target can 
  make a Spirit roll to endure the effect. 
  After playing for ten minutes and 
  generating at least three successful 
  effects, all the patrons forget the 
  music, the instrument and even the 
  bard playing it. If he stops playing, he 
  will appear out of nowhere in front of 
  the astonished patrons..
  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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  Player's Guide
  After the war, he stays in the Lakes 
  of the Skull area and then moves to 
  the fortresses in the Varnha Desert, 
  perfecting his deadly techniques and 
  withdrawing into himself even more, 
  so much so that he started to talk to 
  his knives whenever he feels lonely. In 
  the past, he proved to be an excellent 
  assassin but a terrible commander, 
  and now he no longer works with 
  others, accepting assignments of 
  only four or more figures. Constantly 
  searching 
  for 
  ways 
  to 
  escape 
  boredom—the only danger that really 
  troubled him over the centuries—he 
  makes frequent use of star videnya 
  and is by now addicted to it. Since star 
  videnya is a powerful hallucinogen, 
  one can never know how it will alter 
  his mood or behavior. When he has 
  an important assignment to carry 
  out, however, he still has enough self-
  control to give in to his addiction only 
  after his task is done.
  He does not have a fixed abode, 
  moves from tavern to tavern looking 
  for his next assignment. Often, 
  however, his customers follow his 
  fame and find him first. If you are 
  social climbers, remember Feoz: 
  stop before becoming his target, 
  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
  Skills: 
  Climbing 
  d12, 
  Fighting 
  d12+1, Knowledge (military) d10, 
  Lockpicking d10, Lying d8*, Notice 
  d10, Spellcasting d12, Stealth d12+2 
  (+2), Streetwise d8, Throwing d12+1. 
  Charisma: 0; Pace: 6; Parry: 6; 
  Toughness: 4 (1)
  Hindrances: Curious, Greedy, Habit 
  (star videnya), Mean, Quirk (talks to 
  knives), Small.
  Edges: 
  Ambidextrous, 
  Arcane 
  Background, 
  Assassin, 
  Dodge, 
  Extraction, 
  First 
  Strike, 
  Frenzy, 
  Improved 
  Dodge, 
  Improved 
  Extraction, Improved First Strike, 
  Improved Frenzy, Improved Rapid 
  Recharge, Level headed, New Power 
  (x2), Power Points x2, Quick Draw, 
  Rapid Recharge, Two-fisted. 
  Powers: Boost/lower trait, Disguise, 
  Invisibility, Mind Communication, 
  Shadow Globes; Power Points: 20 
  Gear: 
  Killer 
  of 
  legends 
  knife, 
  Lightning 
  quick 
  knife 
  (Str+d4), 
  leather armor of concealment  (+1  to 
  Toughness, +2 to Stealth), throwing 
  knife (3/6/12, Str+d4) x10.
  Poisons: 
  Liquid 
  Nightmare 
  (ingestion) 
  x2, 
  Pembur 
  Poison 
  (inoculation) 
  x3, 
  Red 
  Cloud 
  (inhalation) x2.
  
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  Characters
  “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
  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.
  
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  Player's Guide
  In the span of a few hourglasses, 
  the coming of Rok’Nar to Sit-
  Tabthi changed the whole shape 
  of the continent. He had the same 
  appearance and was the same size 
  as the Elders, but he did not keep 
  either for long. All around him, 
  Mother Earth embraced him, clumps 
  of earth became part of him, whole 
  mountains were uprooted to join the 
  natural mass that was taking shape—
  so did forests and hills and anything 
  else around him. When that process 
  ended, the Disciple of the Mother 
  was her proud representative, a 
  colossal monument of rocks, grass, 
  mud and wood. high enough to 
  pierce the sky. The Lost Tribes of 
  the central continent had to face the 
  wrath of nature itself and die before 
  its magnificence. His strides alone left 
  ruins and dead bodies in their wake, 
  even his formation marred the face of 
  the Mother he should have defended 
  irreparably. Then he started doing 
  actively what all First Generated 
  
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  Characters
  initially have to do, and he struck the 
  ground, firmly, again and again. The 
  earth shook, and there were all sorts 
  of cataclysms. Mountains collapsed, 
  dormant volcanoes erupted, and 
  earth itself divided, forming most of 
  the small, jagged islands of the Inner 
  Archipelago. Earthquakes followed 
  in an eerily regular succession of 
  tremors, so violent they were felt on 
  the coasts of the other four continents.
  At the dawn of the eighth day, 
  Rok’Nar’s enormous shell began 
  to crumble, but the remains of 
  this 
  gigantic 
  creature, 
  scattered 
  everywhere, were far from enough to 
  fill the craters originated by his Genesis 
  or return a semblance of natural 
  balance to the region. Their collapse 
  reduced his size, which was still over-
  large but downscaling gradually. It 
  was then that the survivors struck. 
  They had taken refuge on the islands 
  of the Central Archipelago, protected 
  by the defensive methods of Bearers 
  of Peace, Key Keepers and Molders; 
  from there they counterattacked, 
  choosing the moment when their 
  enemies 
  were 
  most 
  vulnerable. 
  Rok’Nar was an easier target than 
  Lumian to find and strike, so much 
  so that most warriors concentrated 
  their efforts on him. While not at the 
  peak of his strength, the First Son of 
  the Earth could still defend himself 
  quite well, and headed toward the 
  nearest sea—that is, southward in an 
  extreme effort that was unnatural to 
  him to solve the situation. Along the 
  way toward the hated water, he tried 
  to find as many Newly Generated as 
  possible, harboring them inside his 
  body, sculpting his outer rocks so that 
  they could hold and protect them, but 
  in spite of his efforts, he could save 
  only a dozen of them.
  When he reached the shore, he 
  walked straight into the water and 
  merged with the seabed, traveling on 
  in full communion with the Mother 
  until he reached the nearest land, Si-
  Neb. When he disappeared from their 
  sight, his pursuers stopped chasing 
  him and started celebrating the 
  liberation of Sit-Tabthi. For the first 
  time, the Lost Tribes had got the better 
  of a First Generated and survived his 
  coming, albeit at the cost of heavy 
  losses. From that moment on, they 
  organized themselves with the aim 
  of keeping control of the only land 
  free from the rule of the Royal Races, 
  ready to do their utmost to defend it 
  when they eventually returned.
  When he finally emerged from the 
  sea on the rocky shores of the southern 
  continent, Rok’Nar was exhausted, 
  drained by his immense effort and 
  the progressive loss of his powers. He 
  forced himself to keep going for a few 
  more miles, heading inland until he 
  reached a place where contact with 
  the Mother was strongest, and there 
  he collapsed. He fell to his knees, and 
  the land shook as far as the Wenma 
  Archipelago and the eastern plains, 
  then he leaned forward until his head 
  and arms met the ground, making 
  it shake again. He curled up against 
  the surrounding rocks, forming the 
  huge cave now known as Nu’Rok, 
  and finally let go of the Elders he had 
  
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  Player's Guide
  picked up in Sit-Tabthi, who became 
  the first to inhabit his capital. Its 
  main hall is still dominated by that 
  face carved upside down on the wall, 
  a mystery to many and a source of 
  pride to those who know the story of 
  the First among them, who himself 
  became a safe environment to protect 
  his people.
  In spite of lacking a real guide, 
  the Rok’Nars immediately became 
  a close-knit people who could act 
  spontaneously with common aims 
  on all the continents, with no need 
  for actual co-ordination of their 
  efforts. Their blind devotion to the 
  Mother was certainly what allowed 
  them to act as a single entity. In the 
  immediate aftermath of the slaughter 
  of the Overthrow of the Royal Races, 
  they strove to free the earth of the 
  bodies covering it. They buried the 
  dead so that they could be part of 
  nature’s cycle again and disposed of 
  the materials that would hamper the 
  process while their enchanters helped 
  to speed up its recovery with rituals 
  of purification. Within a few years, all 
  the continents were free of the grim 
  memories of former tragedies. The 
  place that caused the most problems 
  was Dejama because of the outbreak 
  of the Scarlet Vengeance in the first 
  three years Post-Genesis, a disease 
  that made the Rok’Nars’ task far 
  more difficult. Being in constant close 
  contact with the contaminated earth, 
  they suffered greater losses than the 
  other Tribes.
  Having completed that task, the 
  Rok’Nars began to settle in natural 
  environments more congenial to 
  them, such as forests, hills and 
  mountains, shunning mixed cities 
  as much as possible. It did not take 
  long for them to reach an agreement 
  with the Feruas and join forces with 
  them to defend the vegetation and 
  nature in general. The first Rok’Nar 
  settlements were single-Tribe villages 
  or, at most, shared with the Felids. 
  In Artanty and by the snowy peaks 
  of Si-Neb, they also developed a 
  special 
  understanding 
  with 
  the 
  Whisplings, who were admittedly 
  far more difficult to understand but 
  also ready to listen and fight in their 
  defense of the surrounding natural 
  heritage. The two Tribes had many 
  misunderstandings as well as reasons 
  to argue, but with a common interest 
  in a fruitful coexistence of Sky and 
  Earth, 
  they 
  also 
  complemented 
  each other somehow. This idyllic 
  relationship lasted six centuries until 
  it was severed by the maliciousness of 
  those who acted only out of personal 
  interest.
  The First Elemental 
  War
  The spokesperson of the Mother in 
  Artanty in the second half of the sixth 
  century was Andora, an enchantress 
  well known for her skills. Under 
  her guidance, both the Rok’Nars 
  and the Feruas prospered in the 
  forests of the northern continent 
  
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  Characters
  and communicated with the Sons of 
  the Sky; their relationship was not 
  without misunderstandings, but at 
  the same time was fruitful, at least 
  up to then. There were areas in which 
  the intervention of both parties was 
  necessary, such as an abundance of 
  eranx near the Peaks of the Moon 
  and, in general, any issues related to 
  the mountains, born of the earth and 
  surrounded by the sky.
  In the first months of 581 P. G., 
  however, 
  the 
  misunderstandings 
  turned into differences of opinion 
  and then into real disagreements. 
  Andora heard rumors about which 
  group of Whisplings was actively 
  looking for a way to detach whole 
  cities from the ground and float them 
  in the sky with the powers granted 
  them by their Kami. She hurried to 
  Windy Peak, where Amgriim—the 
  head of the village accused of these 
  plans—lived. He denied ever having 
  thought of such a thing, thus putting 
  her mind to rest but at the same time 
  starting a discussion about the fact 
  that, after all, there would have been 
  nothing wrong in allowing his people 
  to be cradled in the hands of his 
  Father. Days later, Amgriim’s lifeless 
  body was found in his house, choked 
  to death by a powerful poison derived 
  from the snake apple, a fruit typical 
  of the Moon Forest, territory of the 
  Sons of the Earth. The door to mutual 
  distrust had been opened.
  Serious accusations were made. 
  It became common practice to be 
  armed at any diplomatic meeting, 
  and a few hotheads took the law into 
  their hands. Guerrilla warfare began 
  at the borders of the forests and at the 
  foot of the mountains where the two 
  peoples lived. The main consequence 
  of this was that the relationship 
  continued to deteriorate and it was 
  difficult to mediater. Now that they 
  had fired up everyone’s emotions, the 
  Oscurians’ task became much easier: 
  they fed the guerrillas, set the ever-
  restless Feruas against their common 
  enemies, inflated the news about the 
  imminent take-off of the flying cities 
  that they had scattered a few weeks 
  before. With the engineered collapse 
  of Windy Peak, finally, they put an 
  end to any possible arbitration and 
  started the First Elemental War.
  The Whisplings attacked first, led 
  by their First Generated and his 
  Dervishes, eight infallible killing 
  machines. They advanced mercilessly, 
  forcing the Rok’Nars and the Feruas 
  to withdraw into the forests south of 
  Whisp and to Lake Lenali in the east, 
  and then they shot flaming arrows 
  all over the area, surveilling it from 
  above, ready to swoop on the fleeing 
  enemies scattered by the flames fed 
  by the wind. It was a slaughter, which 
  also explains the absence of woods in 
  the east of Artanty, all destroyed by 
  that cruel plan.
  The Disciples of the Mother 
  counterattacked, but they did so 
  respecting the environment, ready 
  to lose the battle if necessary but not 
  to sacrifice their Kami to victory. 
  They fought bravely, built and used 
  nets made of vines and flexible 
  bushes successfully, raised barriers 
  
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  Player's Guide
  against flaming arrows and gathered 
  the enchantresses who were most 
  skilled in the art of creating water to 
  counter the danger of fires. In 582 
  P.G., when they were finally on the 
  verge of forcing their enemy back 
  and out of the Wood of the Moon, 
  a new alliance changed the course 
  of the war: Kronoss and Oscurians 
  joined the enemy ranks and in a 
  few days determined the outcome 
  of the battle. Rather than lose the 
  last manifestation of the Mother on 
  Artanty, her Disciples acknowledged 
  their defeat and left the Peaks of the 
  Moon to their enemies as a proof of 
  surrender. Since he just wanted to 
  take revenge of the insults received 
  by the other—by now hostile—Tribe, 
  Whispling was satisfied. Satnio had 
  obtained the alliance he wanted, so 
  he had no reason to lose time or men 
  in a fight by now useless. Hired for 
  the task, the Oscurians had finished 
  their assignment, so they would have 
  retreated in any case.
  The war caused a clean break 
  with the Whisplings, so deep it 
  affected all the continents and had 
  serious repercussions in the years 
  that followed. When the Whisplings 
  actually raised the Kronoss cities 
  in the air, uprooting them from the 
  ground and leaving behind debris 
  of craters and rubble, that was the 
  last straw. From that moment, the 
  Rok’Nars were never going to have 
  anything to do with the Whisplings 
  again.
  The Relationship with 
  the Veil
  Bound 
  by 
  tradition 
  and 
  the 
  preservation of nature, the Rok’Nars 
  are the most typical example of the 
  term ‘conservative’. Any change is a 
  problem to them, and they need years 
  of adjustment before they can address 
  a new phenomenon as a community. 
  When the first Ways were born, for 
  example, they played a rather marginal 
  role, reluctant to affiliate with one 
  another. They were convinced that 
  the Ways would soon disappear and 
  dismissed them at first as a ‘passing 
  trend’ that could only detract from 
  the only real philosophy: the worship 
  of the Kami. Over the years, they have 
  reassessed the concept, accepting 
  the Ways as legitimate and, in some 
  cases, worth considering. Soon one of 
  them, Honsu, founded his own Way: 
  the Followers of the Mosaic. Now, 
  centuries later, one can often see 
  Disciples of the Mother affiliate 
  with them and the Warlords. A few 
  can also be found following the 
  other Ways.
   The relationship they developed 
  with the Veil is somewhat different. 
  Being an integral part of nature as 
  much as water, earth and animals, 
  the Veil is just one of the elements in 
  the natural cycle of things and must 
  be understood and protected. This is 
  why there are more than a few skilled 
  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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  Player's Guide
  The Second Elemental 
  War
  The first natural adaptation the 
  Rok’Nars protected was the Black 
  Desert of Dejama. They first rushed 
  there to aid the victims of the Crystal 
  Plague, and then they remained in 
  the area for a long time when they 
  realized it suffered sporadic attacks by 
  the Weavers. Later on, they decided 
  to concentrate their attention on 
  the eastern continent, too, and on 
  the intense activity of the Breath of 
  Gromsh. This caused clashes with the 
  locals, so the Rok’Nars just watched 
  over their activities from a distance, 
  preferring not to get involved once 
  they realized the chaotic nature of 
  that unusual geyser.
  In the first half of the fifth century, 
  Sennonga became a real worship 
  place for the Tribe, a required stop 
  for the pilgrims venturing this far to 
  the south, who at times went there 
  specifically to seek Barrog Mòr, the 
  Great Embrace of the Mother that 
  leads to eternal rest in communion 
  with her. In the second half of the 
  sixth century, Mesa Atminas was 
  surrounded by Rok’Nar villages, too, 
  with the Sons of the Mother ready to 
  protect it from the Weavers, in spite 
  of the confusing rumors about what 
  happened inside the woods. Silencing 
  the wind of madness was all it took 
  to prevent visitors from falling prey to 
  it. The barriers raised to stop the flow 
  of the wind did not go unnoticed, 
  however. The Whispling Elders living 
  in the vicinity were outraged by it, 
  but had to withdraw because they 
  were clearly outnumbered. The Sons 
  of the Sky rallied their forces and in 
  804 P.G., attacked the barriers to free 
  the Dero M’ashan, the wind they 
  held sacred which blew periodically 
  through the Parvati Mina leaves to 
  feed the wood itself. Before anyone 
  was aware, the Second Elemental War 
  had broken out.
  The causes of the second elemental 
  conflict were trivial, compared to 
  the first, but were also fueled by 
  two centuries of hostility, which 
  started in Artanty and spread all over 
  Enascentia: each Tribe had lost all 
  hope of a mutual understanding of 
  the concepts of sacredness each race 
  held dear; on the contrary, it saw a 
  specific attack against those values 
  in each malicious action. So it was 
  that those prejudices they had tried 
  to keep in check at the time of the 
  first war found a violent outlet in the 
  second, as unstoppable as a flood. 
  Mesa Atminas was where the dam 
  finally collapsed, but it was not the 
  only place where battles were fought 
  between Whisplings and Rok’Nars. 
  Suspecting that other foul actions—
  such as suffocating the wind of folly—
  were being perpetrated in the other 
  places the Disciples of the Mother 
  protected so fiercely, the Whisplings 
  also attacked the Breath of Gromsh 
  and later the Temple of Sennonga. 
  All they achieved was spreading 
  their forces too thinly and coming 
  up against decidedly organized foes, 
  who had settled around those places 
  
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  Characters
  in anticipation of events like this one 
  and were ready to repel any threat. 
  Their enchanters had honed their 
  magic and could now tackle flying 
  enemies, forcing them to the ground, 
  striking them in flight and taking 
  advantage of the lay of the land, as 
  well as their ability to mold it into a 
  shield, if necessary.
  Sennonga was the Sons’ of the 
  Earth first victory. Later on, they 
  said that the temple itself had 
  given its champions the strength 
  they needed to repel the invaders, 
  a half-truth that has its roots in 
  the Inim’Ur artefacts scattered all 
  over the continent, with which 
  the Rok’Nars had unconsciously 
  developed an affinity, more or less 
  like the Lumians in Fourth Dream 
  had done with their Obelisk. The 
  few surviving Whisplings withdrew 
  beyond the sea and concentrated 
  their efforts on the other two 
  battlefields, 
  counting 
  on 
  their 
  enemies’ aversion to traveling by sea 
  and on the extreme vulnerability 
  to which they would have exposed 
  themselves if they had. At the Breath 
  of Gromsh, they were the victors, 
  but they certainly could not count 
  it among the conquered countries. 
  In fact, it was still firmly in the 
  hands of the Disciples of Chaos, 
  who rose up against both armies 
  deployed at the borders of their 
  lands but concentrated their natural 
  fierceness only against those they 
  found on the battlefield. The other 
  Whisplings simply enjoyed the sight 
  floating comfortably in the air.
  The 
  location 
  of 
  the 
  first 
  skirmishes was also the one were 
  the fight was at its fiercest because 
  of the interest both parties had in 
  preserving the site. Five months 
  later, the conflict was brought to 
  an end by the joint intervention of 
  Lumians and Menoosh. The first 
  wanted to bring two Tribes back to 
  the Light, who, while worthy, were 
  now blinded by circumstances; the 
  Menoosh, instead, were allied to 
  both Tribes and wanted to preserve 
  balance among all the Tribes. They 
  also took the opportunity to urge 
  the First among them to gather 
  the representatives of the ten races 
  again in a Council of negotiation, 
  so that they could leave behind the 
  resentment born of the war, a ploy 
  that had already worked in the past 
  in the case of the Feruas.
  The 
  Second 
  Elemental 
  War 
  ended with the area surrounding 
  Mesa Atminas divided into two 
  settlements: Rok’Nars to the south 
  and Whisplings to the north, the 
  former to watch over the vegetation 
  of the sacred wood, the latter to 
  contain the Dero M’ashan within 
  its boundaries, so that it would 
  not damage other peoples. Of 
  course, the friction between the two 
  Tribes did not disappear with the 
  conditions imposed on them but at 
  least remained unvoiced for another 
  couple of centuries.
  
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  Characters
  Rok'Nars of Artanty
  After the First Elemental War, the 
  Rok’Nars of Artanty have become 
  a minority in comparison to the 
  other Tribes, gathered into small 
  communities in the mountain ranges 
  of the continent from which they 
  sometimes reach the borders of the 
  large northern glaciers. The only 
  real still-existing settlement is in the 
  Woods of the Moon, where they live 
  together with the Feruas. Both races 
  share a common interest for the 
  study of magic and have obtained 
  some surprising results, most of all 
  in the medical field. They are trying 
  to prevent resentment from blinding 
  them, but not all of them find it easy 
  to move on and forget the atrocities 
  perpetrated by the Sons of the Sky; 
  the Rok’Nars cannot forget them 
  so soon and they are still far from 
  forgiving their enemies.
  They have few representatives in 
  the mixed cities because they are 
  not at ease among the other peoples 
  and have extended their resentment 
  to the Kronoss as well, whom they 
  hold responsible for driving the Sky 
  Tribe away from its original search 
  for freedom, having made it their 
  willing prisoner. They usually avoid 
  the Oscurians but do not really blame 
  them for the role they played in the 
  events of the end of the sixth century 
  because they think the Oscurians, 
  characteristically, simply sided with 
  their enemies toward the end for an 
  easy win. If they knew the truth about 
  those years, they might change their 
  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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  Player's Guide
  Rok'Nars of Dejama
  From 5 P.G. onward, the Tribe’s 
  Newly Generated found themselves 
  in a situation similar to that of their 
  predecessors and had to make do 
  without the help of their Elders. 
  Claimed by the Scarlet Vengeance 
  in greater numbers that the other 
  peoples, they found it difficult to 
  re-establish their presence on the 
  continent. Since they were interested 
  in settling only in places where the 
  Mother’s generosity better asserted 
  itself, their aims were hindered by 
  the birth of so many cities and trade 
  routes. Many of them retreated into 
  the forests or on mountain peaks in 
  an ascetic re-union with the earth, 
  but many more forced themselves to 
  migrate toward Si-Neb, even if this 
  meant facing their old enemy: the sea.
   Nowadays, it is still possible to find 
  a good number of Rok’Nars along 
  the borders of the Black Desert, in a 
  number of villages born to safeguard 
  the bizarre natural phenomenon 
  of those dark dunes. They often 
  travel through the desert, setting up 
  caravans together with the Senduars, 
  the other usual visitors of that place. 
  As a matter of fact, the high market 
  price for the purple crystals scattered 
  among the black sands is due not 
  so much to the danger of the lethal 
  rakars blending in with the sands 
  themselves as to the Sons of the Earth 
  keeping tireless vigil over the desert. 
  Undoubtedly, they are mostly on the 
  lookout for Weavers, but an Oscurian 
  does not go unnoticed, either.
  Rok'Nars of Si-An
  Allied with the Feruas in their war 
  of conquest at the beginning of 
  the millennium, they defend the 
  wooded territories at times of war. 
  In peacetime, they are never truly 
  forgiven by the survivors belonging 
  to the Resistance, who see them 
  as traitors who crossed over to the 
  enemy at the first opportunity. The 
  individuals generated after the fourth 
  century do not share that resentment 
  which, over the years, has become 
  the prerogative of just a few and is 
  disappearing.
  There, Rok’Nars are divided into 
  two groups, in the north and south of 
  the Varnha Desert, seldom inhabited 
  by them. In the north, they are still 
  close-knit under the guidance of 
  wise Nyame, Voice of the Mother 
  and protector of the woods, tireless 
  servant of nature. She is said to be 
  the one who found one of the first 
  Kronoss flying fortresses, between 
  the Lakes of the Skull and the Rijia 
  jungle, in the northern areas of that 
  hilly country. Now turned into a mass 
  of ruins that blend with the earth 
  after it crashed to the ground, the 
  fortress has become the lair of many 
  a wild beast and a warning for the 
  unbelievers: what the Mother claims 
  will return to her embrace.
    The southern group is more 
  fragmented, scattered among the 
  woods surrounding Lake Garemas, 
  the forests growing along the coast, 
  and the large community in the 
  vicinity of Mesa Atminas. Those 
  
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  Characters
  Rok’Nars never forgot the ungracious 
  attack by the Gromsh and, while 
  understanding their chaotic nature, 
  keep them away from their lands and 
  try to keep them confined within 
  their own territories.
  Rok'Nars of Si-Neb
  Actual motherland of the Rok’Nars, 
  here, they are in all probability 
  the most numerous Tribe on the 
  continent. Divided between places 
  of worship—such as their capital 
  and the Temple of Sennonga—and 
  spiritual pilgrimages in search of the 
  Mother, they journey across these 
  lands together with the Senduars. 
  Before the seventh century, the 
  continent offered another destination 
  for their pilgrimages—a rich array of 
  breathtaking magical landscapes that 
  evolved naturally as a consequence of 
  the use of the Veil. After the disaster 
  caused by the Second Council of the 
  Royal Races, the destination of their 
  journey is still the same, but they are 
  driven by a far more pressing need: 
  fighting the threat of the Weavers. 
  Their siding with the Laran Lumians 
  has been critical, preventing those 
  unholy magical beings from reshaping 
  the whole of Si-Neb.
  This land is also the home of 
  another 
  well-known 
  Rok’Nar 
  thinker: Honsu, also called ‘the 
  thoughtful’. Conservative like all his 
  fellow Tribesmen, Honsu takes his 
  usual reasoning to a higher level, 
  studying the history of the continent 
  and reaching the conclusion that 
  the stability and continuity they are 
  looking for in the peoples of the Third 
  Era is actually a short-sighted pursuit 
  and that the bases of all natural cycles 
  must be sought in older times they 
  tend to forget about. It is necessary 
  to understand the past before one can 
  look at the future. This is the principle 
  on which the Way of the Followers 
  of the Mosaic is founded, and the 
  only possible way to have a full view 
  of the past is to put together all the 
  tiles of the great mosaic formed by all 
  the Kamis of all the Tribes that ever 
  existed up to that moment.
  His thinking soon finds a growing 
  number of followers also outside the 
  Rok’Nar Tribe, quickly gathering a 
  large number of Menoosh, Senduars, 
  and Kronoss. Soon, however, and 
  with his utmost regret, Honsu realizes 
  his noble cause needs a fulcrum that his 
  beloved Si-Neb cannot provide in order 
  to properly spread among the Royal 
  Races. Therefore, he begins a difficult 
  exodus toward Dejama to found the 
  new capital of the Way, Durandia.
  Appearance
  It is difficult not to identify a Rok’Nar 
  at first glance. These impressive beings 
  range in height between six and a half 
  and eight feet, and weigh between 
  four hundred and six hundred 
  pounds. Their skin has the same 
  texture and color as the rocks, and 
  some parts of their body are pointed 
  or protrude. They tend to accumulate 
  
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  Player's Guide
  little fat but weigh proportionately 
  more than members of other Tribes. 
  The circumference of their lower 
  limbs is well above average: it is far 
  easier to knock them down than to 
  unbalance them.
  Males and females are both 
  hairless, but females tend to have 
  hair that, when present, is as brown 
  as their eyes.
  Females are seldom more than just 
  over six feet and weigh half as much 
  as their male counterparts. Leaves or 
  buds often sprout from their bodies—
  the Mother’s gift to her beloved 
  daughters.
  Genesis
  The Newly Generated are welcomed 
  by a procession of Elders—both males 
  and females—but are always led by a 
  female who will officiate the rites. The 
  newcomers are invited to climb down 
  from the pedestal in the Garden of Life 
  and walk on bare earth to establish 
  their contact with the Mother. Their 
  affinity with their Kami develops 
  from the very beginning, but all the 
  same customs require a propitiatory 
  rite, which the Elders celebrate by 
  forming a circle, burning frankincense 
  and eating the fruits the Mother gives 
  them to strengthen their existing bond 
  with her. The males’ initiation ends 
  with them being sprinkled on the head 
  with some damp soil blessed by the 
  officiating Elder; the rite has a different 
  level of intensity for the females. 
  They have to lie down, in full contact 
  with the Mother, and are required to 
  randomly pick a seed from a bowl. 
  The officiating Elder will then infuse 
  the seed with the blessing of the Kami, 
  so that through it, the fruit of His 
  gift may take roots inside the young 
  Rok’Nar. The Newly Generated female 
  must then eat the blessed seed and 
  stay prone, in prayer, while the Elders 
  sprinkle her with purified water. The 
  officiating female continues the rite 
  with words and gestures handed down 
  only to the worthiest among the females 
  scrupulously guarded by the few who 
  know them until it is evident that the 
  Mother turned her eyes to her blossoms 
  on the body of the Newly Generated, 
  now enveloped by the leaves or flowers 
  of the chosen plant.
  After the rite, the young Rok’Nars are 
  entrusted to groups of older individuals 
  who teach them about life cycles and 
  the natural working of things.
  Civilization
  The Rok’Nars often live in villages 
  occupied by members of their own 
  Tribe only. Living as they do in 
  complete harmony with nature, 
  they seldom build dwellings or wear 
  much clothing—only the minimum 
  so as not to offend the other Tribes’ 
  sensitivities, which they respect even 
  when they do not understand them. 
  The few tasks seen as essential by 
  the Rok’Nars—such as taking care of 
  the Mother, collecting her fruits and 
  hunting her sons according to the 
  natural cycle of things—are entrusted 
  
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  Characters
  to those more qualified to execute 
  them, and the fruits of their activities 
  are then shared by the community as a 
  whole. They can often be seen sharing 
  a settlement with the Feruas, but they 
  never climb trees: the places hosting 
  both Tribes are always characterized 
  by the presence of a cave.
  Some Children of the Earth always 
  live in total harmony with nature, 
  keeping in close contact with the 
  Mother even while they sleep.
  The Rok’Nars do not totally shun 
  settlements frequented by other 
  Tribes, but they do not like them, 
  especially if there are any barriers 
  between them and their Kami, such 
  as the ground or, worse, above-
  ground structures.
  Behavior and Customs
  Because of their love of tradition and 
  stability, the Rok’Nars are considered 
  the most conservative among the 
  Tribes. The Disciples of the Mother 
  require a long time to process any 
  change in global interest or the 
  balance between the Tribes. This 
  characteristic, together with their 
  tendency to never forget a suffered 
  wrong or favor received, makes 
  gossips say the Rok’Nars tend to live 
  more in the past than in the present.
  They respect every single facet 
  of the natural cycle, even the most 
  unpleasant or those seemingly unfair: 
  if they exist, that means the Mother 
  created them with precise intentions, 
  which may not become immediately 
  apparent. The Rok’Nars apply this 
  same reasoning in an inverse and 
  restrictive way: what can be found in 
  nature must be enough for sustenance, 
  and if the Tribes try to meddle with 
  it, they will do more harm than good. 
  They do not make any sort of tools 
  to make daily tasks easier; they favor 
  hand-to-hand fighting and martial 
  arts to the use of melee weapons and 
  fewer ranged weapons, which they 
  avoid almost all the time. 
  All Tribe members—the females in 
  particular, have a special affinity with 
  rain. They savor each moment of the 
  magic event that puts them in direct 
  contact with the Mother and fills with 
  life the gift She made them, which 
  they always carry with them.
  Game Features
  Rooted to the Ground 
  A Rok’Nar always feels uneasy in any 
  environment that is not dry land: 
  on a boat, in a shelter hanging from 
  a tree, on a flying ship, etc. In such 
  conditions, a Rok’Nar suffers a -1 to 
  all Trait rolls.
  Self-sufficient 
  A Rok’Nar refuses any use of weapons 
  or crafted armors, maintaining he 
  already has all he needs to fight. He 
  never uses any armor and wields only 
  weapons that can be found in nature, 
  such as cudgels, sticks, makeshift 
  spears and so on.
  
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  Player's Guide
  Rock-Hard 
  Made exactly like the rocky walls the 
  Mother has been raising for millennia 
  to protect herself has its own 
  advantages. At character creation, 
  a Rok’Nar gets Vigor d6 instead 
  of d4, his natural armor gives him 
  Toughness +2 (countered by weapons 
  with Armor Penetration) and adds +2 
  to damage when fighting unarmed. 
  As Big as a Mountain 
  Being as tough as a mountain 
  implicates other similarities as well. 
  The Rok’Nars are bigger in size than 
  most of the other races, which gives 
  them a +2 Size bonus; their body size, 
  however, forces them to move at Pace 
  3, and to use a d4, instead of the usual 
  d6, when running.
  Elemental Manipulation (Earth) 
  Every Rok’Nar can cast this spell 
  three times a day. If he has an Arcane 
  Background, this spell is added to his 
  list of known spells and can be used 
  more than three times a day.
  Relationships with the 
  other Tribes
  Allied with the Feruas: 
  “We thank the Mother every day for 
  entrusting her safety and health to the 
  upkeep of two Tribes and not just to us. 
  We will defend Her, side by side with 
  those who care for her as much as we 
  do.”
  Allied with the Janahs: 
  “Respectable and honorable, they make 
  trustworthy allies. They are even more 
  steadfast and stubborn than we are.”
  Allied with the Lumians: 
  “They share many of our principles. 
  The word given by a Lumian has 
  more value than a Ferua’s claw. They 
  represent Light and deserve all our 
  respect.”
  Allied with the Menoosh: 
  “Just like animals, the Mother’s favorite 
  children take care of their primary 
  needs first and foremost; they merely 
  chose to add their love for all that’s 
  beautiful to them, but I see nothing 
  wrong in this.”
  Allied with the Senduars: 
  “The trees shed their seeds so that other 
  plants may grow. The flowers make 
  use of the bees to spread their pollen. 
  Perennial travelers can only be good 
  for the natural cycle of life.”
  Indifferent to the Oscurians: 
  “Night and day alternate in the natural 
  cycle of life. We must accept nature as a 
  whole, and even if night is ambiguous, 
  compared to day, we mustn’t respect it 
  less.”
  Enemies of the Gromsh: 
  “They caused way too much damage 
  to our Mother for us to keep ignoring 
  them. They must be stopped.”
  Enemies of the Kronoss: 
  “Brothers of the wind, don’t you see 
  they’re just using you? They always 
  crush the Mother’s fruits, and what 
  
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  Characters
  they really deserve is punishment from 
  all of us…not that we quarrel with 
  each other.”
  Enemies of the Whisplings: 
  “You fell too far away from the tree, 
  brothers. Our hearts break at the 
  thought that Mother Earth and Father 
  Sky may part ways, but we aren’t blind 
  and our hearts aren’t made of the stone 
  we always protect.”
  View of the Ways
  Inclined towards the Warlords:
  “The animals die at the end of their life 
  cycle. We don’t. They bring our cycle to 
  an end for us.”
  Inclined towards the Followers 
  of the Mosaic: 
  “Some Tribes left these lands too 
  quickly; it’s a noble gesture to keep 
  their memory alive in the presence of 
  the existing Tribes.”
  Indifferent to the Guild of Free 
  Trade: 
  “I have virtually no interest in any of 
  their wares.”
  Indifferent to the Inquisition of 
  the Blazing Arrow: 
  “I understand what they do, but I can’t 
  endorse it fully. These Faceless Ones 
  are such a new threat.”
  Prejudiced against the 
  Defenders of Free Will: 
  “How many Tribes can say they have a 
  bond with their Kami as deep as ours?”
  Famous Characters
     Faybelle
  Since her Genesis, Faybelle has always 
  been surrounded by astonishment. 
  Welcomed with amazement by the 
  Elders at the Garden of Life, she soon 
  realizes she is the smallest among her 
  fellow Tribesmen, so much so that her 
  very membership of the Tribe might 
  seem doubtful. Moved by that very 
  concern, the Elders seek a link to the 
  Mother in her, immediately revealed 
  by her magic and healing skills. In 
  spite of this, she is left out of village life, 
  involved as little as possible in group 
  activities and the object of doubting 
  glances. A year after her Genesis, 
  she decides to free the inhabitants 
  of her village of the embarrassment 
  caused by her presence and leaves 
  it suddenly to head for the Thorny 
  Grand Canyon, so different from her 
  in name, yet endowed with her same 
  ability to keep people at a distance.
  Faybelle would like to continue 
  living alone, cradled by the voice 
  of the Mother in all her earthly 
  manifestations, but she has to cope 
  with the many people who, intrigued 
  by her, travel to that narrow rocky 
  gorge to catch a glimpse of a Rok’Nar 
  the size of an Oscurian. Some even 
  suspect she might have a key role 
  in the next Overthrow of the Royal 
  Races, just like the mixed Geneses 
  of individuals belonging to different 
  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 
  an expression and a size that reflect 
  his nickname, Sey-Lahn usually 
  intimidates most people, and the 
  skulls set in the cavities in his torso do 
  not help matters in the slightest.
  Sey-Lahn embodies all the basic 
  principles of the Rok’Nar culture: he 
  is conservative, thoughtful, hard, slow 
  and potentially lethal. Besides being 
  very well known within the Tribe, 
  even by those members who live on 
  the other continents, he is one of the 
  longest-living Rok’Nars and probably 
  also the eldest to practice Tsui’Goab, 
  the ancient Rok’Nar martial art based 
  on the Tribe’s philosophy. Years 
  have gone by, however, since the last 
  time the Grim Mountain accepted 
  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.
  Charisma: -; Pace: 3 (running d4); 
  Parry: 14; Toughness: 19 (2)
  Hindrances: Cautious, Code of 
  Honor, Pacifist.
  Edges: 
  Ambidextrous, 
  Block, 
  Brawler, Brawny, Bruiser, Frenzy, 
  Improved Block, Improved Frenzy, 
  Improved Martial Artist, Improved 
  Toughasnails, Martial Artist, Martial 
  Arts Master (x5), Master of Arms, 
  Toughasnails, Two-fisted, Weapon 
  Master.
  Special Abilities: Elemental (SW, p. 
  162), Elemental Manipulation (earth, 
  3/day), Hardy (SW, p.. 162), Rooted 
  to the Ground *, Self-sufficient*, Slow 
  Regeneration (SW, p.. 165), Unarmed 
  (Str+d6+14), Unarmed (Str+d6+14), 
  Size +4.
  
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  “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
  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.
  
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  Senduar appeared in the eastern part 
  of Si-Neb, near the glaciers. From 
  the very first moment of existence, 
  he concentrated on assimilating 
  everything he could: smells, flavors, 
  sounds, shapes, sensations. He let 
  all creation dance before him, each 
  external 
  stimulus 
  brush 
  against 
  him, and he was insatiable but not 
  impulsive. Swiftly, he strode toward 
  the west, absorbing all he could like a 
  sponge but carefully refraining from 
  altering that boundless sensorial 
  vessel. As he rejoiced in the blessing 
  of his Kami, however, like any First 
  Generated, he also had the same 
  treatment in store for every Tribe; 
  anyone who happened to be in his 
  vicinity fell lifeless to the ground. 
  It was not a painful death, though, 
  anything but. They would simply 
  crumple to the ground with a serene 
  expression on their faces. There was 
  no fight, the souls of the fallen would 
  fly toward their destiny peacefully, 
  leaving behind their heavy, and now 
  empty physical vessel.
  Only a short time later, however, 
  houses, trees, and even the mountains 
  themselves fell to the ground, too, 
  together with the bodies of Senduar’s 
  victims. It was Janah’s handiwork, the 
  end result of an uncontrollable fury 
  raging all over Si-Neb, with nothing 
  and no one keeping him in check as he 
  unleashed the same level of desolation 
  that required the intervention of two 
  First Generated on other continents. 
  And yet, he did not carry out his work 
  to the very end because his irrational 
  eyes fell on the other first Generated 
  active in those lands and instead of 
  seeing him as a fellow being moved 
  by a common aim, he saw the only 
  thing he was able to see everywhere: 
  an obstacle to overcome. Senduar 
  just defended himself with his innate 
  ability to teleport, which he had never 
  used before for fear of missing some 
  experience through that disjointed 
  way of traveling. Finding himself 
  pressed by his furious opponent, he 
  had to react, thus starting a chase that 
  went beyond the imagination even 
  of the most imaginative thinker. In 
  the end, he was forced to resort to a 
  more drastic expedient, using one of 
  his powers he had never tried before: 
  he divided his essence into countless 
  grains of sand which he scattered 
  with the wind. His technique was 
  successful, with his opponent chasing 
  his infinitesimal parts everywhere in 
  vain. What Senduar could not know, 
  however, was that all his attempts 
  to pull himself back together would 
  be in vain, too, because meanwhile, 
  his powers had begun to wane 
  unexpectedly, and he needed them 
  at their maximum power to be able 
  to reconstruct his body. Since that 
  day, he has been wandering all over 
  Enascentia because his spirit is still 
  bound to it. However, he never 
  experienced the privilege of true 
  consciousness or freedom of action. 
  In a sort of bizarre retribution, the 
  other members of his Tribe are fated 
  to enjoy fully what was denied to their 
  First Generated.
  
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  Trying to analyze the Senduar 
  civilization is like trying to catch 
  the wind with a net. Since they are 
  nomadic by nature and have little or 
  no inclination for gathering in large 
  groups, to examine the history of 
  their Tribe, it would be necessary to 
  study the personal history of each of 
  its existing members—impossible 
  even for the boldest Janah. The 
  Senduar contribution to Enascentia’s 
  past has to be found elsewhere, in the 
  traditions they have upheld through 
  the centuries, more by instinct than 
  because of tradition. Most of the 
  present natural balance the Rok’Nars 
  and the Feruas so actively defend is 
  also due to the intervention of these 
  careful observers: they would know 
  immediately if a species of animal 
  was rare or abundant in a certain 
  region and hunted accordingly. Their 
  main aim was to feed without altering 
  their environment irreparably, but as 
  a direct consequence of this, they also 
  prevented some animal species from 
  overpopulating specific areas, which 
  could have had repercussions on the 
  neighboring territories as well.
  Senduars never stopped in mixed 
  cities for long but were ever present 
  there. For each Senduar leaving, there 
  was usually another one just arriving. 
  They never carried many things with 
  them as they wandered, but those items 
  they traded in each village to obtain 
  the bare minimum they needed were 
  seen as an service rendered merely by 
  chance to merchants and Oscurians 
  everywhere, since they were the best 
  means of delivering exotic objects 
  from far away.  In the light of this, 
  Senduars learned to collect specialties 
  from the places they visited and keep 
  them until they reached somewhere 
  they would be unusual and therefore 
  be in high demand.
  They never took sides openly in 
  any conflict between Tribes unless 
  attacked individually or kept from 
  travelling, which happened during 
  the conquest of Si-An at the beginning 
  of the millennium when they found 
  themselves trapped in the Varnha 
  Desert and were consequently drafted 
  by the Resistance. It was quite difficult 
  for them to send representatives to 
  the Councils of the Royal Races—
  respectively in 400 and 600 P.G.—
  because they lacked any hierarchic 
  structure or stable places in which 
  to gather. Those of them who were 
  present at the Councils were more 
  ‘volunteers’ than real ‘representatives’ 
  of their people.
  Dunesia, the wandering 
  capital
  Having 
  a 
  capital 
  is 
  almost 
  a 
  contradiction in terms for a wandering 
  population, which is why Dunesia 
  was never considered a capital by the 
  Senduars themselves but acquired 
  that title over the centuries when 
  other populations realized it was the 
  only city where Senduars made up 
  most of their number and started 
  calling it that. In time, the Travelers 
  heard the term, too. It amused them, 
  and they made it theirs willingly, 
  
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  Player's Guide
  because a wandering city was the 
  only one to which they felt they truly 
  belonged.
  It was a Senduar who first climbed 
  onto the back of the giant koopash 
  when it finally grew to his actual size in 
  the Varnha Desert, and he did that for 
  two reasons: to ride the largest mount 
  ever seen and reach its back, a place 
  no one had certainly ever explored 
  before. Once up there, Olokun felt 
  pleased with his success and decided 
  to remain there a little longer to better 
  understand the movements of the 
  huge koopash. It had a steady gait, 
  there was no swaying on the top of the 
  shell, and the view was breathtakingly 
  beautiful. Olokun soon realized the 
  huge beast had the same needs as a 
  normal koopash, namely to rest and 
  feed every three nights, something 
  that was not going to be easy in the 
  desert for that poor gargantuan beast. 
  When the koopash stopped for his 
  first night of rest, Olokun climbed 
  down from his back and headed for 
  the nearest campfire. He reached a 
  small Senduar encampment, whose 
  occupants were in the process of 
  heading for the moving mountain 
  they had seen in the distance, and 
  explained the situation to them 
  through sign language. Each of 
  them did something: find wood and 
  other building materials, hunt many 
  lahans and other game beyond the 
  dunes whenever possible, store huge 
  quantities of water and so on. Their 
  constant activity drew the attention 
  of other Travelers and soon scores 
  of Senduars were taking care of the 
  gargantuan koopash, seeing to his 
  primary needs. In order to reach the 
  most inaccessible areas, such as the 
  mouth or the back itself, they built a 
  system of scaffoldings and ropes, and 
  even rope ladders to throw to anyone 
  brave enough to try to climb on the 
  koopash while it was moving.
  The huge beast became a great 
  attraction for the Senduars, most of all 
  when they found themselves trapped 
  in the desert from the pressure the 
  Feruas exerted along its borders. 
  Many of them came to admire it, 
  and none of them could refrain from 
  climbing on its back at least once. 
  Many of them ended up thinking the 
  same thing: if we cannot leave the 
  Varnha Desert because of the Feruas, 
  why do we not change perspective and 
  cross it again on the koopash’s back? 
  That was when they thought about 
  building huts and other structures 
  on the creature’s shell, turning it into 
  their temporary home but never 
  ending their wandering. Over the 
  years, those buildings changed from 
  something simple to far more refined 
  structures. Their main objective was 
  that they had to be raised on a rigid 
  ever-moving platform. In time, they 
  even tried to take agriculture and the 
  rearing of livestock there, at times 
  with satisfying results, as with the 
  spout eggplants, as the environment 
  there is perfect for them to grow. Even 
  today they are still exported from 
  the wandering city to everywhere 
  on the continent. The lack of water 
  continued to be the greatest problem, 
  but luckily Dunesia’s inhabitants did 
  
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  not use much. In any case, Senduar 
  researchers and enchanters found a 
  way to filter the koopash’s urine and 
  turn it into a drinkable—albeit still 
  rather foul-smelling—liquid.
   Thus, a stable civilization grew 
  on the koopash’s shell, while the 
  animal moved deeper and deeper 
  into the desert. At that point the 
  Resistance could not ignore what 
  was happening under its very eyes 
  and tried to contact Olokun and the 
  other Senduars. A delegation of the 
  united Tribes was put up in Dunesia 
  for the time necessary to work out a 
  plan; they were going to use the most 
  wonderful among the beasts as a 
  battering ram to break up the Feruas’ 
  army and offload the armies on its 
  back onto the Pack’s rear. 
  The aim of this was to strike the 
  Tribe’s shamans, the only ones who 
  had any medical knowledge, and it 
  worked so well that Dunesia could 
  continue to advance until the two 
  fronts of the Resistance—the one in 
  the Varnha Desert and the one by the 
  Lakes of the Skull—could join forces. 
  From that moment on, it was not so 
  unusual to find visitors from other 
  tribes in the Senduar capital, and the 
  city itself was finally free to explore 
  the whole continent instead of just 
  the desert, even though it still has a 
  tendency to return to the familiar 
  sands, sooner or later.
  Over the years, Olokun has never 
  left his place, which makes him one 
  of a kind within his race. He has 
  developed an empathic relationship 
  with the koopash—whom he calls 
  Ogun—and it is his greatest ambition 
  to take it beyond Si-An borders to 
  see the other continents together. Up 
  until now, however, he has not been 
  able to fulfill his dream.
  Beyond known borders
  Travelers by nature, the Senduars live 
  to explore. They usually spend the 
  first years of their life scouting the 
  continent in which they have been 
  generated from top to toe, until they 
  are familiar with every single cave, 
  river or animal. That is when they 
  begin to travel to the other three 
  continents, repeating the process. 
  At times, they need to examine 
  more fully than they did on their 
  first journey, such as looking into 
  customs and traditions of all the ten 
  Tribes or taking a look at the full list 
  of animal and vegetal species in the 
  records kept by the Menoosh. Those 
  few individuals that live long enough 
  to get to this point, however, do not 
  know the meaning of the word ‘stop’. 
  Instead, they usually travel beyond all 
  known borders. It is not uncommon 
  for a Senduar to head for the eternal 
  glaciers in the northernmost part 
  of Artanty and Si-Neb, just like it is 
  not unusual to see a ship of Travelers 
  leave from the inner ports of Si-An 
  and Dejama on route for Sit-Tabthi 
  or from the outer ones toward the 
  extreme borders of Enascentia itself. 
  This is the name given to these 
  unknown waters, which everybody 
  knows as the keepers of the deepest 
  
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  Player's Guide
  abysses in the whole creation, borders 
  beyond which nothing exists. Even 
  this definition is not dire enough 
  to stem the Senduars’ thirst for 
  knowledge.
  There are more than a few people 
  who maintain they saw a Traveler 
  come back from the deep sea or the 
  glaciers, but what is hidden in those 
  places is still a mystery all the same, 
  and the reason for this is quite easy to 
  guess: you will never find a Senduar 
  who will deprive you of the pleasure 
  of discovery. At most, he will invite 
  you to follow his path. It goes without 
  saying that such a suggestion is often 
  rejected, albeit kindly, because it is 
  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. 
  Things are quite different where 
  the sea closer to shore is concerned. 
  The ships returning from those routes 
  have certainly reached the area the 
  Council declared off limits in the year 
  400 P. G., and some of them may have 
  even reached the coasts of Sit-Tabthi, 
  while every other Tribe perished just 
  trying to. In any case, those occasions 
  are rare. Most times, it does not matter 
  how experienced a Senduar is when 
  he thinks he knows the other four 
  continents: his next voyage is usually 
  his last. For this reason, the average 
  lifespan of a Senduar is about four 
  hundred years, roughly one century 
  for each continent.
  
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  The Mnemonic Gems
  In 241 P.G., the scholar Obatala 
  founded a group of researchers and 
  experimenters willing to be guinea 
  pigs for some far-from-conventional 
  magical experiments. Driven by the 
  common aim of Discovery through 
  travel, they did not simply record 
  the information they collected as 
  they traveled but went beyond that 
  and took advantage of the gift of 
  manipulating the Veil to gather new 
  information which could not be 
  obtained by any conventional method. 
  They started as a small caravan of 
  brave souls, but soon, other people 
  following the same Kami joined them. 
  Together, they periodically recorded 
  the progress of their experiments 
  and frequently shared their notes 
  and the subjects of their studies, 
  which ranged from simple magical 
  objects to new parasitical life forms. 
  They were soon called Servants of 
  the Unknown by external observers, 
  unable to understand the thirst for 
  knowledge driving them, but as time 
  went by, that nickname proved to be 
  extremely fitting. One experiment in 
  particular—known as the Mnemonic 
  Gems—revealed its true nature only a 
  few centuries after its creation. Those 
  gems were created as magical objects 
  that could store an infinite quantity 
  of sensory data and were designed 
  to be set in the center of a traveler’s 
  forehead, who would thus become the 
  source of the information gathered by 
  the artefact. Ten gems were created, 
  which over the years developed an 
  even stronger affinity with each other 
  until they ended up connecting all 
  the carriers of a Mnemonic Gem. 
  Soon, external stimuli and feelings 
  blended within each of the servants 
  who chose to analyze a gem carrying 
  it on their forehead, to the point that 
  they became unable to distinguish 
  their personal experiences from those 
  of the others. Data transmission was 
  not immediate, however; it only 
  happened when a given gem was not 
  actively absorbing knowledge, that 
  is, while the carrier was sleeping. 
  The Senduars soon saw those gems 
  as a curse more than an important 
  experiment because it nullified a 
  whole life spent searching for sensory 
  stimuli, the discovery of the world by 
  themselves, and went against all the 
  principles of their Kami even more 
  strongly than the oral tradition used 
  by the other Tribes. They tried to 
  remove the gems from the Servants’ 
  forehead but gave up after their first 
  attempt, which ended with the death 
  of the gem carrier because the gem 
  had grown inside his brain, plunging 
  its crystalline roots deep into his grey 
  matter and becoming one with it. 
  After that failed attempt, there were 
  still nine gems and nine carriers. 
  They all tried to fight in any possible 
  way against their fate, and the best 
  solution they came up with was to 
  search for each other, gather together, 
  and lead the same life as much as 
  possible, thus limiting at least the 
  different contexts in which their 
  collective memories were trapped. 
  That experiment worked for centuries, 
  
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  Player's Guide
  until one of them, Iriko, fell victim to 
  an ambush of the Faceless Ones, in 
  995 P.G., and had his symbol severed. 
  His aggressors did not just forcefully 
  recruit him, they also kidnapped him 
  to carry out experiments on that gem 
  shining on his forehead. That day, the 
  other eight carriers woke up to the 
  realization that Iriko had disappeared 
  and the knowledge of every single 
  experience he had gone through up 
  until then. That was the beginning of 
  a surreal chase in which the chasers 
  knew every move of their kidnapped 
  companion as soon as they woke up, 
  and Iriko knew how near they were 
  to him as soon as he opened his eyes. 
  When they realized it, the Faceless 
  Ones did their best to reduce Iriko’s 
  sensory experiences to a minimum, 
  blindfolding and drugging him to 
  confuse and inhibit his senses until 
  the other Travelers lost his trail. The 
  Faceless Ones were not satisfied 
  with that, however. As soon as they 
  reached a safe hiding place, they put 
  together a laboratory in which to run 
  more detailed experiments on their 
  kidnapped prisoner, and tortured 
  him, pushing him to the limits 
  of his endurance to gather all the 
  knowledge they could obtain about 
  the Mnemonic Gem without killing 
  its carrier. Of course, the treatment 
  had its repercussions on the other 
  eight carriers, who were forced to 
  share their companion’s pain at every 
  awakening, drowning in a sea of 
  visions and distorted perceptions. 
  Some of them went insane because 
  they could not distinguish between 
  reality, which induced madness: 
  unable to react, they ended up 
  embracing 
  that 
  multiform 
  and 
  impossible life. Others reacted and 
  tried to sleep as little as possible, using 
  stimulants to be able to sleep just one 
  or two nights a week.
  The 
  Faceless 
  Ones 
  gradually 
  improved the experiments they were 
  running on Iriko—who by now was 
  a little more than a ruined shell—and 
  managed to duplicate the Mnemonic 
  Gems. They began to set them on 
  the foreheads of some people they 
  had Liberated by force, thus creating 
  a multitude of eyes scattered all 
  over the continent. They collected 
  information easily accessible through 
  Iriko, who was no longer sentient by 
  now and could not share any emotion 
  with the other gem carriers. Today, 
  there are scores of Mnemonic Gems, 
  active mainly in Si-Neb and carried by 
  members of any Tribe which may not 
  even be Faceless Ones. Some of them, 
  who volunteered as carriers, were 
  recruited at the Cape of the Eagle just 
  before they left for Sit-Tabthi.
  One of the original ten carriers, 
  Enlil, got tired of being a victim and 
  reacted strongly, swearing he would 
  get his revenge against the Faceless 
  Ones. The Inquisition of the Blazing 
  arrow welcomed him willingly among 
  its members in 991 P.G. and created a 
  patrol whose only task was to find the 
  other Mnemonic Gems and kill any 
  Faceless One they might discover in 
  the process.
  
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  Senduars of Artanty
  Here the Travelers often visit the 
  Peaks of the Moon and the Moon 
  Forest, but they also like to stop at 
  Clamatis, Ereldia, or Merrinock. 
  Among the cities, however, their 
  favorite destination is still Legis, 
  most of all in the sixth month of 
  the year, when its aerial ports are 
  open to those who do not belong 
  to any Way, either. There is another 
  experience many Senduars end 
  up sharing in Artanty: exploring 
  the northern glaciers. They are 
  the only ones who venture beyond 
  the Rok’Nar villages built on those 
  snowy mountains and even the icy 
  peaks controlled by the Whisplings. 
  Just as the other Senduars wander 
  across the deserts of the other 
  continents, they venture into the 
  depths of those frozen domains, 
  eager to savor all the sensory stimuli 
  the bravest among them can enjoy. 
  These Travelers develop different 
  traditions as they head for those 
  northernmost lands, change their 
  clothing and take all the necessary 
  measures, taking weeks or even 
  months to prepare before they set 
  off on their journey. Among the 
  suggested precautionary measures, 
  there is also a study of the habits and 
  hunting methods of the leoxams, 
  who are among the few living 
  beings who can survive at those 
  temperatures. These unchallenged 
  masters of the glaciers venture into 
  the settlements at the foot of the 
  mountain ranges periodically to 
  satisfy their cyclical hunger. Anyone 
  aiming to travel through their lands 
  must know their movements and 
  how to keep them at bay.
  Recently, in 912 P. G., a Senduar 
  succeeded in an endeavor, considered 
  impossible up until then: he tamed a 
  leoxam. Inle, also called the Trainer, 
  earned his nickname a few years 
  before, when he managed to tame 
  and ride beasts notoriously difficult 
  to approach, such as meburuusas 
  and eranx. A committed follower of 
  his Kami, Inle had traveled all over 
  the known continents and seen some 
  among the most exotic and rare species 
  until he developed a firm belief: 
  the discovery of the animal world 
  does not mean just learning about 
  all the different species. Inle did not 
  therefore settle for merely observing 
  new exotic species unknown to 
  him but tried to develop a deeper 
  relationship with each of them. At 
  the same time, he managed to tame 
  even the most aggressive wild beasts, 
  thus carrying on his travels with an 
  animal companion always by his 
  side. Animals, however, have a much 
  shorter lifespan than any Tribesman, 
  whatever his Tribe, and when each 
  of them died, Inle concentrated his 
  efforts on training the next one. 
  When he reached the glaciers of 
  Artanty, Inle finally attempted the 
  brave endeavor to which he owes his 
  fame: he tamed a leoxam. The ice lion 
  became his faithful companion and 
  followed him till his last moments of 
  life, even keeping watch over his dead 
  body after he drew his last breath. 
  
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  This unprecedented event reveals a 
  previously unknown characteristic 
  of these magical beasts: after waiting 
  for days beside his master’s body, the 
  leoxam turned into a stone statue 
  with the same shape and traits it had 
  in life. In spite of the extensive studies 
  on the subject carried out by the 
  Kronoss, the process that made such a 
  miracle possible is still unclear and it 
  is the only documented event of this 
  kind. That unusual statue is not the 
  only legacy the Trainer left behind: 
  his journal, full of annotations 
  regarding the behavior of the animals 
  he studied, is still being transcribed 
  by Menoosh scribes, on commission 
  by numberless libraries on every 
  continent.
  Senduars of Dejama
  The Travelers do not like Dejama very 
  much. The only thing they appreciate 
  is the variety offered by its mixed 
  cities. There, it is often possible to 
  find more smells, flavors and colors 
  than in ten other cities of the same 
  size inhabited by just one Tribe. The 
  Senduars contribute to the prosperity 
  of these cities by stopping there to 
  buy supplies in exchange for those 
  sought-after objects or raw materials 
  they collect along the way. Vesoelm, 
  Kartali, and Durandia would not be 
  the same without them.
  Durandia, in particular, periodically 
  hosts many Travelers, either just 
  sympathizers with the Way of which 
  it is the capital, the Followers of the 
  Mosaic, or even important members 
  of the Way itself. It is not uncommon 
  to meet Senduar Followers, to whom 
  Durandia is a reference point and the 
  place from which to leave for their 
  frequent missions in search of some 
  fragment of a lost civilization hidden 
  who knows where. What most see as 
  a boring search is to them a strong 
  stimulus driving them to start their 
  next journey. Ir-e-Nor, better known 
  as Silent Sand, is one of them, a 
  free thinker who has developed an 
  extremely personal theory about the 
  Mosaic and the Overthrow of the 
  Royal Races.
  In any case, all the Ways are 
  equally 
  represented 
  on 
  the 
  continent, and each of them 
  counts a good number of Travelers 
  among its members. The artefacts 
  recovered by these unstoppable 
  explorers are quite sought after in 
  Jundali, and opening new trails 
  to find more of them may itself 
  be incentive enough to join the 
  Way. Even though their capital 
  is elsewhere, the Defenders of 
  Free Will have more than a few 
  representatives on these lands, 
  too. A clear example of this is the 
  Opulent Wayfarer, one of the Four 
  Merchants who control Vesoelm. 
  His rejection of the Kami he 
  received when he was generated is 
  quite evident, but what most people 
  often misinterpret is the choice 
  he made afterwards: his elegance 
  and opulence, together with his 
  artistic tastes, seem to point at the 
  Menoosh artistic freedom, while it 
  
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  is just Oscurian materialism. And 
  he certainly makes careful use of 
  the magic abilities as a result of 
  that choice.
  Further south, between Jandia and 
  Braska’s Volcano, everybody can still 
  see the end result of what a Senduar 
  enchanter, Ninsun, did a few centuries 
  earlier, in 107 P.G.: the Black Desert. 
  Ninsun wanted to trap a sandstorm 
  within an object that could release it 
  every time it was used, but he made 
  a mistake in creating the object and 
  ended up altering both the color and 
  the essence of the sand he loved so 
  much . The Dune Globe he created 
  has become legendary, but its actual 
  whereabouts are unknown. What no 
  one knows is that the sand was not 
  the only element to be trapped within 
  the Globe: it also contains a bihar, 
  made immortal by the magic process, 
  and over the centuries more than an 
  owner of the Globe has been killed by 
  that—now eternal—creature.
   There is another phenomenon 
  that started to appear soon after the 
  creation of the Black Desert. The 
  purple crystals that had always been 
  present there produced some special 
  arthropods—the 
  rakars—which 
  camouflage 
  themselves 
  perfectly 
  among the sand and the crystals 
  themselves and are also the vile 
  carriers of a terrible disease. The 
  Crystal Plague, as it has been called, 
  first developed among the caravans 
  heading toward the southern coast or 
  heading inland from the sea, and the 
  first who had to deal with it were the 
  villages scattered around the desert. 
  Once the alarm was raised all over the 
  continent, the Janahs were the first to 
  arrive and demonstrated their battle 
  skills. They were not enough to stop 
  the spreading of the Plague, however; 
  on the contrary, they gave the crystals 
  new bodies to infect, thus allowing 
  them to spread boundlessly, until the 
  infected people became a veritable 
  army that kept growing in numbers. 
  Finally, it was the joint intervention 
  of the Senduars—on a pilgrimage 
  toward the desert—and the Rok’Nars 
  living in the area that put a stop to the 
  threat in 111 P.G., together with the 
  military support of all the Tribes and 
  the cleansing of the disease in its first 
  stage by the Daughters of the Earth. 
  Those already in the advanced stages 
  of the disease had to be exterminated, 
  and the Rok’Nars’ and Senduars’ 
  task was made easier by their own 
  physiology. In the following years, 
  the Disciples of the Mother took it 
  upon themselves to guard the desert 
  borders to limit future contagion, 
  while the Travelers kept scouting its 
  sands, motivated by fascination and 
  duty in equal measure.
  Senduars of Si-An
  Landing on Si-An is an important 
  moment in any Senduar’s journey: 
  crossing the Varnha Desert is a 
  sacred stage of their wanderings. 
  They are among the few who can 
  truly appreciate the uniqueness of its 
  landscapes and also see the challenge 
  those dunes poses to any wayfarer 
  
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  Player's Guide
  as reason enough to visit them. The 
  fact that those same sands host their 
  capital and guard the legacy of their 
  forefathers, forced to a life of captivity, 
  makes the desert an essential stage 
  in their journey. While in the 
  desert, many Senduars experience 
  the blessing of mystic experiences 
  granted them by their Kami that 
  often drive them to the boundary 
  between life and death. Of course, 
  they do not care about the Kronoss 
  theories, according to which those 
  visions are the natural consequence 
  of dehydration and malnutrition. 
  No Traveler sound of mind will ever 
  pass up climbing on the shell of the 
  huge koopash carrying the city which 
  is the symbol of the tribe itself on 
  his back. This makes Dunesia the 
  hub of exchanges between Senduars, 
  whether 
  they 
  barter 
  materials 
  recovered anywhere on Enascentia 
  or exchange notes about a subject 
  they studied during their journey. In 
  time, the capital has become a unique 
  crucible of culture and information, 
  an ever-evolving urban center which 
  frequently hosts people from other 
  Tribes, eager to obtain from the 
  Senduars the secrets they keep but are 
  seldom willing to share. However, it is 
  not easy to access the knowledge kept 
  within Dunesia’s halls, so it is more 
  likely that the visitors will stay just for 
  the time necessary to learn a specific 
  art or discipline
  The enchanted places protected by 
  the Rok’Nars, such as Mesa Atminas 
  and the Breath of Gromsh, fascinate 
  the travelers and are always included 
  in their itinerary on the continent.
  Senduars of Si-Neb 
  Abandoned ruins, unspoiled nature 
  and landscapes scarred by magic: 
  all these things are incentives the 
  Travelers cannot simply resist. For 
  centuries, Si-Neb has been the 
  continent on which the Senduar 
  usually stay longer, so much so that 
  the number of caravans here is well 
  above average. Si-Neb’s fascinating 
  landscapes are not the only reason 
  they tend to spend more time 
  wandering among these suggestive 
  places. In fact, many of them belong 
  to the ancient group of researchers 
  known as the Servants of the 
  Unknown. After the unsuccessful 
  experiment with the Mnemonic 
  Gems, all experiments in progress 
  are now subjected to greater controls 
  and the intentions of a researcher 
  are debated in depth before his 
  project is approved. This is probably 
  why the Servants of the Unknown 
  managed to leave their past failures 
  behind and never incurred the 
  wrath of more conservative Tribes 
  or organizations.
  While traveling in the desolate 
  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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  Characters
  gone insane for the most part. While 
  still faithful to Senduar ideals, they 
  have all given in to the charm of the 
  spoken word, a relief valve they need 
  to endure their state. Among them, 
  there is also Enlil, surrounded by the 
  troops the Inquisition has put at his 
  disposal, one of the most resolute 
  and uncompromising divisions of 
  the Way.
  Appearance
  The Senduars’ custom of dressing 
  themselves in oversized clothing 
  that covers them from head to foot 
  makes it difficult to see at first glance 
  the otherwise distinctive features in 
  their appearance. The members of 
  this Tribe have a rough and grainy 
  skin, akin to desert sands in texture 
  and color, and they are the only 
  ones among the current Tribes to be 
  totally sexless. However, their choice 
  of clothing also makes them easily 
  recognizable: a hood pulled down 
  over a face hidden by a piece of cloth 
  with a pair of green or brown eyes 
  peering above it is a clear sign you are 
  dealing with a Senduar. Their hair is 
  almost always hidden by their cowls, 
  but when visible, it is usually quite 
  fine and brown.
  The numerous layers of clothing 
  are not the only weight the Senduars 
  have to bear because they usually 
  carry with them all items necessary for 
  their travels: torches, canteens, knives, 
  candles, etc. They often use ranged 
  weapons, such as bows, crossbows, and 
  throwing weapons. In a melee, they 
  prefer polearms, such as spears and 
  halberds, which they use as staffs when 
  not fighting.
  Genesis
  The Genesis of a Senduar is always a 
  deeply spiritual moment. The whole 
  welcoming ceremony involves ritual 
  codified gestures. Throughout the 
  ritual, none of the officiants says a 
  word, and the Newly Generated is 
  forced into silence by gestures or 
  even more direct means if necessary. 
  In most cases, however, it is not 
  necessary.
  During 
  this 
  rite, 
  the 
  Newly 
  Generated receives his travel gear—
  which will probably accompany him 
  for many lunar cycles—which he 
  can choose to accept, and then at the 
  end of the ceremony, each Senduar 
  resumes his personal journey. Left 
  to his own devices, the new Tribe 
  member ends up doing the same.
  Civilization
  There are Tribes who are inclined 
  to settle in single-Tribe villages. The 
  Senduars are the only Tribe who will 
  never do this: the only thing that 
  resembles a Senduar village is a caravan 
  made up solely of Senduars. However, 
  you will never find them in the same 
  place for more than two nights in a 
  row. Even their capital, Dunesia, is 
  
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  Player's Guide
  always moving, and greets members 
  of any Tribe within its walls, free 
  from constraints of any kind.
  To this Tribe, hospitality is a 
  fundamental and almost sacred 
  value. This is also true when they 
  extend their hospitality—as a nomad 
  will do when helping any traveler he 
  meets along the way—and when they 
  receive it, they have no prejudice 
  against anyone showing respect for 
  this cornerstone of their culture. It 
  is said some Senduars died because 
  they accepted an Oscurian’s offer of 
  hospitality, even if they knew quite 
  well what they were in for. There are 
  few similar stories: when the sacred 
  nature of this gesture is violated, the 
  dishonorable host’s life comes to the 
  same end.
  The Silent Ones usually travel 
  in large caravans, which start with 
  a single individual and gradually 
  grow in size along the way. They 
  do not understand the concept of 
  community, but will never refuse to 
  help another traveler, especially if he 
  belongs to their own Tribe.
  Behavior and Customs
  In their never-ending journey to 
  discover their Kami and his creations, 
  the Travelers choose a new destination 
  each time and savor every moment 
  and detail of their journey there. They 
  believe that if they stay put, their 
  vantage point will never change, and 
  the same will happen to them.
  Do not expect them to be good 
  company, however.  The Senduars 
  are not unpleasant and tend not to 
  isolate themselves, but they have very 
  little inclination for dialogue. Though 
  accustomed to traveling alone for long 
  periods of time, they have learned to 
  listen. Silence may be invaluable, just 
  like words always have the potential 
  to ruin a perfect landscape, a natural 
  and beautiful balance. A Senduar 
  always prefers not to express himself 
  with words: he uses gestures, writing 
  or even actions, knowing well that an 
  inspirational action will induce others 
  to do the same—or to ignore it—but 
  in any case will be understood. Only 
  when they cannot find any alternative, 
  they resort to using words, but they 
  are as concise as possible and sound 
  quite annoyed.
  Game Features
  Magic Trapping
  A Senduar adds a particular Trapping 
  to each magic: casting his spells 
  never requires the use of any spoken 
  component.
  Inclined to Traveling
  A Senduar always feels the need to 
  resume his journey after a brief stay 
  somewhere. If a Character accepts a 
  prolonged break from his traveling 
  with good grace, the Game Master 
  should consider giving him a penalty 
  for being out of character.
  
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  Characters
  Survival Instinct
  The Senduars are sturdy creatures: 
  their bodies can withstand any 
  weather and the difficult situations 
  they may have to face on rough 
  terrains. Likewise, their minds are 
  highly adaptable, which makes it 
  easier for them to find edible food 
  or live by their wits. At character 
  creation, a Senduar gets Vigor and 
  Survival d6, and a +1 Toughness 
  bonus.
  Always in the Saddle
  The Senduars’ physical strength, 
  gained 
  from 
  being 
  constantly 
  mobile, and being one of the races 
  that share the deepest bond with 
  pack animals (such as horses and 
  koopash) predispose them to travel. 
  At character creation, a Senduar gets 
  Riding d6.
  Keen Senses
  A Senduar is a keen observer: details 
  are extremely important to him, and 
  he seldom misses relevant clues or 
  details. At character creation, he gets 
  Notice and Tracking d6.
  Silent
  A Senduar deems speaking an 
  overindulgence and always tries to 
  avoid it. He prefers to speak through 
  gestures or directly through his 
  actions. Should a player ignore this 
  and act differently, the Game Master 
  should consider giving him a penalty 
  for being out of character.
  Relationships with the 
  other Tribes
  Allied with the Lumians:
  “Honest, loyal.”
  Allied with the Kronoss:
  “Hospitable, careful.”
  Allied with the Oscurians:
  “Self-serving, well-stocked with goods.”
  Allied with the Rok’Nars:
  “Strong, self-confident.”
  Allied with the Whisplings:
  “Spontaneous, resourceful.”
  Indifferent to the Feruas:
  “Tame, irrelevant.”
  Indifferent to the Gromsh:
  “Amusing, dangerous.”
  Indifferent to the Janahs:
  “Aggressive, stubborn.”
  Indifferent to the Menoosh:
  “Inspiring, inspired.”
  View of the Ways
  Indifferent to the Guild of Free 
  Trade:
  “Noisy.”
  Indifferent to the Defenders of 
  Free Will:
  “Incomprehensible.”
  Indifferent to the Inquisition of 
  the Blazing Arrow:
  “Resolute.”
  
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  Player's Guide
  Indifferent to the Followers of 
  the Mosaic:
  “Day-dreamers.”
  Indifferent to the Warlords:
  “Coherent.”
  Famous Characters
      Ir-e-Nor, 
       also known as Silent Sand
  Itinerant philosopher and warrior, 
  since his first years of life, Ir-e-Nor 
  proves to be an attentive listener. 
  He starts quite soon on his path of 
  research, always joining different 
  caravans and groups as per the 
  Senduar tradition. He embraces the 
  dictates of his Kami with enthusiasm, 
  developing his personal version of the 
  concept on which his tribe is based: 
  Discovery through travel is first and 
  foremost a discovery of one’s own 
  self via an inner journey. In time, he 
  realizes he is just a part of the whole, 
  which leads him to acquire a healthy 
  interest in the other cultures. He 
  puts his knowledge at the disposal 
  of people from any Tribe, as a guide, 
  listening to their tales attentively, 
  developing 
  his 
  philosophical 
  dissertations in silence, and reading 
  the texts he has accumulated as a 
  reward for his services.
  During his journeys, he is the only 
  survivor of a tragic shipwreck after a 
  violent storm, which causes him to 
  develop a strong aversion to water. 
  From the coast of Dejama, he resumes 
  his journey—rigorous on land—
  collecting soil samples in transparent 
  vials with the aim of forming a 
  mosaic with handfuls of earth from 
  in every corner of Enascentia. His 
  choice of a mosaic is far from casual 
  and reflects his personal view, which 
  leads him to become a member 
  of the homonymous Way. And it 
  is in making this decision that he 
  finally reaches a turning point in his 
  philosophy, concluding that each 
  journey must have a destination, just 
  like each path must have a trailblazer 
  who opens the way to those who will 
  follow him. In 990 P.G., he puts into 
  place the first of ten fragments, a 
  series of pins applied on his cloak and 
  custom made to contain small rolls of 
  parchment with his notes, the result 
  of years of study. His original intent 
  is to fill each scroll with information 
  regarding a specific Tribe, position 
  one of them every year along his path 
  and finally trace a map to reach them 
  all, using a mosaic made with the 
  samples of soil he had collected. What 
  he wants to accomplish is to pass on 
  to future Tribes the knowledge about 
  the present ones to create continuity 
  and a precise goal in the gathering of 
  knowledge through travel. His choice 
  with regard to timing, however, 
  springs from intuition based on 
  tales he heard about the previous 
  Overthrows of the Royal Races, 
  which led him to believe they were 
  not casual incidents but cyclical 
  events that occur at intervals of one 
  thousand years.
  
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  Characters
  Now, in 996 P.G., Ir-e-Nor still has 
  three fragments on his cloak. Two are 
  dedicated to the Gromsh—because 
  he still has to find a meaning for 
  their constant wandering—and the 
  Kronoss—because he is convinced 
  there is a meaning behind that 
  thousand-year interval, and they 
  already know what it is. The last one 
  will be dedicated to the Senduars, 
  deliberately, because if it is necessary 
  to know oneself before being able to 
  understand others, it is also true that 
  we are often misled by thinking we 
  know best.
  He prefers to fight turning his upper 
  limbs into scimitars made of sand 
  (Limb Shaping) and taking advantage 
  of the mobility granted him by his 
  enchantments (Teleport). The nature 
  of his enchantments and the sand he 
  carries with him, together with his 
  usual aversion to talking, have earned 
  him the nickname of Silent Sand.
  Tribe: Senduar; Way: Followers of 
  the Mosaic; Rank: Veteran.
  Attributes: Agility d10, Smarts d8, 
  Spirit d6, Strength d4, Vigor d8
  Skills: Fighting d10, Knowledge 
  (arcane) d6, Knowledge (geography) 
  d6, Knowledge (Tribes) d6, Notice d8, 
  Riding d6, Spellcasting d8, Survival 
  d6, Tracking d6.
  Charisma: -; Pace: 6; Parry: 8 (7); 
  Toughness: 8 (1)
  Hindrances: Delusional (pins legacy), 
  Phobia (water), Quirk (collects earth).
  Edges: 
  Ambidextrous, 
  Arcane 
  Background, New Power (x2), Power 
  Points, Qualified in Scimitar *, Rapid 
  Recharge, Two-fisted.
  Powers: Healing, Limb Shaping *, 
  Omen*, Oasis*, Teleport*; Power 
  Points: 15
  Special Abilities: Magic Appearance 
  *
  Special Attacks: Scimitar (spell, 
  d10+d6-1) x2.
  Gear: Long staff (Str+d4, +1 Parry, 
  reach 1, 2 hands), leather armor (1).
      Enlil
  Generated in the first half of the third 
  century in a Garden of Life in Si-
  Neb, during one of his first voyages, 
  he meets Obatala’s caravan which 
  immediately intrigues him. Since the 
  moment of his Genesis, he has been 
  aware of being able to alter the Veil, 
  but he feels far more comfortable 
  handling a bow or riding an animal. 
  However, he also refuses to think 
  the gift of magic was bestowed 
  upon him without a specific reason. 
  He soon comes to believe he is the 
  perfect guinea pig for the scholars’ 
  experiments because he can manage 
  arcane powers and at the same time 
  his physical prowess is noteworthy. 
  He joins the Servants of the Unknown 
  and soon becomes one of the ten 
  subjects selected for the experiment 
  with the Mnemonic Gems. Over 
  the years, that experiment turns out 
  to be more of a curse than anything 
  else, but Enlil keeps fighting, even in 
  the darkest moments. The continual 
  traumatic experiences he endures 
  when he wakes up, however, affect his 
  mind, and he develops a real phobia 
  against sleeping at night. He therefore 
  
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  Player's Guide
  takes stimulants regularly, postponing 
  the feared moment when his energies 
  collapse for as long as possible, and he 
  starts accumulating sensory stimuli 
  that are not his.
  After Iriko’s kidnap by the Faceless 
  Ones, Enlil develops a strong hatred 
  against the whole Way and swears 
  to avenge himself for the suffering 
  inflicted on him and all the other 
  gem carriers, which is why he joins 
  the Inquisition of the Blazing Arrow. 
  The High Inquisitor Morken himself 
  takes interest in his case and looks 
  carefully into it. He then has Enlil 
  undergo hard training to learn to use 
  the Mnemonic Gem only as an asset, 
  instead of enduring it as a burden. 
  After his training, Enlil joins nineteen 
  other Inquisitors, forming a division 
  devoted to finding the Faceless Ones 
  through the use of the artefact on 
  the Senduar’s forehead. It is one of 
  the most ruthless armed handfuls 
  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.
  Tribe: Senduar; Way: Inquisition of 
  the Blazing Arrow; Rank: Heroic.
  Attributes: Agility d12, Smarts d8, 
  Spirit d12, Strength d6, Vigor d12
  Skills: Fighting d10, Healing d6, 
  Investigation d6, Notice d12+2, Riding 
  d12, Shooting d12+2, Spellcasting d8, 
  Survival d10, Tracking d10.
  Charisma: -; Pace: 6; Parry: 7; 
  Toughness: 10 (1)
  Hindrances: 
  Habit 
  (stimulants), 
  Phobia (sleeping), Vengeful.
  Edges: Bow Expert *, Bow Master 
  *, Centaur*, Extraction, Improved 
  Extraction, Marksman, New Power, 
  Qualified in Scimitar*, Quick, Quick 
  Draw, Strong Shooter *, Unerring 
  Shooter *.
  Powers: 
  Detect/Conceal 
  Arcana, 
  Environmental 
  Protection, 
  Oasis*, 
  Omen*; Power Points: 10
  Gear: 
  Scimitar(Agi+d6-2)*, 
  composite short bow (12/24/48, 
  2d6+1)*, leather armor (1).
  
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  “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
  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.
  
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  Characters
  Even the sky greeted the advent of 
  Whispling on Enascentia excitedly. 
  Wrapped in the darkest of cloaks, 
  it sang full-throated, yelled and 
  screamed passionate hymns to its 
  most faithful servant. It danced and 
  moved frantically over the sea and 
  land, everywhere. A real cataclysm 
  was unleashed on Artanty, where the 
  First Generated opened his eyes, and 
  on the surrounding waters. The wind 
  swept away any object or creature on 
  its path—nothing was left in its wake. 
  Lightning, 
  hurricanes, 
  typhoons: 
  Father Wind sent all his heralds to 
  remind the earth of the arrival of 
  his beloved son. Whispling took 
  advantage of every tool at his disposal 
  to carry out his task. He partially 
  completed what Kronoss—active on 
  that same continent—was doing, but 
  while Kronoss was interested only 
  in the members of the by-now Lost 
  Tribes, Whispling unleashed the 
  forces of nature with no regard for 
  anything: living beings or inanimate 
  objects.
  When he regained consciousness, 
  the regret for his actions overwhelmed 
  him like a flood and never fully left 
  his heart. He dragged himself to the 
  place of Genesis of the Elders and 
  was quite open with them about what 
  he had done and his feelings about 
  it. Grateful for the life they had just 
  been given and fully believing in the 
  innocence of the one who, among 
  them, cared most for the freedom 
  of each individual, the Elders tried 
  to make him forget the causes of his 
  melancholy. Together, they built a 
  unique place, an ode to the Father 
  that would become their capital, 
  Whisp, carved in a mountainside that 
  could be only reached by flight.
  Life in Whisp during the first 
  centuries was debauched and wild as 
  its people tried to distract their ruler, 
  haunted by his past. After some initial 
  resistance, the First Generated joined 
  in the singing and dancing, drinking 
  hard and indulging in all sorts of 
  excesses so that the joy of a life 
  following the teachings of his Kami 
  would overwhelm him. This kept his 
  people’s morale high, but when he 
  returned to his rooms, his memories 
  would come back as a heavy cloak on 
  his shoulders.
  For more than three centuries, the 
  Whisplings simply rejoiced in life and 
  the other gifts of the Kami, without 
  giving any thought to organizational, 
  bureaucratic or military matters. 
  As a result, they seemed more like 
  a multitude of independent beings 
  than as a true close-knit Tribe. The 
  first consequence of this was the 
  expansion of the Kronoss’s dominance 
  over the western and central regions 
  of Artanty, with the sole exception of 
  the east, in the vicinity of Whisp. The 
  situation was the same on the other 
  continents, where the Whisplings 
  did not keep the expansionistic aims 
  of the neighboring peoples in check 
  and tended to mingle with the other 
  Tribes in the mixed cities, which 
  they found more congenial. In Si-An, 
  however, the situation degenerated to 
  extreme depths when the Whisplings 
  were forced to live through those first 
  
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  centuries trapped in few safe places, 
  hunted by the Predators. It was the 
  initiative of some enchanters among 
  the Sons of the Sky that allowed 
  the Resistance to contact outside 
  reinforcements in the end and 
  overturn the tide of the war.
  The arrival of the Blue Hope in 
  Artanty was just the beginning of the 
  counterattack led by those minorities, 
  but it was also what made Whispling’s 
  own spirit spring into action. He 
  gathered those among the Elders 
  who had been less prone to indulge 
  themselves and more prepared to fight 
  during those long years of continuous 
  festivities and formed an elite body 
  of warriors, dervishes, who would 
  have to strike the enemy rear and the 
  strategic points of its formation with 
  swift and lethal raids. The rest of the 
  army of the Sons of the Wind kept 
  fighting as it had always done, with 
  the archers taking position above the 
  enemy foot soldiers and releasing 
  the first volleys of arrows, taking 
  advantage of the surprise element, 
  followed by the enchanters whose 
  task was to protect them from the 
  counterattack that was sure to follow. 
  Finally, once everyone’s attention 
  was concentrated on the sky, the first 
  line of fighters attacked the enemy’s 
  rear, where the archers were usually 
  positioned. While the main body 
  of the joined Kronoss, Whispling 
  and Oscurian army was fighting on 
  the north-western coast of Si-An, 
  the ten dervishes opened the way to 
  supply provisions along the border of 
  the Varnha Desert, intercepted any 
  messenger the Feruas sent to the Rijia 
  jungle and in general wreaked havoc 
  through the lines of the First Felid’s 
  army.
  The Dervishes and the 
  escape from Khrone
  Those who saw the dervishes in action 
  never forgot it. They were masters at 
  arms of incomparable skill. Facing 
  them on the battlefield meant facing 
  anthropomorphic maelstroms made 
  of wind and metal, real furies, each 
  with a fighting style different from the 
  others but equally skilled. Whispling 
  himself could not be spotted among 
  them easily, so high was the level of 
  the others’ talent. When Dunesia 
  left the desert, it found an already-
  frayed barrier, easy to break through 
  because of the war of attrition the 
  dervishes had fought over the years. 
  The continuous exposure to the 
  dangers of war had its unavoidable 
  consequences, 
  even 
  though 
  the 
  number of losses was extremely low: 
  two of the original ten dervishes lost 
  their lives: Iosheka, the Sharp Dancer 
  and Heng, the Celestial Lightning. 
  When they went back to Whisp 
  after the truce, in 354 P.G., Whispling 
  did not dismiss his dervishes, who 
  by then were just seven, the number 
  with which they are remembered, 
  but made them his personal guards. 
  When he appointed them, he wanted 
  to thank them for their outstanding 
  service and gave them access to the 
  treasury of the capital—considerably 
  increased during the war—so that 
  
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  Player's Guide
  they could choose one or more 
  weapons appropriate to their fighting 
  style or the nickname they had been 
  given on the battlefield.
  Whispling’s elite selection did 
  not simply watch his back in the 
  inaccessible halls of Whisp but 
  fought by his side every moment 
  of his troubled life. In fact, the First 
  Generated had a strange feeling of 
  fulfillment in fighting the war in Si-
  An, a feeling that increased his unease 
  and the guilt already tormenting him. 
  Luckily, that anguish did not last as 
  long as the original one, which would 
  never vanish. He soon understood 
  the cause of his conflicting feelings, 
  which was the awareness of fighting 
  for a good cause against enemies who 
  had made the wrong choice…but a 
  choice all the same. What oppressed 
  him was the denial of freedom, the 
  killing of unknowing people, who had 
  no true fault nor had been allowed to 
  take sides consciously.
  Once he understood this side of 
  his nature, he did not stop for one 
  moment. He would frequently leave 
  the comforts of Whisp to fight his 
  people’s battles personally, with his 
  dervishes by his side. Not all the Tribes 
  ever had the same privilege, and part 
  of the blind trust the Whisplings 
  have in their First Generated is due 
  to this. At the head of the armies of 
  the Sons of the Wind, those eight 
  fighters accomplished great feats for 
  their people. In 460 P.G., they stopped 
  the cutrus’s advance, sending the 
  survivors running back to the Peaks 
  of the Moon, from where they had 
  come in the first place. They saved 
  the villages near the glaciers from the 
  threat of the leoxams when they tried 
  to migrate to the southern mountains 
  in 498 P.G., and in 363 P.G., they went 
  as far as Lake Garemas in Si-An to 
  fight the monstrosities generated by 
  the Breath of Gromsh, fighting side 
  by side with the recently established 
  Warlords. In 567 P.G., they ventured 
  to the Silent Plain, in Dejama, 
  when Triglav’s Veltrians pushed 
  dangerously to the north, crushing all 
  resistance.
  And yet, at the end of each of 
  those feats, Whispling could not help 
  but fall prey to his thoughts again. 
  From time to time, he would go to 
  Khrone, to see the First Generated 
  nearest to him, from the geographical 
  and personal points of view, at least 
  judging from the things he confided 
  to him. Posing as Kronoss, Satnio 
  listened willingly to the Son of the 
  Wind when he vented his tormented 
  feelings, and on each visit, he planted 
  the seed of doubt in his heart with 
  the intent of forming an alliance that 
  would make them both invincible. 
  Whispling’s agreement, though, was 
  late in coming, and after years of 
  failed attempts, Satnio decided it was 
  time to speed things up. (p. 95)
  After forming an alliance with the 
  Scholars, Whispling changed his 
  behavior. The change was gradual and 
  therefore unnoticed by the majority 
  of Whisplings, but it did not go 
  unnoticed by those who had been at 
  his side for centuries…not after they 
  saw how he looked at them and with 
  
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  whom he kept company. The dervishes 
  gathered to discuss the problem, but 
  they did not even have to broach the 
  subject because they all immediately 
  understood what was wrong with 
  both the alliance and the transfer 
  of Whisp’s beloved halls to the now 
  changeable Khrone. And yet, they 
  did not know how to behave. Publicly 
  voicing their beliefs was dangerous, 
  at a time when all the Disciples of the 
  Father were grateful to the Scholars 
  of Time for their help in the First 
  Elemental War; the present condition 
  of the First among them made any 
  such move even more dangerous, for 
  Whispling was responsive and yet 
  unrecognizable. To speak without 
  any supporting evidence might have 
  meant condemning themselves at 
  their own hands, and the capital 
  hosting them had suddenly become 
  the most dangerous place to be. So 
  it was that—even though without no 
  place to go or plan to follow—they 
  decided to disappear, to fly away from 
  that cage and search for a solution to 
  whatever was ailing their guide. Since 
  they knew their disappearance would 
  be noticed, they parted ways so that 
  their pursuers would have to spread 
  their forces thinly. They each knew 
  they had volunteered for a mission, 
  perhaps the most difficult they had 
  ever faced since they had earned the 
  title of dervishes. In any case, what 
  happened that day in 582 P.G. was to 
  be remembered by all the peoples—
  their own included—as ‘the flight of 
  the dervishes’.
  The Elders Council of Khrone 
  decided not to take part in the event 
  openly to avoid rumors and turning 
  again to the Masters of Deceit for 
  help as it had done during the First 
  Elemental War. Since that day, each 
  dervish has been pursued and hunted 
  down by the Oscurians of Artanty, 
  driven by an unprecedented reward 
  offered for the head of each of them. 
  Today, it is believed in Khrone that 
  the hunt for the dervishes has ended, 
  since all seven rewards have been 
  cashed in by the Aranxes in the 
  service of the Whisperer of Secrets. 
  However, as it is well known, the 
  Children of Shadows do not always 
  play according to the rules, and three 
  of the delivered heads were just an 
  excellent work of forgery.
  Below is a description of the ten 
  original dervishes and their fate.
  Asherah: expert in martial arts 
  and archery, she served on the front 
  line and carried out support missions 
  in the rear with skill. Reserved and 
  thoughtful, it took time for her 
  to get used to the company of the 
  other dervishes, whom at first she 
  considered merely an annoyance she 
  had to endure because that was the 
  will of the First among them and she 
  held him in the highest esteem, even 
  more than his other devoted fighters. 
  When she received her reward in the 
  treasury of Whisp, no one noticed any 
  difference in her when she returned. 
  The other dervishes never looked into 
  the matter, and it is still unknown 
  whether some of her incredible skills 
  were the result of her discipline or 
  
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  Player's Guide
  whether she had any magical help. 
  After Whispling’s drastic change, 
  Palden and Witha dragged Asherah 
  away from Khrone by force to prevent 
  her from doing something foolish 
  that would expose them all to their 
  new enemies, whoever they were. Her 
  companions’ care was not enough, 
  though, and she died by Palden’s side 
  soon after the healer’s death.
  Diyu: (see p..218)
  Gefjun: together with Diyu, Heng, 
  Witha and Whispling, he was one 
  of the five original dervishes who 
  could use the Veil, but he did not 
  share knowledge of the same type of 
  known spells. In fact, he specialized 
  in the field of personal magic 
  enhancement, fighting with his own 
  limbs molded in the shape of curved 
  blades or pole arms, depending on 
  the circumstances. When the seven 
  dervishes parted ways after leaving 
  the Kronoss capital, Gefjun followed 
  Black Whirlwind because he had 
  always felt closer to him than the 
  others in the years they had spent 
  fighting side by side. In the darkest 
  moment, however, their personal 
  visions began to diverge until they 
  became incompatible. They still 
  agreed on one point, though: if they 
  wanted to survive, they needed allies. 
  Unlike Black Whirlwind, who started 
  looking for help for himself but never 
  totally gave up the possibility of 
  saving Whispling, too, Gefjun chose 
  to care only for himself, to the point 
  of reneging his origins and betraying 
  those who had disowned him after 
  years of honored service. He willingly 
  joined the Faceless Ones.
  Hammon: Also called the Celestial 
  Salamander, he was the stealthiest 
  element of the group. Reconnaissance 
  missions were usually entrusted to 
  him because of his natural ability to 
  make no noise whatsoever when he 
  moved. Because of his experience of 
  throwing knives and any short blade, 
  he was assigned many a solo mission 
  and a place at the rear of the enemy, 
  where the Salamander—the dagger 
  he had chosen in the treasury of 
  Whisp—could shine the most. When 
  the dervishes left Khrone at the end of 
  the sixth century, he chose to follow 
  the road he knew best and parted 
  from the others to vanish without a 
  trace while waiting for the waters to 
  settle. He did some research of his 
  own on the possible causes of the 
  sudden change the First among them 
  had undergone and thus learned 
  about Tamiri’s experiments. Armed 
  with this knowledge, he tried to track 
  down the others, searching for them 
  all over Artanty with the only result 
  of falling into the nets of the Oscurian 
  Aranxes, meeting his death there.
  Heng: Skilled dueler and archer, he 
  owed his battle name to his speed 
  on the battlefield and the volley of 
  arrows he managed to pour over his 
  enemies before his companions could 
  come and support him. He died in the 
  first half of the fourth century, a few 
  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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  Iosheka: also called the Sharp Dancer, 
  she fought by the side of the other 
  dervishes for a whole decade before 
  losing her life in a raid that failed 
  because of the very efficient aerial 
  defense put up by the Feruas. During 
  the battle Whispling managed to 
  neutralize it, but the first volley of 
  arrows was fatal to Iosheka.
  Palden: 
  Together 
  with 
  Black 
  Whirlwind, he was one of the 
  Whisplings’ 
  battering 
  rams. 
  He 
  coupled the Whisplings’ natural agility 
  with brute strength, a trait unusual in 
  their race, which he displayed most 
  in the blows he delivered with his 
  powerful halberd, Thunderclap. He 
  built a relationship of mutual trust and 
  intimacy with Witha and followed her 
  after the dervishes left Whispling. He 
  died fighting by Asherah’s side, after 
  Witha’s death.
  Black Whirlwind: (see p.. 220)
  Whispling: At first, numbered among 
  the dervishes, he joined their ranks 
  limiting his use of his magical talents 
  so that he would not be immediately 
  recognized by the enemies, only 
  delivering 
  finishing 
  blows 
  or 
  intervening when his companions 
  found themselves literally cornered. 
  He left the group, later known as ‘the 
  seven dervishes’ when he decided to 
  appoint them as his bodyguards.
  Witha: A skilled fencer, she was 
  unrivalled with a rapier, but her skills 
  were not limited to that. Her natural 
  talent for magic and her interest in 
  alchemy and healing herbs earned 
  her the role of healer of the group. It 
  seems she used to grip her rapier’s hilt 
  when casting a spell, a habit seen by 
  most people as a simple ritual gesture. 
  After fleeing Khrone, she stayed 
  with Asherah and Palden to better 
  repel the Oscurians’ constant attacks, 
  but this only made the pursuers’ 
  task easier. She was the first to die, 
  killed in a surprise attack organized 
  with the sole aim of eliminating the 
  group’s healer before facing the two 
  remaining dervishes.
  Whisplings of Artanty
  The Whisplings of Artanty are 
  perhaps the only ones among the Sons 
  of the Wind who maintain a vaguely 
  hierarchic social structure. In fact, 
  the First Generated is one of the few 
  acknowledged rulers and lieutenants 
  scattered all over the continent—each 
  governing one of the most developed 
  Whispling urban centers— to answer 
  directly to him. This social pyramid 
  was somewhat shaken when the 
  dervishes escaped in 582 P.G. but 
  soon found its solidity again. The 
  capital, Whisp, is still inhabited, even 
  if its actual condition is quite different 
  from the splendor of the first centuries 
  when the legitimate ruler still sat in 
  the throne room. In accordance with 
  Whispling’s explicit request, most of 
  the city’s highest offices have moved 
  to Khrone to consolidate the alliance 
  with the Kronoss, but those who 
  stayed behind in Whisp still hope he 
  will soon return. Among the capital’s 
  citizens, there is also the merchant 
  called the ‘Sultan’, who sympathizes 
  
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  Characters
  with the Defenders of Free Will and 
  has secretly converted to the Senduar 
  Kami. The rarities he hoards in his 
  personal nest are so many and varied 
  that they could be compared to the 
  treasure kept in the royal palace.
  The Tribe has settled in various 
  villages, mixed cities and many places 
  set at such an altitude, no other Tribe 
  could reach them. Claw Pass and the 
  Peaks of the Moon count an extremely 
  high number of Sons of the Wind 
  among their population. Most of 
  them are still there to contain threats 
  already repelled in past centuries by 
  Whispling and his dervishes. Cutrus 
  and leoxams never stopped wandering 
  out of the valleys among the Peaks of 
  the Moon and glaciers, even though 
  they never attacked the settlements 
  in such numbers as they did in their 
  first historically documented assaults. 
  To keep that potential threat in 
  check, patrols are sent periodically 
  within their territories to monitor 
  their growth and take the necessary 
  measures ahead of time. 
  Whisplings of Dejama
  Unlike 
  their 
  fellow 
  Tribesmen 
  beyond the northern sea, the Sons 
  of the Wind of Dejama have no rules 
  whatsoever. They are free spirits, just 
  like the Menoosh, their natural allies, 
  and have a tendency to avoid settling 
  in single-Tribe villages, preferring to 
  live in mixed cities or join the caravans 
  traveling along the Sijang Road or 
  through the Silent Plain. Incredible 
  as it might seem, the passion for 
  freedom of action and thought typical 
  of the Painted Ones is shared in these 
  lands by another Tribe: the Gromsh. 
  One can often see a Disciple of the 
  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 
  exploit it
  Dejama
  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, 
  the Black Desert
  Dejama
  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
  Timeline of the Third Era
  
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  Player's Guide
  354 P.G.
  The Conquest of Si-An ends; the Feruas are isolated 
  inside Melvor and Rijia
  Si-An
  359 P.G.
  The Warlords are founded
  Si-An
  363 P.G.
  Whispling and his dervishes fight side by side with the 
  Warlords in the War of Lake Garemas
  Si-An
  395 P.G.
  Sayele creates the Purple Hourglass and, as a 
  consequence, Mesa Atminas
  Si-An
  400 P.G.
  First Council of the Royal Races
  Dejama
  428 P.G.
  Simar creates Ku'Rak and, as a consequence, the Temple 
  of Sennonga
  Si-Neb
  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 
  valleys of the Peaks of the Moon
  Artanty
  498 P.G.
  Whispling and his dervishes prevent the leoxams from 
  migrating beyond the borders of the glaciers.
  Artanty
  507 P.G.
  The Followers of the Mosaic are founded
  Si-Neb
  514 P.G.
  Triglav betrays and kills Veltarr, becoming the ruler of 
  Jandia
  Dejama
  536 P.G.
  The Guild of Free Trade is founded
  Dejama
  567 P.G.
  Whispling and his dervishes prevent the Veltarians from 
  advancing on the Silent Plain
  Dejama
  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 
  begins; Janah drives Triglav away from Jandia
  Dejama
  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 
  founded
  Si-Neb
  789 P.G.
  You-Too Much-Speak is defeated by the walls of 
  Kor'Maresh
  Si-An
  804 P.G.
  Second Elemental War
  Si-An e Si-Neb
  985 P.G.
  The Faceless Ones kidnap Iriku and begin 
  experimenting on the Mnemonic Gems
  Si-Neb
  
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  Characters
  Father taking part in a wild dance in 
  one of the many Gromsh gatherings 
  called, ‘I say this is Kartali’.
  Art and music are at home on 
  the western continent, and the 
  Whisplings living in these lands 
  share this common passion. Among 
  them are the best bards of all 
  Enascentia, real masters at playing 
  an instrument, delivering an oration 
  or singing. They can also be dancers, 
  jugglers, acrobats: their creative flair 
  knows no limits.
  Whisplings of Si-An
  As with Lumians and other peoples 
  usually bound by strong traditions, 
  the Whisplings trapped in the Varnha 
  Desert for the first three centuries 
  of Enascentia’s history developed a 
  different lifestyle from their fellow 
  Tribesmen on the other continents. 
  The Feruas had soon equipped 
  themselves with bows, crossbows and 
  other ranged weapons built specifically 
  to prevent the Sons of the Wind from 
  escaping, even though sooner or later 
  they would have been forced to land 
  on enemy territory. Therefore, the 
  Disciples of the Father were forced to 
  remain in the desert, too, at least until 
  the Blue Hope was finally built and 
  launched. As a direct consequence 
  of this, the Whisplings had to adapt 
  their lifestyle to their situation, which 
  meant they learned to fly accelerating 
  horizontally instead of vertically so 
  that they would avoid any obstacle 
  while flying at an altitude low enough 
  to prevent the Feruas’ marksmen 
  from sighting them. Moreover, their 
  natural ability to manipulate the wind 
  found a practical use when applied to 
  the most abundant element at their 
  disposal: they specialized in creating 
  small localized sandstorms.  
  The Whisplings generated in Si-An 
  can be recognized not only from their 
  different habits but also from their 
  clothing and the musical instruments 
  they use. Their clothing is usually 
  made from light cloth but cover 
  most of their bodies to protect their 
  delicate skin from the heat of the sun. 
  They favor brighter colors than the 
  Whisplings on the other continents, 
  usually 
  preferring 
  shades 
  from 
  yellow to red, light green and beige 
  included. When playing, they favor 
  wind and percussion instruments to 
  the stringed ones and specialize in 
  playing any type of drum.
  In the southern region, there is a 
  well-known Whispling city, Cridara, 
  where huge wind instruments are 
  activated periodically by the winds 
  channeled by a nearby rocky gorge. 
  What is never revealed about this 
  city is that there are hard-and-fast 
  rules regulating curfews as well as the 
  nighttime activity of the city guards, 
  dedicated to regulating and containing 
  most of the winds channeled through 
  the horns. This is due to the fact that, 
  in the past, some inhabitants reacted 
  to the night melodies by behaving 
  strangely and talking about visions 
  of creatures made of shadows before 
  losing consciousness.
  
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  Player's Guide
  Whisplings of Si-Neb
  While 
  this 
  continent 
  has 
  an 
  abundance of the high rocky peaks 
  usually favored by the Sons of 
  the Wind, the massive presence of 
  Rok’Nars in those areas, together with 
  their capital located right in the middle 
  of the Mehara Mountains, prevents the 
  Whisplings from enjoying those gifts of 
  nature as much as they would like to.
  They gather mostly in medium-
  sized villages and contact other 
  Tribes as little as possible, with the 
  exception of the Senduar caravans. 
  They always join them willingly and 
  usually delight the Silent Ones with 
  their musical talent.
  A rather troubled Disciple of 
  the Father has been sighted often 
  wandering along the coast. It is 
  Melgart, a veteran of the Second 
  Elemental War who never fully 
  recovered from it nor could ever 
  accept the defeat. He still wanders on 
  the waters separating the continents 
  where the war took place and 
  along their coasts in search of any 
  unlucky person on which to vent his 
  frustration, preferably some Rok’Nar. 
  Melgart is an extremely experienced 
  enchanter, and over the years, he 
  specialized in creating hurricanes, 
  which he unleashes on his victims. 
  He often goes to the harbors of the 
  cities along the coast, embarking on 
  ships full of passengers. He waits until 
  the ship is far at sea, then he flies off 
  the ship and unleashes one of his 
  hurricanes, the violence of which he 
  has learned to endure
  Appearance
  The Whisplings are graceful and 
  naturally elegant creatures. One is 
  struck immediately by their light 
  majestic stride. The first thing that 
  catches your eye is their quite peculiar 
  hair is almost imperceptible: you 
  can tell exactly where it begins but 
  not where it ends, because it literally 
  vanishes into air.
  The color of their skin is also quite 
  different to that of other Tribes, because 
  it is always quite light, often bluish. 
  Tall and slender, the Whisplings have 
  an average height of almost six feet and 
  seldom weigh more than a hundred 
  and forty pounds.
  Their clothing is always eccentric 
  and refined: the Whisplings always act 
  according to the mood of the moment 
  and seldom go unnoticed. This is true 
  both for the males and females; the 
  latter shamelessly dress even more 
  scantily to attract the attention of rapt 
  onlookers.
  The Disciples of the Father use 
  ranged weapons mostly because of 
  their affinity with the winds. They 
  favor agility and skill when fighting, a 
  penchant that usually prevents them 
  from using any kind of armor.
  It is not unusual to see them carrying 
  a musical instrument.
  Genesis
  A Whispling’s Genesis can be heard 
  easily by whomever happens to be in 
  the vicinity. Even before the young 
  
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  Characters
  one appears, those who convened to 
  celebrate the new life start dancing 
  and singing to praise the Father. Once 
  the Newly Generated appears, the 
  dancing stops, the music becomes 
  a background complement, and the 
  Elders explain to the new Whispling 
  the few things he needs to know 
  about their view of the Kami and the 
  freedom it gives.
  Together, they then take part in the 
  best demonstration of such theories, 
  an exclusive prerogative of this Tribe: 
  flight. Once the Newly Generated has 
  learned to move freely in the air, the 
  celebration resumes in the trees, in 
  the air or wherever else they like.
  Civilization
  Although true that almost all the 
  Kronoss live—or have lived for a 
  period of their life—in the flying 
  fortresses with the Whisplings, the 
  same cannot be said for the Children 
  of the Wind. There are two schools 
  of thought among the Whisplings: 
  the first being that the first advocates 
  follow the same path of the brothers 
  who were the first to choose to work 
  together with their allied Tribe and 
  live in the same halls; or they choose 
  a life of isolation, and followers of this 
  view settle in places any Tribe who 
  cannot fly will never be able to reach 
  and live there in communion with 
  their Kami, away from all those who 
  cannot fully understand him.
  This totally free choice also leads to 
  a lifestyle more or less influenced by 
  the other races, opening the way to 
  the use of kronlings, the inclination 
  to socialize, the development of the 
  musical arts, etc.
  Single-Tribe Whispling villages are 
  an incredible sight, or at least this is 
  what the few fortunate members of 
  other Tribes who can see them would 
  swear. Characterized by a totally 
  vertical development, they have many 
  openings to the outside and resemble 
  huge nests rather than proper cities. 
  Should you ever manage to visit one, 
  you would never go far without a 
  local guide who could fly you to the 
  most inaccessible areas.
  Behavior and Customs
  The Children of the Wind stood out 
  originally because of their intense 
  vitality and irrepressible propensity 
  to experiment and compulsively 
  satisfy their curiosity. Now, they trust 
  Whisplings’ choice in agreeing upon 
  an alliance with the Kronoss. This 
  choice meant sacrificing centuries of 
  traditions and customs based on the 
  lack of any ties and communion with 
  the air in order to aspire to something 
  greater. Right now, the Whisplings are 
  suffering because of their captivity, 
  but hope for a bright future shines in 
  their eyes. The whole Tribe is torn by 
  agonizing inner conflict: they would 
  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 
  enough. The sadness enveloping them 
  quenches their natural enthusiasm. 
  They often resort to music to express 
  their feelings.
  The females are extremely empathic 
  and reflective. The males tend to 
  be more impulsive and boisterous. 
  Both compose hymns and sing their 
  Father’s praises, always ready to hold 
  festivals and dance in his honor.
  Game Features
  Innate Agility
  Among all the physical and mental 
  characteristics of the Children of the 
  Wind, the most typical is undoubtedly 
  their agility, the gracefulness of each 
  movement and the mastery guiding 
  their limbs when they use a ranged 
  weapon. At character creation, a 
  Whispling gets Agility, Throwing, and 
  Shooting d6.
  Slim
  A Whispling’s body structure allows 
  him to fly, but at the same time makes 
  him less inclined to facing arduous 
  physical trials. Increasing his Vigor 
  die costs 2 points at character’s 
  creation and 2 advancements during 
  the game.
  Elemental Manipulation (Air)
  Every Whispling can cast this spell 
  three times a day. If he has an Arcane 
  Background, the spell is added to his 
  list of known spells and can be used 
  more than three times a day.
  Thrown to the Ground
  Not only do the Whisplings yearn for 
  as frequent a contact with the Father 
  as possible, but they also literally 
  suffer from the absence of His touch. 
  If forced or thrown to the ground (for 
  example, if held down forcibly on his 
  back), a Whispling is automatically 
  Shaken. 
  Fly
  The Wind holds each of his Children 
  in his hands and grants them the gift 
  of soaring through the air. According 
  to his Rank, each Whispling can fly in 
  accordance with the corresponding 
  spell. As a Novice, a Whispling can 
  cast the spell on himself once every 
  hour; as a Veteran, he can do this 
  twice an hour and can choose whether 
  to cast the spell on himself or on 
  another target. Upon reaching Heroic 
  Rank, he has no limit whatsoever to 
  the number of times he can use this 
  spell on himself, and at Legendary 
  Rank, he can use his Boating skill to 
  pilot flying ships.
  Relationships with the 
  other Tribes
  Allied with the Gromsh:
  “Honestly, I haven’t yet understood 
  whether they are totally free from 
  bonds or whether they bear the 
  heaviest burden of them all. In any 
  case, they offer an entertaining show…
  at least seen from up here.”
  
  217
  Characters
  Allied with the Kronoss:
  “We need to learn from them and they 
  from us. Can you imagine? Being able 
  to be anywhere in any given moment: 
  this is the ultimate expression of 
  freedom.”
  Allied with the Menoosh:
  “They understand us best when we 
  speak about freedom. We just look for 
  it in different places, but the end result 
  is the same.”
  Allied with the Senduars:
  “To travel, make discoveries: I really 
  understand them! If they were just a 
  little more companionable, they would 
  be perfect.”
  Indifferent to the Feruas:
  “Ascending from earth we put more 
  distance between us and them, and we 
  really do not miss them.”
  Indifferent to the Janahs:
  “I like their attitude. Sooner or later we 
  might find them flying at our side.”
  Indifferent to the Lumians:
  “Among them all, theirs seems to be the 
  sturdiest cage. It’s golden, but it’s still a 
  cage.”
  Indifferent to the Oscurians:
  “We don’t mind using any means to 
  pursue our intents. And I believe they 
  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?”
  View of the Ways
  Inclined towards the Defenders 
  of Free Will:
  “This really is a Way expressing the 
  concept of free choice. Find some creed 
  to be of your liking? Follow it without 
  concern. If it’s the same I believe in, I’ll 
  be happy to explain it to you.”
  Indifferent to the Guild of Free 
  Trade:
  “It certainly is the most free among the 
  Ways. Anyone can do business with 
  them. I prefer to keep doing so and feel 
  free from any ties.”
  Indifferent to the Inquisition of 
  the Blazing Arrow:
  “They’re free to seek vengeance if it’s 
  what they want. Personally, I find it 
  such an unproductive undertaking.”
  Indifferent to the Followers of 
  the Mosaic: 
  “They chose a very particular way of 
  expressing themselves, searching for 
  their own identity in other people.”
  Indifferent to the Warlords:
  “Let it be clear…I don’t think their 
  theories are wrong. However, such a 
  regimented way of thinking might end 
  up overcoming the view of the Kami 
  within each individual.”
  
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  Player's Guide
  Famous Characters
      Diyu
  Generated 
  halfway 
  through 
  the 
  second century, Diyu was already 
  one of the guards serving in the 
  royal palace in Whisp, when the First 
  among them decided to appoint him 
  as a dervish. Devoted to duty as he 
  was, Diju willingly accepted the office 
  also because he held Whispling in the 
  highest esteem, which was why he 
  tended to orbit around him. Together 
  with Asherah, he soon became one 
  of Whispling’s most trusted servants 
  and carved a place within the group 
  for himself, thanks to his many 
  talents, most of all his fighting style 
  based on the use of two scimitars and 
  a few spells.
  After 
  the 
  so-called 
  flight 
  of 
  the dervishes, he lost track of his 
  companions and carried on his 
  investigation on what had happened 
  to Whispling by himself, following 
  more than a few wrong leads. 
  Centuries later, he finally believed 
  he had found the right path when he 
  learned about Mesa Atminas and the 
  leaves of Parvati Mina. He went to 
  see the greatest expert on the subject, 
  the Gromsh collector Wise-Much-
  Feather, but the Gromsh gave him 
  many reasons to doubt the validity of 
  his theory. Disheartened but far from 
  defeated, he went to a nearby inn to 
  spend the night in Ereldia before 
  resuming his wandering, and there 
  he got caught in the net of an Aranx, 
  Sakima, who managed to give him 
  some magically altered substances 
  by controling the mind of a subject 
  for a long period of time. As soon 
  as she realized how big a fish she 
  had caught in her net, the Oscurian 
  tried a triple cross: she trapped bits 
  of Diju’s memories inside a leaf of 
  Parvati Mina to sell it to the Gromsh 
  collector, kept the dervish prisoner 
  long enough to create a passable copy 
  of his head that would allow her to 
  cash in the reward, then she sold him 
  as a slave to the highest bidder. Diju 
  is presently serving as bodyguard of 
  a Kronoss slave trader, Siros, and his 
  destiny might well be in the hands 
  of those players who will decide to 
  follow the Plot Point at the end of 
  Game Master's Guide (p. 133)
  Tribe: Whispling; Way: None; Rank: 
  Legendary.
  Attributes: Agility d12+2, Smarts 
  d10, Spirit d8, Strength d6, Vigor d6
  Skills: 
  Boating 
  d12, 
  Fighting 
  d12+2 (+2 scimitar, +2 Ghyldeptis, 
  +2 
  Tag-Mag), 
  Investigation 
  d8, 
  Knowledge (battle) d8, Knowledge 
  (Whispling) d12, Notice d8, Shooting 
  d6, Spellcasting d8, Throwing d6, 
  Tracking d6.
  Charisma: -; Pace: 6; Parry: 13; 
  Toughness: 8 (1)
  Hindrances: Loyal, Vow (saving 
  Whispling), Wanted (Oscurian)
  Edges: 
  Ambidextrous, 
  Arcane 
  Background, Block, First Strike, 
  Florentine, Frenzy, Improved Block, 
  Improved First Strike, Improved 
  Toughasnails, Improved Trademark 
  Weapon 
  (Ghyldeptis), 
  Improved 
  
  219
  Characters
  
  220
  Player's Guide
  Trademark 
  Weapon 
  (Tag-Mag), 
  Master of Arms, New Power (x2), 
  Qualified in Scimitar*, Quick Draw, 
  Scimitar 
  Expert*, 
  Toughasnails, 
  Trademark Weapon (Ghyldeptis), 
  Trademark Weapon (Tag-Mag), Two-
  fisted, Two-handed Scimitar Master*, 
  Weapon Master, Whirlwind*.
  Powers: Air Globe, Armor, Bolt, 
  Deflection, I Am Wind*; Power 
  Points: 10
  Special 
  Abilities: 
  Elemental 
  Manipulation (air, 3/day), Fly (1/
  hour), Slim*, Thrown to the Ground*.
  Gear: 
  Ghyldeptis 
  – 
  Scimitar 
  (Agi+d6-2) Catalyst and Whirlwind 
  LI3*, Tag-Mag – Scimitar (Agi+d6-2) 
  Power Absorber and Whirlwind, 
  leather armor (1).
       Black Whirlwind
  Black Whirlwind was one of the 
  youngest—and 
  most 
  restless—
  dervishes. Unlike the others, he 
  substituted the name received at 
  his Genesis with his battle name. 
  The reason for this was never made 
  known, and it is better not to bring 
  up the subject with him. Front-line, 
  reckless and expert fighter, he never 
  lost any opportunity to wield the 
  large two-handed scimitar he always 
  carried strapped to his back. The day 
  when each dervish was granted a gift 
  from the royal treasure, he set his eyes 
  on another scimitar, just like his own 
  but all black…it is not known if its 
  color was due to the material it was 
  made of or some spell applied to it…
  which was soon renamed Black Wind. 
  After leaving Khrone, he spent 
  his first days on the run with 
  Gefjun, with whom he often talked 
  about their absurd situation. Their 
  respective points of view differed in 
  many respects, most of all whether 
  Whispling was genuine in that 
  situation. They agreed on one point, 
  however, and it was the need to 
  find someone who could give them 
  shelter and cooperate with them in 
  the difficult times they would soon 
  have to face. When Black Whirlwind 
  expressed his intention of joining 
  Zamalki’s Warlords because they 
  were the only Way that respected his 
  personal view of the world, Gefjun 
  did not reply and disappeared during 
  the last night before reaching the 
  fortress-city.
  From that day on, Black Whirlwind 
  left his past as a dervish behind and 
  dedicated himself to the Way he had 
  joined, leading a life that was not 
  very different from the one he had 
  led before. Soon, the people in the 
  fortress started to call him by his new 
  name: the Black. Appearances aside, 
  in his heart, he still nurtures the hope 
  of being able to do something for the 
  First among them one day, but to 
  have a future he must first build his 
  present.
  Tribe: Whispling; Way: Warlords; 
  Rank: Legendary.
  Attributes: Agility d12+2, Smarts d8, 
  Spirit d10, Strength d8, Vigor d10
  Skills: Fighting d12+2 (+2 two-
  handed scimitar, +2 Black Wind), 
  Intimidation d12, Knowledge (battle) 
  
  221
  Characters
  d12, Knowledge (Whispling) d12, 
  Notice d6, Shooting d12, Survival d8, 
  Taunt d12, Throwing d6. 
  Charisma: -; Pace: 6; Parry: 11; 
  Toughness: 11 (2)
  Hindrances: 
  Overconfident, 
  Stubborn, Wanted (Oscurian)
  Edges: Command, Counterattack, 
  Dodge, Expert Taunter, First Strike, 
  Frenzy, 
  Improved 
  Counterattack, 
  Improved Dodge, Improved First 
  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 
  Weapon (Black Wind), Two-handed 
  Scimitar 
  Expert*, 
  Two-handed 
  Scimitar Master*.
  Special Abilities: Slim*, Elemental 
  Manipulation (air, 3/day), Thrown to 
  the Ground *, Fly (1/hour).
  Gear: Black Wind – Two-handed 
  scimitar (Agi+d8-2, AP 2, -1 Parry, 2 
  hands) Lightning quick and Piercing, 
  heavy crossbow (15/30/60, 2d8, AP 2, 
  1 action to reload), chainmail (2).
  
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  Player's Guide
  The Ways
  Guild of Free Trade
  This Way was founded by an 
  Oscurian, admittedly for his own 
  gain; by some fortuitous coincidence, 
  there are few exponents of the most 
  virtuous Tribes among its members. 
  Gromsh are welcome, most of all 
  because of their tendency to get rid 
  of invaluable objects and collect 
  worthless ones, thus exponentially 
  incrementing the possibilities of 
  ‘trade’ and the resulting profits for 
  the Guild itself.
  Most of the Guild members 
  behave thus for convenience’s sake 
  because they did not like any of 
  the other Ways, but at the same 
  time wanted to have some potential 
  allies. Through the Guild, they are 
  bound by a non-aggression pact and 
  by another unwritten agreement in 
  which they support each other in 
  case of trouble or in a bargain. Of 
  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 
  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 
  any formal power—or rights—over 
  the other members, but they hold 
  the key to the actual leadership of 
  the Guild: all information converges 
  here in Jundali. Each negotiation is 
  carried on in the interests of the 
  single member involved without 
  having to answer to anybody. Of 
  course, 
  the 
  smartest 
  members 
  manage to earn the favor of the most 
  influential allies within the Way, but 
  as we already said, personal interest 
  is the rule.
  Diffusion: This Way has its own 
  representatives on every continent, 
  but it is most prosperous in the 
  cities. The Guild has headquarters 
  in Si-An and Si-Neb, too, but they 
  are mostly warehouses and handling 
  centers used to provide and deliver 
  those goods more in demand in 
  Artanty and Dejama. Truth is, 
  
  223
  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, 
  they could act out of sheer personal 
  interest or because of some tangible 
  and material promise from some 
  other 
  member 
  of 
  the 
  Guild. 
  Searching for a long-lost treasure 
  and delivering an important object 
  to a buyer or collecting important 
  information on behalf of a third 
  party are all everyday activities for 
  adventurers belonging to this Way.
  Defenders of Free 
  Will
  The members of this Way do not 
  accept the absolute and unconditional 
  worship of the Kami ‘forced’ upon the 
  Tribes by the Genesis—an opinion 
  shared by the Defenders and the 
  Faceless Ones. According to the 
  Defenders, each individual should 
  understand the precepts of each 
  existing Kami and then freely choose 
  the one that better suits his character 
  and philosophy of life. However, 
  they do not appreciate indecisive or 
  turncoat members: each Defender 
  can take unlimited time to make his 
  choice, but once it is made, he will 
  have to follow the chosen road to the 
  end of his days. Within this Way, it is 
  possible to find people who pondered 
  for years over their choices and 
  ended up opting for the Kami usually 
  followed by the Tribe to which they 
  belong. Thanks to these Defenders, 
  any new member can learn the creed 
  of any given Kami directly from 
  whomever would have worshipped 
  him by Genesis. Of course, it is 
  much more difficult to find members 
  belonging 
  to 
  the 
  Lost 
  Tribes. 
  This means that any document 
  or memory pertaining to them is 
  considered quite valuable as the only 
  means to allow the members of the 
  Way to learn about other possible 
  choices they would otherwise not be 
  able to access.
  Those not belonging to the Way 
  are always shocked by the sight of 
  a longtime Defender, most of all if 
  he shows off the powers acquired 
  through his new choice. Among 
  them all, the most shocking are 
  perhaps the Lumians, who can 
  become 
  invisible 
  and 
  control 
  
  224
  Player's Guide
  shadows. Even when they embrace 
  another ideology, the Rok’Nars 
  still maintain a certain measure of 
  contact with the Mother and never 
  lose their characteristic appearance; 
  in the same way, the new Kami 
  cannot influence them completely. 
  For the same reasons, a Defender 
  who embraces the worship of 
  Mother Earth does not change in 
  appearance; the only change is that 
  he acquires the ability to cast spells 
  unique to the Rok’Nars.
  Origin: The origin of this Way is due 
  to the inquisitiveness of its founder, 
  the Menoosh Nankil’Slas. Intrigued 
  by the Senduar culture, he joined 
  one of their caravans, and before he 
  realized it, he was so fascinated by 
  their traditions that he made them 
  his own. As time went by, more and 
  more people joined the ‘Siment 
  Menoosh’s’ caravan, intrigued by 
  the unusual guest. Years later, some 
  of those travelers—Nankil’Slas being 
  the first—were aware they were now 
  worshipping a different Kami, a 
  conversion that happened so naturally, 
  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 
   Playing a Defender of Free 
  Will
  Together with the Faceless Ones, this 
  is undoubtedly the most unusual Way: 
  managing a session or even a whole 
  campaign as a Defender is a real 
  challenge, both for the players and the 
  Game Master, and it is a choice that 
  should be fully thought out before 
  opting for it. It is a performance within 
  a performance, a course of action 
  needing a solid personal background 
  and a good knowledge of the setting.
  This ruleset does not offer any specific 
  rules to manage powers that do not belong 
  to one’s Tribe, which is the peculiarity 
  of this Way: each Game Master will 
  have to establish the opportune changes 
  leading to a gradual change of one’s 
  Kami, the resulting change of all Genesis 
  privileges and the access to spells usually 
  specific to other Tribes. The example 
  of the Rok’Nars, which we gave when 
  describing the Way, clearly shows who 
  manages the changes, which do not have 
  to be complete either in the acquisition 
  or in the loss of powers and privileges.
  
  225
  Characters
  of them has a keeper called Templar, 
  and each seat of the Way has a number 
  of temples equal to that of the Kami 
  presently worshipped in it, which 
  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 
  the Kami chosen by each of them: 
  whoever chose his Kami freely is 
  always quite respectful of those who 
  share his fate or are going to walk his 
  same path.
  Playing a Defender of Free Will: 
  The members of this Way seldom 
  travel alone. Prejudice against them 
  is usually less than that against 
  the Faceless Ones but tends to be 
  expressed more often because the 
  Defenders carry the marks of the 
  new Kami of their choice on them. 
  For many different reasons, it is 
  more usual to see Defenders travel 
  in groups; they may be on a mission 
  on behalf of one or more Templars or 
  are trying to find someone who can 
  better explain to them those Kami 
  belonging to a lost past, etc. (see box).
  Inquisition of the 
  Blazing Arrowl
  This Way owes its origins to the Tribes’ 
  need to defend themselves from the 
  threat of the Faceless Ones, which has 
  become a declaration of war against 
  them. Some Tribes are inherently 
  inclined to join the Inquisition; 
  others have fewer of their members 
  among them, individuals who have 
  usually joined the Inquisition because 
  of personal reasons.
  The Inquisition is organized in 
  ranks and looks like a ‘military’ 
  organization. The way it is set 
  up closely reflects the Lumians’ 
  modus operandi and the Janahs’ 
  determination, since the rigid 
  discipline of the Inquisition aims 
  at one thing only: the total removal 
  of the Faceless Ones’ threat.
  At the very top of the Way, there 
  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 
  Tribes through which to pursue 
  their goal.
  Origin: The origin of this Way is 
  due to the inquisitiveness of its 
  founder, the Menoosh Nankil’Slas. 
  Intrigued by the Senduar culture, 
  he joined one of their caravans, 
  and before he realized it, he was so 
  fascinated by their traditions that 
  he made them his own. As time 
  went by, more and more people 
  joined the ‘Siment Menoosh’s’ 
  caravan, intrigued by the unusual 
  guest. Years later, some of those 
  travelers—Nankil’Slas being the 
  first—were aware they were now 
  worshipping a different Kami, 
  a conversion that happened so 
  naturally, 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.
  Origin: Once the phenomenon of 
  the defacing of the symbols by the 
  Faceless Ones became common 
  knowledge, 
  nobody 
  could 
  rest 
  easily. The first-known breeding 
  ground was a mixed-Tribes village 
  in Artanty, set in the vicinity of the 
  Moon Forest. Since then—toward 
  the end of the first century— the 
  Lumian Elshian started gathering 
  all the Lumians willing to fight 
  to keep the threat of the Faceless 
  Ones far from the settlements of the 
  continent. These bands of Lumians 
  grew in number constantly, but 
  their opponents were even more 
  numerous and difficult to track 
  down, so in the year 163 P.G. the 
  Lumians realized they had to 
  reorganize their ranks and lure the 
  other Tribes into taking part to their 
  mission to fight together under 
  a communal banner: that of the 
  Blazing Arrow.
  Hierarchy: The Inquisition is led by 
  three individuals known as the High 
  Inquisitors: Elshian, Awon, and 
  Morken. Each of them represents 
  one of the three Tribes which, more 
  than any other, embraced the cause 
  of the Way…respectively: Lumian, 
  Kronoss and Janah. Each garrison, 
  be it stationed on neutral territory 
  or within a city, is led by a Chief 
  Inquisitor. He answers directly to 
  the High Inquisitors and has to go 
  to Merrinock at regular intervals, 
  the length of which varies according 
  to the geographical distance. It 
  is also said that there is an inner 
  council hidden in the shadows of 
  the capital, but any Inquisitor will 
  readily deny its existence.
  Diffusion: This Way is well liked 
  almost everywhere because it is 
  commonly thought that it provides 
  the much-needed service of keeping 
  the threat of the Faceless Ones at 
  bay. It is not unusual for mixed-
  Tribes cities to have a permanent 
  garrison of the Blazing Arrow, and at 
  times even single Tribe villages have 
  one. This practice is more common 
  in Artanty, where the capital of 
  the Way is situated, whereas in Si-
  An and most of all in Si-Neb, the 
  Inquisition is organized mostly in 
  patrols that wander through the 
  
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  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 
  some Faceless Ones in any given area. 
  Managing a whole group of members 
  of the Blazing Arrow is even simpler. A 
  few possible assignments are: collecting 
  information about the movements of 
  the Faceless Ones, intervening in a 
  city that has just been hit or at risk of 
  being hit by them, investigating on the 
  material the blades used to deface the 
  symbols are made of, etc.
  Followers of the 
  Mosaic
  Each member of this Way respects and 
  accepts the others’ view of the Kami; in 
  fact, they try to understand all points 
  of view and bring them together to 
  make them compatible. They fully 
  believe that all Tribes exist in that time 
  and place for a reason and that each 
  race is but a tile of a wider mosaic, of 
  an overall view they cannot yet quite 
  grasp. They do not conform to the 
  usual enmities or alliances among 
  the different races. To them, all the 
  Tribes are neutral or even potential 
  allies. This view of theirs is not always 
  understood and accepted, however, 
  and they have learned caution in their 
  approaches. In particular, they search 
  for the Lost Tribes and offer them their 
  unconditional support because each 
  single tassel is valuable, and the rarest 
  ones have to be protected.
  Origins: The first to formulate the 
  theory on which this Way is based 
  was a Rok’Nar called Honsu, also 
  called ‘the reflective one’. Honsu 
  came to the conclusion that to fully 
  understand the world in its entirety, 
  it was necessary to delve into its 
  history and understand its roots. 
  His idea took hold within many 
  a community, and the number 
  of people ready to devote their 
  existence to the task of joining past 
  and present as parts of a whole 
  grew exponentially. The Way was 
  officially founded in 506 P.G., 
  the same year in which its capital, 
  Durandia, was built.
  Hierarchy: 
  Each 
  seat 
  of 
  the 
  Followers of the Mosaic is governed 
  by a council of at least ten members, 
  one for each Royal Race. The number 
  of the council members may vary 
  
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  Player's Guide
  according to how many members of 
  the Lost Tribes have been added to 
  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 
  to put together to get the overall 
  view they long for. They tend to 
  be secretive when they have to 
  protect the fruits of their research, 
  those being the Lost Tribes they 
  host in their cities, in Durandia in 
  particular.
  Playing a Follower of the Mosaic: 
  This Way does not have any specific 
  enemies, and there are no great 
  dangers in exhibiting its symbol. 
  The only ones who could have any 
  interest in hindering their research 
  are those who in turn are trying to 
  lay their hands on the Lost Tribes 
  with totally different intentions: 
  The Defenders of Free Will and the 
  Faceless Ones. Groups of Followers 
  of the Mosaic can start on a mission 
  for many different reasons, all 
  revolving around the Lost Tribes.
  Faceless Ones
  In most cases, belonging to the 
  Faceless Ones is not a free choice 
  but one forced upon their members. 
  Some 
  Newly 
  Generated 
  are 
  selected by the Elders and captured 
  immediately after their Genesis 
  before they are even aware where 
  they are. Then, the part of their body 
  carrying their symbol is wounded 
  in order to ‘erase’ it, a practice the 
  Faceless Ones call ‘Liberation’.
  From that moment on, the new 
  members are branded as Faceless 
  Ones and rejected by all the Tribes 
  because of the impossibility of 
  distinguishing between those who 
  made their choices when the Way 
  was founded and those upon which 
  that same choice was forced by 
  others. Many times in the past, the 
  Faceless Ones took advantage of 
  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 
  
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  Characters
  treacherous ones. The most obvious 
  consequence of this is that in the 
  long run, most of those who did not 
  want to become Faceless Ones are 
  forced to embrace their cause just 
  to survive. The most drastic among 
  them—generally 
  Lumians—may 
  ultimately take their own lives.
  The founders of the Way chose 
  to remove their symbol voluntarily 
  because they did not feel part of 
  what it represented. By so doing, 
  they removed a brand forced upon 
  them, intending to be free of any 
  Kami-related values. This is still 
  their intent when they increase their 
  numbers: to free other individuals, 
  even when it means forcing upon 
  them a ‘freedom’ they never wanted 
  and will never be able to appreciate.
  Not much else is known about them 
  other than that they also comprise a 
  few renowned members of ancient, 
  
  230
  Player's Guide
  allegedly extinguished Tribes. Finally, 
  there are rumors about the last 
  survivors of their Tribe, who are said 
  to have chosen to erase it totally by 
  ‘effacing’ its last existing symbol.
  Most details pertaining to the Faceless 
  Ones are unknown to Enascentia’s 
  inhabitants, which is why they appear 
  in the section reserved for the Game 
   Playing a Faceless One
  The Faceless Ones are an integral part 
  of Enascentia and its history and will 
  certainly undergo further development 
  in rulesets to come. At the moment, 
  however, there are no specific rules 
  to play them or manage the powers 
  they achieved through their particular 
  choice.
  Any Game Master who may want to 
  use any Faceless Ones as opponents in 
  some adventure, can do so using the 
  powers and characteristics pertaining 
  to the usual ten Tribes: race privileges 
  and exclusive spells can be used again 
  by most Faceless Ones after they adapt 
  to their new condition.
  For this very reason, should any of the 
  Heroes incur such a fate and become 
  a Faceless One, his Character should 
  be managed mainly at an acting level, 
  with the powers allowed by the Kami 
  becoming unavailable to the Character 
  for a game period of at least a week…a 
  span of time which could easily become 
  months or even years.
  Masters. It is up to them to choose 
  whether to use such information 
  during the game and how to do it.
  Warlords
  This specific Way is not centered on 
  the origins, like many others, but on 
  the end. Everyone is so busy talking 
  about the Kami and the origins of the 
  world that no one cares about where it 
  is all going to end. No Tribe follows the 
  same life path as plants and animals, 
  which means its members’ lifespan 
  is indefinite. The only event that can 
  put an end to an individual’s life is by 
  getting killed by somebody else. But…
  what would happen if there were no 
  more deaths? In the long run, resources 
  would be insufficient, and it would be 
  a despicable way to die. This is why 
  the members of this Way celebrate 
  War and sing its praises because it is 
  the ultimate form of balance, the end 
  of everyone’s life and of what gives 
  meaning to each individual’s life. 
  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 
  months after the Elder Janah Urmen 
  and his army got there. According 
  to legend, at the origins of this Way, 
  there would be an agreement with a 
  member of a Lost Tribe, who would 
  share with the Relentless One the 
  credit of founding this Way and laying 
  down its philosophy.
  
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  Characters
  Hierarchy: The whole pyramidal 
  structure of this Way is an ode to the 
  Warlords’ lady, War. Each fortress is 
  ruled by a Herald in charge of the 
  Vassals, whose number may vary 
  according to the size of the outpost. 
  The lower ranks have no specific 
  names, and they are identified only 
  by the number of red notches on the 
  white blade on their emblem, which 
  they always wear with pride pinned 
  on their tunic. Those notches are a 
  decoration granted after an important 
  battle at the discretion of the Vassal 
  or Herald who led the troops into 
  action; upon collecting ten notches, 
  an individual becomes a Vassal and 
  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 
  are in close contact with the most 
  dangerous creatures and face the 
  most uncommon challenges. But it 
  is possible to find them anywhere, 
  always moved by the pretext of 
  praising War and offering new 
  tributes to it. Not all the Warlords are 
  at direct orders of the Vassals: many 
  of them serve in various armies as 
  mercenaries or even volunteers.
  Playing a Warlord: This is the most 
  motivating Way to an adventurer: 
  the Warlords are constantly looking 
  for a valid reason to give thanks to 
  their lady, War. Just try to avoid the 
  company of diplomats who cannot 
  stand the sight of blood.
  
  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.
  Chapter 3
  Player's Options
  
  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!"
   
  
  234
  Player's Guide
  alTered sKills
  Boating
  This Skill works just as it does in 
  the core rules. The only difference 
  is that it is also used by flying 
  boat crews to do the same things; 
  the Whisplings use it to set and 
  direct the course of their ships 
  when the accumulated experience 
  allows them to (Rank, Legendary).
  Knowledge
  Given the diversity of the Tribes this 
  setting offers and the importance of 
  each, some characters may wish to 
  delve more deeply into this kind of 
  knowledge. All general information 
  pertaining to each present Tribe is 
  considered ‘Common Knowledge’ 
  and is therefore regulated by one 
  or more Smart rolls. To gather 
  more specific information, (such 
  as knowing exactly which are 
  the powers of the members of a 
  certain Tribe or its customs and 
  traditions—for 
  example, 
  those 
  pertaining the Genesis), a kind of 
  Knowledge specific to that Tribe is 
  necessary. For instance, everyone 
  knows Oscurians always act out of 
  personal gain and have no qualms 
  about conspiring behind people’s 
  backs, but a successful Oscurian 
  Knowledge roll allows the character 
  to recognize that only Oscurians 
  can become invisible, and a raise 
  will provide further details, such as 
  the duration of the spell and so on.
  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 
  to make any rolls.
  This skill can also be used to acquire 
  knowledge about the Lost Tribes. 
  In this case, a general knowledge 
  will provide some information, 
  such as to which generation a given 
  Lost Tribe belongs, together with a 
  general idea of its Kami and most 
  evident physical characteristics. We 
  suggest, however, that you give out 
  this information a little at a time, 
  granting more only in the case of a 
  raise. Since the information we give 
  in the ruleset is intentionally scant, 
  if you do not find what you need to 
  know, feel free to create the kind 
  of past for Enascientia that best 
  suits the campaign you are running 
  or to forbid the use of this Skill 
  completely. In any case, it is better 
  not to give this kind of information 
  to a Newly Generated. Similarly, 
  acquiring this Skill or increasing 
  the relative die type should be 
  game 
  dynamics 
  connected 
  to 
  corresponding game actions such 
  as the recovery of a book on that 
  subject, or direct teaching given 
  by someone belonging to that 
  specific category or by a well-
  informed scholar.
  Finally, a character who does 
  not have the necessary specific 
  knowledge cannot tell one poison 
  or potion apart from another, and 
  while he can recognize the different 
  Menoosh tattoos, he will not be able 
  
  235
  Player's Options
  to link them to the corresponding 
  effects unless he already possesses 
  some experience on the matter. 
  Such observations do not apply to 
  anyone possessing the Crafting Skill 
  pertaining to that specific category, 
  but this exemption is valid only 
  for actions within his present Skill 
  levels.
  Repair
  Of course, as explained in the 
  original description, this Skill is 
  not related to vehicles, machinery 
  or other modern devices, but to the 
  expertise the character shows in 
  repairing a broken door, a splintered 
  shield or a broken weapon.
  Survival
  The description is still the same 
  as in Savage World core rules, but 
  there are a few additions. This 
  Skill now makes it possible to 
  extract poisons directly from the 
  animal that produces it and process 
  them. It is also possible to make a 
  Survival roll to understand how 
  many ingredients the hero can 
  find in a given place, with different 
  degrees of effort, depending on 
  
  236
  Player's Guide
  their availability and other variables 
  (seasonal, 
  climatic, 
  etc.). 
  Such 
  ingredients can be traded, resold or 
  used for the Crafting Skill.
  remoVed sKills
  Driving and Piloting
  Better suited to modern settings, both 
  these Skills have little or nothing to do 
  with the Fantasy world we are dealing 
  with. Should the characters, in the 
  development of the story, have to deal 
  with some kind of device looking like 
  a complex vehicle, it will probably 
  be of magical nature and therefore 
  managed through Spellcasting or 
  Knowledge (Arcane) rolls. Coaches, 
  carts and wagons are all drawn by 
  some kind of animal, usually horses 
  or koopash; in this instance, a Riding 
  roll is required, if necessary.
  neW abiliTies
  Crafting - Smarts
  This skill encompasses all professions 
  that require working materials to 
  obtain the finished product: forging 
  weapons, sewing clothes, making 
  shoes, etc. The time necessary to 
  obtain the desired result should be 
  decided by the Game Master and 
  changes 
  considerably 
  according 
  to the specified kind of Crafting. 
  Unlike other Skills, this one is not 
  intended to establish how well the 
  character reacts when under stress, 
  thereby automatically succeeding in 
  his attempts, irrespective of the time 
  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 
  marginal role in work that continues 
  for consecutive days. For similar 
  reasons, the use of this kind of Skill 
  requires a considerable amount of 
  time and is usually used in between 
  adventures or to fill downtime within 
  the narration itself whenever possible. 
  In any case, it concerns everyday 
  objects; magical objects and scrolls 
  are excluded because they need the 
  Magic Writing Skill. Each Crafting 
  should require specific tools. (Cost 
  and weight are to be agreed upon 
  with the Game Master.)
  There are also two kinds of 
  Crafting with different rules and 
  effects: potions and poisons. Below 
  are their rules.
  Crafting - Potions
  Alchemists—famous, 
  ancient 
  artisans—use two different methods 
  to make their potions: they use only 
  herbs and natural extracts or magic. 
  The effects are essentially the same, 
  but there are a few differences in 
  making and preserving the potions 
  thus obtained. Primordial Alchemists 
  take two hours to make their potions, 
  but they go bad sooner, which means 
  that after three days, their effects 
  
  237
  Player's Options
  vanish. Magic Alchemists, however, 
  must carry out a procedure that is 
  more demanding of their time and 
  energy—in this case, twelve hours 
  of work and ten Power Points at the 
  end of that time. But their potions’ 
  effects last up to a week, and they can 
  also exclude one of the components 
  required because they compensate 
  its absence with their Arcane power. 
  In both cases, once the work is done, 
  and after using the components 
  and spending the Power Points, 
  Alchemists make a Crafting-Potions 
  roll to ensure the potion will work. 
  If the roll fails, this means both the 
  components and the PPs go to waste 
  and the potion has no effect (just 
  like in any other Crafting, Bennies 
  cannot be used). A raise, however, 
  will double the length of the potion’s 
  effect. Crafting potions without 
  proper alchemic tools inflicts a 
  penalty of -2 to roll.
  Below is a list of all the potions that 
  can be made using this skill, together 
  with requirements, components and 
  effects duration.
  Agility
  Requirements: 
  Crafting—Potions 
  d6, Rank Seasoned
  Components: 3 teaspoons finely 
  ground green tea, 7 skimmia berries, 
  2 tablespoon orange juice, 10 black 
  mulberries, 1 tablespoon spelt flour, 
  10 araucaria needles
  Duration: One minute
  Effect: The Agility die is increased by 
  one step.
  Charisma
  Requirements: 
  Crafting—Potions 
  d10, Rank Heroic
  Components: 1 tuft of Menoosh hair, 
  6 pistachios, juice of 1 apple, 1 banana, 
  1 tablespoon rye flour, 8 peppermint 
  leaves, 1 plenulia petal, 1 teaspoon 
  maple syrup, 1 teaspoon dried basil, 
  1 vanilla pod.
  Duration: Ten minutes
  Effect: +2 to Charisma.
  Feline Leap
  Requirements: 
  Crafting—Potions 
  d4, Rank Novice
  Components: 1 tuft of Ferua hair, 
  5 chiodini mushrooms, sulphurous 
  water, 2 pine needles
  Duration: Three rounds
  Effect: +5 to Pace, the Running die is 
  increased by 1 step.
  Greater Healing
  Requirements: 
  Crafting—Potions 
  d12, Rank Legendary
  Components: 1 teaspoon alaea salt, 
  1 teaspoon pink salt, 5 macadamia 
  nuts, flesh 1 avocado, 1 teaspoon malt 
  flour, 3 tamarisk sprigs, 12 wild rose 
  blooms, 1 tablespoon rose honey, 1 
  teaspoon black pepper, 1 teaspoon 
  saffron.
  Duration: Immediate
  Effect: Heals 1 wound. The rule of the 
  Golden Hour can be ignored.
  Healing
  Requirements: 
  Crafting—Potions 
  d10, Rank Heroic
  Components: 1 teaspoon sodium 
  citrate, 3 walnut kernels, juice of 1 
  pink grapefruit, flesh of 10 figs, 1 
  
  238
  Player's Guide
  tablespoon barley flour, 4 larch leaves, 
  1 Bach flower, 1 teaspoon jasmine 
  honey, 1 teaspoon marjoram, 1 whole 
  cinnamon stick.
  Duration: Immediate
  Effect: Heals 1 wound. The rule of the 
  Golden Hour is still valid.
  Resistance to elements, major
  Requirements: 
  Creation—Potions 
  d12, Rank Legendary
  Components: 1 teaspoon ground 
  pink marble, 1 teaspoon ground 
  marble, 5 pitted medlars, pulp of 1 
  mango, 1 tablespoon chestnut flour, 
  3 poplar leaves, 6 oleander flowers, 
  1 teaspoon thyme honey, 1 teaspoon 
  nutmeg, 1 teaspoon star anise.
  Duration: One hour
  Effect: Prevents the first two damages 
  inflicted by an elemental source (ice, 
  fire, water, electricity, etc.)
  Resistance to Elements, Minor
  Requirements: 
  Crafting—Potions 
  d6, Rank Seasoned
  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.
  Duration: Ten minutes
  Effect: Prevents the first damage 
  inflicted by an elemental source (ice, 
  fire, water, electricity, etc.)
  Smarts
  Requirements: 
  Crafting—Potions 
  d6, Rank Seasoned
  Components: 
  1 
  teaspoon 
  clay 
  powder, 6 white grapes, pulp of 1 
  nectarine, 3 tablespoons pineapple 
  flesh, 1 tablespoon almond flour, 3 
  holm oak leaves.
  Duration: One minute
  Effect: The Smarts die is increased by 
  1 step.
  Spirit
  Requirements: 
  Crafting—Potions 
  d8, Rank Veteran
   Need and Usage of the 
  Components
  In the Crafting Skills in these pages, 
  we have listed all the components 
  needed to make each potion. Rather 
  than mandatory requirements, they are 
  merely suggestions, intended to give more 
  depth to a feature of the setting, namely: 
  bartering. Therefore, instead of resorting 
  to the use of precious items such as jewels 
  or gems when trading, it is possible to use 
  resources that may become useful later 
  and make even the most commonplace 
  objects become valuable assets. 
  But, if, in your opinion, they do not add 
  to the game experience or even limit it 
  somehow, by all means replace them 
  with simpler components or ignore the 
  components rule completely, assuming 
  a professional will know where to find 
  those necessary.
  Conversely, if you like the rule, we 
  suggest trying similar variations for the 
  other uses of Crafting.
  
  239
  Player's Options
  Components: 1 teaspoon silver 
  powder, 5 maqui berries, juice of 
  1 dragon fruit, flesh of 1 kiwi, 1 
  tablespoon potato starch, 1 baobab 
  leaf, 6 wild daisies corollas, 1 teaspoon 
  wildflower honey.
  Duration: One minute
  Effect: The Spirit die is increased by 
  one step.
  Stone Skin
  Requirements: 
  Creation—Potions 
  d10, Rank Heroic
  Components: 1 sliver of Rok’Nar 
  skin, 5 almonds, pulp of 3 yellow 
  plums, 
  flesh 
  of 
  3 
  apricots, 
  1 
  tablespoon wholewheat flour, 6 oak 
  leaves, 4 elder tree leaves, 1 teaspoon 
  dandelion honey, 1 teaspoon blue 
  ginger, 1 licorice stick.
  Duration: Three rounds
  Effect: +3 to Toughness. It is 
  considered natural armor, so it cannot 
  be added to any other type of armor, 
  whether or not it is natural.
  Strength
  Requirements: 
  Crafting—Potions 
  d8, Rank Veteran
  Components: 1 teaspoon pink salt, 
  6 blackberries, pulp of half a tomato, 
  2 boiled chestnuts, 1 tablespoon 
  cornflour, 1 juniper sprig, the corolla 
  of a red tulipan, 1 teaspoon chestnut 
  honey.
  Duration: One minute
  Effect: The Strength die is increased 
  by 1 step.
  Surprise, Major
  Requirements: 
  Crafting—Potions 
  d12, Rank Legendary
  
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  Player's Guide
  Components: 1 tablespoon ground 
  Gromsh bones, 1 Whispling hair, 
  1 handful dried pumpkin flowers, 
  juice of 3 carrots, 1 tablespoon oat 
  flour, 5 ailanthus leaves, 3 myrobalan 
  plum flowers, 1 teaspoon lavender, 1 
  teaspoon pink pepper, 1 sprig of sage.
  Duration: Immediate
  Effect: Make a 1d10 roll and apply the 
  corresponding result.
  • 1: The character is the focus of 
  an explosion and suffers 3d6 
  damage. Anyone within a Small 
  Burst Template from him must 
  make an Agility roll at -2 to avoid 
  suffering the same damage.
  • 2: The character is Shaken and 
  suffers 1 or 2 wounds if already 
  Shaken.
  • 3: Nothing happens.
  • 4-5: The character adds +4 to the 
  next Traits roll made within the 
  following round.
  • 6-7: The character adds +4 to the 
  next damage roll made within the 
  following round.
  • 8: The character gets 2 Bennies.
  • 9: Removes 2 wounds from the 
  character.
  • 10: The character chooses one 
  of the above-listed results and 
  applies it twice (numbers 6 and 7 
  must be intended as for the next 
  two rolls made by the following 
  round and not as a +8 to check).
  Surprise, Minor
  Requirements: 
  Crafting—Potions 
  d4, Rank Novice
  Components: 
  Ground 
  Gromsh 
  bones, 2 lychees, the juice of 5 
  strawberries, 1 corolla of a blooming 
  magnolia.
  Duration: Immediate
  Effect: Make a 1d10 roll and apply the 
  corresponding result: 
  • 1: The character is at the focus 
  of a small explosion, suffers 2d6 
  damage, and anyone within a 
  Small Burst Template from him 
  must make an Agility roll to pre-
  vent suffering the same damage.
  • 2-3: The character is Shaken (this 
  may cause a wound).
  • 4-5: Nothing happens.
  • 6: The character gets +2 to the 
  next Traits roll made by the fol-
  lowing round. 
  • 7: The character gets +2 to the 
  next damage roll made by the 
  following round.
  • 8: The character gets 1 Benny.
  • 9: Removes one wound from the 
  character.
  • 10: The character chooses one 
  of the above-listed results and 
  applies it twice (number 6 and 7 
  must be intended as for the next 
  two rolls made by the following 
  round and not as a +4 to check. 
  Vigor
  Requirements: 
  Crafting—Potions 
  d8, Rank Veteran
  
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  Player's Options
  Components: 2 goji berries, 1 
  dozen raspberries, a piece of ginger, 
  1 tablespoon millet flour, 9 weeping-
  willow leaves, 6 abutilon corollas, 1 
  teaspoon blue-gum honey.
  Duration: One minute
  Effect: The Vigor die is increased by 
  one step.
  Will
  Requirements: 
  Crafting—Potions 
  d4, Rank Novice.
  Components: 
  Janah 
  blood, 
  5 
  currants, juice of half a lemon, 3 silver 
  maple leaves.
  Duration: Ten minutes
  Effect: +2 to Fear checks.
  Crafting - Poisons
  This skill allows you to create your 
  own poisons without having to turn to 
  the black market or the best-stocked 
  Oscurian. In order to prepare a 
  poison, the necessary components—
  mixed and marinated—are sufficient. 
  The whole procedure takes two hours, 
  at the end of which it is necessary to 
  make a Crafting-Poisons roll. The 
  potion does not work if the roll is 
  unsuccessful, but if successful, the 
  potion maintains its power for three 
  days (seven with a raise) when it is no 
  longer considered harmful. There are 
  four categories of poisons, depending 
  on how they are taken: inhalation, 
  contact, ingestion or inoculation 
  poisons. Most of those belonging to 
  this latter category can already be 
  found in nature and can be extracted 
  from the animals producing them, 
  but this is irrelevant to the use of this 
  skill, and the Survival skill has to be 
  used in its place. Natural venoms keep 
  for three days (a raise has no effect). 
  Crafting poisons without the proper 
  apothecary tools causes a penalty of 
  -2 to roll.
  Below is a list of the existing poisons 
  that can be made or extracted, with 
  all the relative specifications:
  Black Tear
  Type: Ingestion
  Requirements: 
  Crafting—Poisons 
  d10, Rank Heroic
  Components: 1 teaspoonful black 
  tea powder, 5 blueberry flowers, 
  3 blackberries, dried skin of 1 
  chameleon.
  Effect: The target has hallucinations 
  of a threatening nature and reacts 
  to them rather than to what actually 
  surrounds him. This does not prevent 
  him from fighting and defending 
  himself, but he suffers a -2 or -4—
  depending on the circumstances—
  penalty to all rolls.
  Caress of the Kami
  Type: Contact
  Requirements: 
  Crafting—Poisons 
  d6, Rank Seasoned
  Components: 1 toad’s skin, 5 passion 
  flowers, juice of 1 starfruit.
  Effect: A Spirit roll is required. If 
  it fails, it decreases the Strength and 
  Vigor die by one type.
  Crested Jellyfish Poison
  Type: Inoculation
  Requirements: 
  Survival 
  d4 
  (extraction, Rank Novice)
  Components: None
  
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  Player's Guide
  Rank
  Required Skill
  Potion Name
  Duration
  Effect
  Novice
  Crafting-
  Potions d4
  Feline Leap
    3 rounds
  +5 to Pace, Running 
  die is increased by 
  one step
  Novice
  Crafting-
  Potions d4
  Surprise, Minor
  Immediate
  random effect (see 
  description)
  Novice
  Crafting-
  Potions d4
  Will
  10 minutes
  + 2 to Fear checks
  Seasoned
  Crafting-
  Potions d6
  Agility
  1 minute
  The Agility die is 
  increased by 1 step
  Seasoned
  Crafting-
  Potions d6
  Smarts
   1 minute
  The Smarts die is 
  increased by 1 step
  Seasoned
  Crafting-
  Potions d6
  Resistance to 
  Elements, Minor
  10 minutes
  Prevents first 
  elemental damage
  Veteran
  Crafting-
  Potions d8
  Strength
  1 minute
  The Strength die is 
  increased by 1 step
  Veteran
  Crafting-
  Potions d8
  Spirit
  1 minute
  The Spirit die is 
  increased by 1 step
  Veteran
  Crafting-
  Potions d8
  Vigor
  1 minute
  The Vigor die is 
  increased by 1 step
  Heroic
  Crafting-
  Potions d10  
  Charisma
  10 minutes 
  +2 to Charisma
  Heroic 
  Crafting-
  Potions d10  
  Healing
  Immediate
  Heals 1 wound in 
  1 hour
  Heroic 
  Crafting-
  Potions d10
  Stone Skin
  3 rounds
  +3 to Toughness 
  (natural armor)
  Legendary
  Crafting-
  Potions d12   
  Greater Healing
  Immediate
  Heals 1 wound
  Legendary
  Crafting-
  Potions d12   
  Resistance to 
  Elements, Major
  1 hour
  Prevents the first 
  two elemental 
  damages.
  Legendary
  Crafting-
  Potions d12  
  Surprise, Major
  Immediate
  random effect (see 
  description)
  
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  Player's Options
  Effect: A Vigor roll is required. 
  If it fails, the target suffers -2 to 
  Toughness for ten minutes. (Cannot 
  be combined.)
  Dart
  Type: Inhalation
  Requirements: 
  Crafting—Poisons 
  d4, Rank Novice
  Components: 
  1 
  cat’s 
  eye, 
  1 
  tablespoon baobab resin
  Effect: A Spirit roll is required. If it 
  fails, the Spirit, Smarts and Perception 
  dice are decreased by two types. If 
  successful, they are decreased by one 
  die type only. With a raise there is no 
  ill effect.
  Embrace Of The Kami
  Type: Contact
  Requirements: 
  Crafting—Poisons 
  d10, Rank Heroic
  Components: 
  1 
  toad’s 
  skin, 
  5 
  strawberry tree flowers, juice of 1 
  sweet granadilla, 1 tablespoon ground 
  wild thyme, 1 tablespoon oolong tea.
  Effect: A Vigor roll is required; if it 
  fails, the target suffers -2 to all Traits 
  rolls, -1 if the roll is successful. With a 
  raise it has no ill effect.  
  Ferua's Poison
  Type: Inoculation
  Requirements: Survival d8 (extraction, 
  Rank Novice)
  Components: None
  Effect: A Vigor roll is required. If it 
  fails, the target is stunned for 1d6 
  rounds.
  Kiss of the Kami
  Type: Contact
  Requirements: 
  Crafting—Poisons 
  d8, Rank Veteran
  Components: 
  1 
  toad’s 
  skin, 
  5 
  yellow hibiscus flowers, the juice of 
  1 cherimoya, 3 ground cardamom 
  seeds.
  Effect: A Vigor roll is required. The 
  target loses 8 Power Points if the roll 
  fails, 4 if it is successful. With a raise it 
  has no ill effect.
  Lahan Poison
  Type: Inoculation
  Requirements: Survival d10 (extraction, 
  Rank Novice)
  Components: None
  Effect: A Vigor roll is required. If it 
  fails, the target is Shaken (this can 
  cause 1 wound) and suffers 1 wound. 
  If successful, the target is just Shaken 
  (this can cause 1 wound). With a raise 
  it has no ill effect.
  Liquid Nightmare
  Type: Ingestion
  Requirements: Crafting—Poisons 
  d12, Rank Legendary
  Components: Dormouse blood, 3 
  orchid flowers, 5 bird-of-paradise 
  petals, juice of 1 kiwano melon.
  Effect: The target falls into a deep 
  slumber. Only a wound can wake 
  him up.
  Lost Blood
  Type: Ingestion
  Requirements: 
  Crafting—Poisons 
  d8, Rank Veteran
  
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  Player's Guide
  Components: 1 teaspoon peacock 
  blood, 1 rafflesia flower, juice of 10 
  alkekengi, 1 tablespoon wheat flour.
  Effect: - 1 to all Trait rolls.
  Mantle
  Type: Inhalation
  Requirements: 
  Crafting—Poisons 
  d10, Rank Heroic
  Components: 1 bat wing, 3 Whispling 
  hairs, 1 aristolochia flower, flesh of 1 
  lulo fruit
  Effect: Throughout the duration of 
  the effect, the targets must make 
  a Spirit roll every minute or suffer 
  a cumulative -1 to all Fighting, 
  Throwing, Parry and Shooting rolls.
  Marsh Water
  Type: Ingestion
  Requirements: 
  Crafting—Poisons 
  d4, Rank Novice
  Components: 12 frog eggs, 3 desert-
  rose flowers
  Effect: The targets 3 lowest skills are 
  reduced by 1 die type.
  Mind vise
  Type: Inhalation
  Requirements: 
  Crafting—Poisons 
  d8, Rank Veteran
  Components: 1 tablespoon badger 
  blood, 2 solandra flowers, flesh of 1 
  guava, 3 tablespoons wheat flour.
  Effect: Throughout the duration of 
  the effect, the targets must make a 
  Spirit roll every minute or suffer a 
  cumulative -1 to all Spellcasting rolls 
  and lose one Power Point from their 
  stash.
  Parsha spit
  Type: Ingestion
  Requirements: 
  Crafting—Poisons 
  d6, Rank Seasoned
  Components: 1 tablespoon snail 
  slime, 2 fuchsia flowers, juice of 1 
  kumquat.
  Effect: The target’s three lowest skills 
  are managed as if the subject never 
  trained to use them.
  Peacemaker
  Type: Inhalation
  Requirements: 
  Crafting—Poisons 
  d6, Rank Seasoned
  Components: 1 rooster crest, 5 
  sleepy plant flowers, juice of 1 banana 
  passion fruit
  Effect: A Spirit roll is required. If 
  it fails, the target will be easier to 
  persuade. Throughout the duration of 
  the effect, anyone interacting with the 
  target gets a +4 bonus to Charisma 
  and all Will tests. It is also possible 
  to use again the Reaction Table that 
  has to be used during all Persuasion 
  attempts.
  Pembur poison
  Type: Inoculation
  Requirements: Survival d12 (extraction, 
  Rank Novice)
  Components: None
  Effect: A Vigor roll is required. If it 
  fails, the target is Incapacitated for 
  2d6 round. If successful, the Vigor die 
  is decreased by one die type and the 
  target suffers a penalty of -1 to Agility 
  Traits (cumulative, duration 1 hour). 
  With a raise it has no ill effect.
  
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  Player's Options
  Red cloud
  Type: Inhalation
  Requirements: 
  Crafting—Poisons 
  d12, Rank Legendary
  Components: 1 anthurium flower, 
  3 red tulip corollas, juice of 1 blood 
  orange.
  Effect: This poison spreads as a red 
  cloud, hence its name. Throughout 
  the duration of the effect, the targets 
  must make a Spirit roll every minute 
  or being Shaken (if already Shaken, 
  the target is wounded).
  Tok'Gor poison
  Type: Inoculation
  Requirements: Survival d6 
  (extraction, Rank Novice)
  Components: None
  Effect: A Vigor roll is required. If it 
  fails, the target suffers -10 to Pace 
  and cannot run; if it is successful, 
  the target suffers -5 to Pace, and the 
  Running die is decreased by one die 
  type. With a raise it has no ill effect. 
  Duration: ten minutes.
  Union with the Kami
  Type: Contact
  Requirements: 
  Crafting—Poisons 
  d12, Rank Legendary
  Components: 1 toad’s skin, 5 cherry-
  tree flowers, juice of 1 rambutan, 3 
  ground trigonella seeds, 1 spoonful 
  of pu-erh tea, 1 tablespoon blueberry 
  juice.
  Effect: A Spirit roll is required. If it 
  fails, the target is Incapacitated, while 
  if successful, the duration is halved. 
  With a raise it has no ill effect.
  
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  Player's Guide
  View of the Kami
  Type: Contact
  Requirements: 
  Crafting—Poisons 
  d4, Rank Novice
  Components: 1 toad’s skin, 5 protea 
  flowers
  Effect: A Vigor roll is required. If it 
  fails, the Spirit and Smarts dice are 
  decreased by one die type.
  Inhalation
  Grouped within this category are 
  all the known forms of artistic 
  expression: dancing, singing, playing 
  an instrument, painting, etc. As with 
  the Knowledge Skill, it is necessary 
  to specify in which form of art one is 
  better versed: the more specific it is, 
  the easier it will be for the character 
  to perform successfully.
  Whoever performs before a well-
  disposed public gets a Charisma bonus 
  toward them for twenty-four hours 
  after his performance, depending on 
  how good it was. Wide categories 
  such as ‘playing’ or ‘dancing’ have the 
  following progression: 1 raise = +2 to 
  Charisma, 2 raises = +4 to Charisma, 
  3+ raises = +6 to Charisma. More 
  specific categories such as ‘harp’ or 
  ‘belly dancing’ have this progression: 
  1 success = +2 to Charisma, 1 raise 
  = +4 to Charisma, 2+ raises = +6 to 
  Charisma.
  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 
   Tribal Recipes
  Besides those listed in this section, each 
  Tribe may have developed specific recipes, 
  using special components that can be found 
  only in their settlements. (This can be 
  changed at the Game Master’s discretion). 
  Below is, as an example, a Menoosh poison 
  derived from a drink distilled only by them.
  Without any Qualms
  Type: Ingestion
  Requirements: Crafting—Poisons d6 
  Rank Seasoned
  Components: 1 owl tongue, juice of 5 
  blackberries, 1 drop of sunset
  Effect: if asked a question, the target must 
  answer truthfully. If magic or physical 
  constraints prevent him from speaking, 
  he will try anyhow and fail to do so.
  Sunset: This drink is distilled by the 
  Menoosh, who add to it some natural 
  non-toxic pigments, and it is used 
  mostly in great festivities. Usually, each 
  person takes just one drop of it daily to 
  feel cheerful and lose any inhibitions. A 
  greater use of this substance has given rise 
  to some of the most legendary tales about 
  the Menoosh, which all depict some kind 
  of embarrassing behavior.
  A bottle of sunset appears to be 
  iridescent, its color changing from orange 
  to red, fuchsia and blue; the prevalent 
  color depends on how much one shakes 
  the bottle.
  
  247
  Player's Options
  Rank
  Required 
  Skill
  Poison Name Duration
  Effect
  Novice 
  Crafting-
  Poisons d4
  Marsh Water
  Ingestion
  Decreases 3 skills by 
  one die type
  Novice
  Crafting-
  Poisons d4
  Dart
  Inhalation
  Decreases Smarts, 
  Perception and Spirit 
  (Spirit to resist) by two 
  die types
  Novice
  Survival d4
  Crested 
  Medusa Poison
  Inoculation
  -2 Toughness  (Vigor to 
  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-
  Poisons d4
  View of the 
  Kami
  Contact
  Decreases Spirit and 
  Smarts dice by one die 
  type (Vigor to resist)
  Seasoned
  Crafting-
  Poisons d6
  Caress of the 
  Kami
  Contact
  Decreases Strength and 
  Vigor dice by one die 
  type (Spirit to resist)
  Seasoned
  Crafting-
  Poisons d6
  Peacemaker
  Inhalation
  +4 Charisma when 
  interacting with the 
  victim
  Seasoned
  Crafting-
  Poisons d6
  Parsha Spit
  Ingestion
  The target is 
  considered as not 
  trained in his 3 lowest 
  skills
  Veteran
  Crafting-
  Poisons d8
  Kiss of the 
  Kami
  Ingestion
  -8 Power Points (Vigor 
  to resist)
  Veteran
  Crafting-
  Poisons d8
  Mind Vise
  Inhalation
  Cumulative penalties 
  each minute (Spirit to 
  resist)
  Veteran
  Crafting-
  Poisons d8
  Lost Blood
  Ingestion
  -1 to all Trait rolls
  
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  Player's Guide
  Heroic
  Crafting-
  Poisons d10
  Embrace of the 
  Kami
  Contact
  -2 to all Trait rolls 
  (Vigor to resist)
  Heroic
  Crafting-
  Poisons d10
  Black Tear
  Ingestion
  Hallucinations and 
  penalties to checks
  Heroic
  Crafting-
  Poisons d10
  Mantle
  Inhalation
  Cumulative penalties 
  each minute (Spirit to 
  resist)
  Legendary
  Crafting-
  Poisons d12
  Liquid 
  Nightmare
  Ingestion
  Deep slumber until 
  wounded
  Legendary
  Crafting-
  Poisons d12
  Red Cloud
  Inhalation
  Cumulative penalties 
  each minute  (Vigor to 
  resist)
  Legendary
  Crafting-
  Poisons d12
  Union with the 
  Kami
  Contact
  The victim is 
  Incapacitated (Spirit to 
  resist)
  the possession of the necessary 
  instrument for the performance to be 
  successful.
  Magic Writing -Spirit
  This skill allows the character to 
  transfer part of his magical power on 
  a scroll for future use; if the character 
  is a Menoosh, he can also draw magic 
  tattoos. Unlike more complex magical 
  objects, such a small alteration of the 
  Veil does not really unbalance it.
  To write a spell on a scroll, you must 
  first be able to cast it; that is, you must 
  know it. You then need a high-quality 
  virgin scroll and a thin-pointed pen. 
  This procedure requires three times 
  the Power Points needed to cast the 
  spell itself and a number of hours 
  equal to twice that amount. 
  Example: writing down on a scroll 
  the ‘armor’ spell—which costs in 
  itself 2 Power Points—requires 
  the expenditure of 6 Power Points, 
  plus four hours.
  At the end of that time, to see if the 
  spell has worked, a Magic Writing roll 
  is required; a Benny cannot be used 
  to improve the result. If the roll is 
  successful, the character must spend 
  the requested Power Points and the 
  scroll works correctly. With a raise, 
  the expenditure of Power Points is 
  halved or canceled with 2+ raises. If 
  the roll fails, or there is a pause of one 
  or more hours during the procedure 
  or the character does not have 
  enough Power Points, the procedure 
  is a failure and the scroll becomes 
  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 
  
  249
  Player's Options
  necessary to use a special ink (it can 
  be made with Crafting Inks, using 
  natural pigments or found in any 
  Menoosh village) and a red-hot metal 
  nib, whose temperature must be kept 
  constant. Each tattoo requires an hour 
  to be patterned correctly, excluding 
  the time taken for its representation, 
  and can be carved once a day only. 
  The number of tattoos a Menoosh can 
  carve in one day varies depending on 
  how advanced his skill is: d6 = 1; d8 = 
  2; d10+ = 3.
  Resorting to this exclusive Menoosh 
  art form, however, is risky and not 
  simple: a bad tattoo means that 
  whoever bears it suffers a negative 
  effect equal to the desired one.
  Below is a list of possible tattoos, with 
  details of requirements, duration, 
  effects and possible contraindication:
  Baobab
  Requirements: Magic Writing d12, 
  Rank Heroic
  Duration: Three rounds
  Failure: The target is Shaken (this can 
  cause 1 wound).
  Success: Removes a wound from 
  the target (the Golden Hour rule is 
  applied).
  Raise: Removes 2 wounds from 
  the target (the Golden Hour rule is 
  applied).
  Book
  Requirements: Magic Writing d10, 
  Rank Veteran
  Duration: Three rounds
  Failure: -2 to Spellcasting rolls.
  Success: +2 to Spellcasting rolls.
  Raise: +4 to Spellcasting rolls.
  Kesul
  Requirements: Magic Wrting d8, 
  Rank Seasoned
  Duration: Three rounds
  Failure: -2 to Spirit rolls.
  Success: +2 to Spirit rolls.
  Raise: +4 to Spirit rolls.
  Koopash
  Requirements: Magic Writing d6, 
  Rank Novice
  Duration: One hour
  Failure: The character gains 1 Fatigue 
  level.
  Success: The character ignores any 
  penalties from Fatigue.
  Raise: The character ignores any 
  penalties from Fatigue and wounds.
  Lucky clover
  Requirements: Magic Writing d12, 
  Rank Heroic
  Duration: Three rounds
  Failure: No effect
  Success: 1 Benny to be used while the 
  effect lasts.
  Raise: 1 Benny to be used while the 
  effect lasts (no additional effect).
  Malpa
  Requirements: Magic Writing d10, 
  Rank Veteran
  Duration: Three round
  When activating the tattoo, the 
  character must choose from: 
  Fighting, Shooting, Throwing.
  Failure: -2 to chosen skill rolls.
  Success: +2 to chosen skill rolls.
  Raise: +4 to chosen skill rolls.
  
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  251
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  Mountain
  Requirements: Magic Writing d8, 
  Rank Veteran
  Duration: Three rounds
  Failure: -2 to Vigor rolls.
  Success: +2 to Vigor rolls.
  Raise: +4 to Vigor rolls.
  Pandama
  (A circle with sea animals drawn 
  in the lower half, land animals in 
  the upper one)
  Requirements: Magic Writing d12+1, 
  Rank Legendary
  Duration: 1 round
  Failure: The character loses/misses 
  that round.
  Success: For the duration of one 
  round, the character makes multiple 
  actions at no penalty.
  Raise: The duration is two rounds.
  Pembur
  Requirements: Magic Writing d6, 
  Rank Novice
  Duration: Ten minutes
  Failure: -5 to Pace.
  Success: +5 to Pace, the Running die 
  is increased by 1 die type.
  Raise: +10 to Pace the Running die is 
  increased by 2 die types.
  Plenulia
  Requirements: Magic Writing d10, 
  Rank Veteran
  Duration: Ten minutes
  Failure: -2 to Charisma.
  Success: +2 to Charisma.
  Raise: +4 to Charisma.
  Phoneix
  (Covers the whole back.)
  Requirements: Magic Writing d12+1, 
  Rank Legendary
  Duration: 3 rounds
  Failure: Incapacitated.
  Success: If the character dies while 
  the tattoo is effective, he comes back 
  to life after 1d6 rounds.
  Raise: When the character comes 
  back to life, he releases a wave of fire 
  within a Medium Burst Template in 
  that round: anyone within it must 
  make an Agility roll to avoid being 
  Shaken (this can cause one wound) 
  and suffers one wound; if the roll 
  is successful, the character is just 
  Shaken (this can cause one wound). 
  With at least one raise, there is no ill 
  effect.
  Scroll
  Requirements: Magic Writing d6, 
  Rank Novice
  Duration: Five hours
  Failure: The time required to recover 
  the Power Points doubles (from one 
  to two hours)
  Success: The time required to recover 
  the Power Points is halved (from one 
  hour to thirty minutes or a minimum 
  of fifteen).
  Raise: The time required to recover 
  the Power Points is halved (from one 
  hour to thirty minutes or a minimum 
  of 
  fifteen) 
  and 
  the 
  character 
  immediately recovers five Power 
  Points.
  
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  Player's Guide
  Umakin
  (Tiger head drawn on the back of 
  the character’s thumb and index 
  finger as if those fingers were the 
  beast’s jaws)
  Requirements: Magic Writing d12, 
  Rank Heroic
  Duration: Three rounds
  Failure: -1 to all Trait rolls.
  Success: +1 to all Trait rolls.
  Raise: +2 to all Trait Rolls.
  Wurnug
  Requirements: Magic Writing d8, 
  Rank Seasoned
  Duration: Three rounds
  Failure: -2 to Strength rolls.
  Success: +2 to Strength rolls.
  Raise: +4 to Strength rolls. 
  hindrances
  As with the Skills, in most cases, 
  Hindrances here are the same as in 
  Savage Worlds core rules. In this 
  section we will examine those that 
  have changed or have disappeared 
  because they are ill-suited to this 
  setting, and we shall introduce new 
  ones. We will also make a distinction 
  between those better suited for 
  campaigns which do not include the 
  history of the Genesis and those that 
  can be used in both cases. After each 
  name, in parentheses, you will find 
  the type of Hindrance: minor (m), 
  major (M), or both (b).
  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
  
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  Player's Options
  Removed Hindrances
  All Thumbs (m): The so-called ‘high-
  technology’ objects are non-existent 
  here,
  Doubting Thomas (m): Such a 
  character would have a short life in 
  a fantasy setting and an even shorter 
  one in a place such as Enascentia 
  which has so many out-of-the-
  ordinary creatures and events.
  Elderly 
  (M): 
  Nobody 
  ages 
  in 
  Enascentia.
  Outsider (m): The existing differences 
  between Tribes and Ways are already 
  so defined and clear-cut that such a 
  Hindrance is either superfluous or 
  ubiquitous. Its use is very inadvisable, 
  although in some particular instances, 
  the Game Master is free to use it as he 
  deems it best (for example, in the case 
  of a  Rok’Nar being part of a Ferua 
  hunting party from the first game 
  session); if present, this Hindrance 
  falls in the ‘Post-Genesis Campaign’ 
  category.
  Poverty (m): This Hindrance—more 
  advised against than forbidden—is 
  ill-suited to the most common trade 
  instrument of the Tribes: bartering. 
  Moreover, some Tribes do not care 
  very much for material assets, which 
  would make this Hindrance Hobson’s 
  choice for them.
  Effect
  Success
  Raise
  +1 Fatigue Level No 
  Fatigue penalty
  No Fatigue and wounds 
  penalty 
  Doubles PP recovery time
  Halves PP recovery time
  Halves PP recovery time, 
  and  +5PP
  -5 Pace
  +5 Pace, Running die 
  increased by 1 die type
  +10 Pace, Running die 
  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 
  penalty 
  Duration 2 rounds
  
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  Player's Guide
  Small (M): Each tribe has very 
  precise physical characteristics, and 
  besides the Oscurians, none of them, 
  as detailed in the race description, 
  falls within this category.
  Young (M): There are no births in 
  Enascentia; everyone is generated as 
  an adult.
  Genesis Campaign: 
  Existing Hindrances
  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:
  Anemic (m), Arrogant (M), Badeyes 
  (b), Bad Luck (M), Big Mouth 
  (m), Blind (M), Bloodthirsty (M), 
  Cautious (m), Clueless (M), Code of 
  Honor (M), Curious (M), Delusional 
  (b), Greedy (b), Habit (b), Hard of 
  Hearing (b), Heroic (M), Illiterate 
  (m), Lame (M), Loyal (m), Mean (m), 
  Obese (m), Onearm (M), Oneeye 
  (M), Oneleg (M), Overconfident (M), 
  Pacifist (b), Phobia (b), Quirk (m), 
  Stubborn (m), Ugly (m), Vengeful (e), 
  Yellow (M).
  
  255
  Player's Options
  Genesis Campaign: 
  New Hindrances
  Alien Whisper [b]
  Each Tribe has a precise nature and 
  an equally precise idea of what the 
  Kami is to its members. It is not the 
  same for this character, however. 
  He has been generated with an idea 
  of the Kami which is different from 
  that of his kin, and his personality 
  drives him to walk other paths. When 
  a character takes this Hindrance, 
  he must also choose a new Kami to 
  worship: we advise that he should 
  pick one among the ten that exist. 
  According to the circumstances, this 
  can be considered either a Minor or 
  Major (or even non-existent if, for 
  example, the character has already 
  become a member of the Way of the 
  Followers of Free Will) Hindrance. 
  It is a very specific characteristic that 
  alters that character’s gaming style 
  substantially and probably that of 
  the whole group. Therefore, it is not 
  advisable for a beginner to take it, and 
  the choice must always be approved 
  by the Game Master.
  Generated Naked [m]
  Contrary to what usually happens, 
  the character appears without any 
  kind of gear…no weapons, clothes 
  or kronlings. This Hindrance can be 
  taken only in a Genesis Campaign 
  and only if the Game Master thinks 
  it can be considered a real Hindrance 
  (for example, if no Elders are present 
  at the Genesis).
  Incomplete Genesis [b]
  As the name itself implies, a 
  character with this Hindrance does 
  not have the same characteristics as 
  the other Newly Generated of that 
  Tribe. He may suffer from some 
  physical shortcoming not previously 
  described—a Ferua lacking a tail, for 
  example or a Gromsh having no bone 
  excrescences, or he may lack some 
  basic notions so that he cannot speak, 
  or run or ignores information usually 
  considered ‘Common Knowledge’. In 
  this latter instance, this Hindrance 
  should be assigned only to Newly 
  Generated. The Game Master can 
  consider this a Major or Minor 
  Hindrance, depending on the gravity 
  of the shortcoming.
  Post Genesis 
  Campaign: 
  Existing Hindrances
  This section lists those Hindrances 
  that only fit into a campaign 
  where the characters have some 
  past experience, memories and 
  a history of completed missions: 
  essentially, into a campaign that 
  does not reveal the Genesis. The 
  Hindrances present in the Savage 
  Worlds core rules that fall within 
  this category are few:
  Death Wish (M) (Janahs and 
  Lumians cannot take it), Enemy 
  (b), Vow (b), Wanted (b).
  
  256
  Player's Guide
  Post Genesis 
  Campaign: 
  New Hindrances
  Brand of the Faceless Ones [M]
  The character’s symbol was effaced in 
  the past by a Faceless One, and he still 
  carries the scar. He is now considered 
  a Faceless One himself, and whoever 
  sees his symbol for whatever reason 
  attacks 
  him 
  immediately. 
  This 
  Hindrance can be used to interpret 
  both the role of the infiltrator within 
  the group or that of an outcast always 
  living on the edge. In both cases, it 
  is advisable to describe a detailed 
  background explaining the dynamics 
  of the character’s ‘Liberation’ and how 
  he lives with it. The Game Master 
  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 
  character has a debt he will have to 
  pay sooner or later. Depending on its 
  import, this Hindrance can be Minor 
  or Major.
  Defector from a Way [b]
  At some point in his life, the hero 
  joined a Way, but it was not a long-
  lasting experience. Depending on how 
  long he remained in the Way before 
  abandoning it, the circumstances 
  in which he left and the Way itself, 
  this can be either a Minor or Major 
  Hindrance. It is not possible to defect 
  from the Way of the Faceless Ones.
  Lost [m]
  At the moment of the character’s 
  Genesis, 
  nobody 
  was 
  there 
  to 
  welcome him; therefore, he has not 
  been assimilated into a village or 
  received basic teaching but has been 
  forced to fend for himself from the 
  very beginning. It is up to the player 
  to decide how that influenced his 
  development and his view of the 
  world.
  Prophet of the Kami [M]
  This character does not simply explain 
  his point of view about the Kami: he 
  tries to force it upon others as the 
  only possible one, and to him all the 
  other points of view are heresies.
  edges
  As with skills and Hindrances, 
  most of the Edges are identical to 
  Savage Worlds core rules. Unlike 
  Hindrances, however, Edges can be 
  used in a Genesis or Post-Genesis 
  Campaign 
  without 
  consequence. 
  Even Professional Edges, said to be 
  the result of years of improvement 
  in a specific activity, do not pose 
  any problems. However, we still 
  recommend that the story of a 
  character 
  having 
  one 
  of 
  these 
  Professional Edges be told within the 
  
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  Player's Options
  narration, both by means of a player’s 
  performance and the description of 
  how he acquired it.
  Just like Hindrances, Edges are 
  divided in categories. Let us see, then, 
  which among those that already exist 
  have been altered and how, which 
  Edges have been removed, and finally 
  what new Edges this setting has to 
  offer.
  Background Edges: 
  Alterations
  Arcane Background 
  Enascentia’s magic works in a 
  peculiar way, which reflects in the 
  way this Edge works, and entails 
  a few changes. See details in the 
  Powers section, p. 269
  Arcane Resistance
  It works as shown in Savage Worlds 
  core rules, but the bonus applies also 
  to magic effects produced by magic 
  objects. This does not increase 
  damages caused by a weapon via a 
  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 
  his interpretation to be as insane 
  as possible, he should turn his 
  attention to the Janahs.
  Filthyrich
  See Rich. If the Game Master 
  permits, the characters in some 
  Tribes (such as Oscurians, Janahs, 
  and Lumians) may possess an 
  enchanted weapon, even as a Newly 
  Generated. 
  Improved Arcane Resistance 
  See Arcane Resistance
  Noble
  No one can be of high birth in 
  Enascentia. Actually, no one can be 
  born in the conventional sense of the 
  word.
  Rich
  This 
  Edge 
  changes 
  somewhat, 
  depending on whether the adventure 
  is Genesis-related or not and which 
  Tribe is involved. It is not advisable 
  to use it in a Genesis Campaign. To 
  receive more than just a weapon, 
  simple gear or clothing at the Genesis 
  is quite rare. In a Post-Genesis 
  
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  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 
  
  259
  Player's Options
  scroll at a time, and unleashing its 
  power implies the usual deterioration 
  of the original magic text.
  Mystic Metabolism
  Requirements: Novice, Vigor d6, 
  Slowed Metabolism 
  The character with this Edge can 
  ingest a potion and keep its effect 
  latent in his body for about twenty-
  four hours. As a free action, the 
  character can activate the potion’s 
  effect at will. It is not possible to use 
  more than one potion this way, but 
  ingesting other potions normally is 
  allowed.
  Slowed Metabolism
  Requirements: Novice, Vigor d6
  A character with this Edge can 
  slow down his metabolism: it takes 
  twice the usual time for the effects 
  of hunger and thirst to make him 
  Fatigued or Exhausted. The duration 
  of any potion he takes is doubled.
  Combat Edges: 
  Variations
  Rock and Roll
  Since machine guns do not exist 
  in Enascentia, this Edge—way too 
  modern—does not exist either.
  Combat Edges: 
  New
  Expert at [Weapon category 
  name]
  Requirements: Novice.
  The character has a thorough 
  knowledge of one category of 
  weapons and gets +1 to Fighting, 
  Throwing or Shooting rolls when 
  he fights with a weapon belonging 
  to that category. With a melee/
  ranged weapon, such as a dagger 
  or a throwing axe, the character 
  must choose which skill gets the 
  bonus when he gains the Fighting 
  or Throwing Edge. The relevant 
  categories are: Bows, Flails, Blunt 
  Weapons, 
  Throwing 
  Weapons, 
  Polearms, Axes and Short Weapons, 
  Crossbows, Staves, Swords; it is 
  possible to choose an Unusual 
  Weapon, but only one from this 
  category. This Edge can be gained 
  more than once, each time for a 
  different category or bonus.
  Master at [weapon category 
  name]
  Requirements: Seasoned, Expert at 
  (Weapon category name)
  The character is a real master at using 
  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.
  
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  Player's Guide
  Qualified in [Unusual Weapon 
  name]
  Requirements: Novice.
  This Edge allows the character to 
  use the specified Unusual Weapon 
  without suffering the usual -2 penalty 
  to Fighting, Throwing and Shooting 
  rolls. It can be gained more than 
  once, specifying a different Unusual 
  Weapon each time.
  Strong Shooter
  Requirements: Veteran, Strength d6, 
  Throwing or Shooting d8
  When the character carries a ranged 
  attack, his blow is particularly 
  forceful. The character adds +2 to 
  damage against targets hit within 
  Short Range.
  Unerring Shooter
  Requirements: Novice, Agility d6, 
  Throwing or Shooting d8
  The character applies the following 
  range penalties: 0/-1/-3 (instead of 
  the usual 0/-2/-4).
  Leadership Edges: 
  New
  Fury
  Requirements: Heroic, Command, 
  Spirit d8, Fervor
  Any allies within the ‘command 
  range’ add +1 to melee damage.
  Inspiring Courage
  Requirements: Seasoned, Command, 
  Spirit d8
  Any allies within the ‘command 
  range’ add +1 to Fear checks and tests 
  of Will.
  Power Edges: 
   New
  Concentration
  Requirements: Seasoned, Spellcasting d6
  The character can spend 2 additional 
  Power Points when casting a spell, in 
  which case he gets a +1 bonus to that 
  Spellcasting roll.
  Deep Concentration
  Requirements: Veteran, Spellcasting 
  d8, Concentration
  Just like the Concentration Edge, 
  but the character can spend 3 Power 
  Points to get a +2 bonus to roll.
  Professional Edges: 
  Variations
  Ace
  This Edge has been adapted to the 
  means and skills applicable to this 
  setting. The +2 bonus applies to 
  Boating (both traditional and flying 
  vessels) and Riding.
  
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  Player's Options
  
  262
  Player's Guide
  Adept
  Since Arcane Backgrounds work 
  differently in Enascentia, having any 
  of them instead of Miracle, which 
  does not exist, is adequate; likewise, 
  the d8 requisite refers to a more 
  generic ‘Spellcasting’.
  Champion, Holy/unholy 
  warrior
  These Edges have been removed 
  because in this setting, the concept 
  of ‘good’ and ‘evil’ has been replaced 
  with the more complex view of the 
  Kami. Deceiving a passerby can 
  be seen as ‘right and proper’ by an 
  Oscurian and as an ‘immoral act’ by 
  a Lumian. The ‘extraplanar’ concept 
  does not exist here.
  Inventor, Mr. Fixit
  Both these Edges have been removed, 
  because of the absence of the Weird 
  Science Arcane Background; they are 
  both better suited to a setting that 
  makes use of modern technology.
  McGyver
  Another Edge more suited to a 
  modern setting, not suitable for 
  Enascentia.
  Mentalist
  Removed because of the absence of 
  the Psyonic Art Arcane Background.
  Professional Edges: 
  New
  Artisan
  Requirements: Novice, Crafting (any 
  two) d8
  An Artisan adds +1 to roll to craft 
  something using the selected skills.
  Bulwark of the Light
  Requirements: 
  Novice, 
  Lumian, 
  Spirit d8, Vigor d6, Fighting d8
  The character gets an additional +2 to 
  Fear checks and applies this bonus to 
  tests of Will, too. This Edge is usually 
  chosen by male Lumians.
  Celestial Archer
  Requirements: Novice, Whispling, 
  Agility d8, Smarts d6, Shooting d8
  There are many bowmen of great 
  experience among the Whisplings, 
  and the Celestial Archers are the 
  best of them. When shooting an 
  arrow, they double the normal-
  range intervals allowed by the 
  bow. They can also use elemental 
  manipulation (air) as a free action 
  to help the arrow flight and get a 
  +2 bonus to Shooting roll.
  Centaur
  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 
  
  263
  Player's Options
  difficult to take aim. A character 
  with this Edge applies the following 
  changes when Fighting Mounted: 
  he does not suffer a -2 penalty to 
  actions if his mount is running; if the 
  character or mount are wounded, 
  the character gets +2 to Riding roll 
  to prevent falling; he adds +2 to 
  damage inflicted to targets on foot 
  within a 5” range.
  Champion of Chaos
  Requirements: Novice, Gromsh, 
  Strength d8, Fighting d8, Throwing 
  d6, Improvisational Fighter
  The Champions of Chaos usually allow 
  themselves to be carried away by the 
  inspiration provided by their Kami 
  and can fight at any moment, using 
  any object: improvised weapons can 
  be thrown at a shorter range than the 
  one allowed by their category, down 
  to a minimum of small (large objects 
  are considered medium, medium 
  objects are small). They also get +1 
  to Fighting and Throwing rolls, and 
  +1 to damage when fighting with an 
  improvised weapon. The Champions 
  of Chaos never carry weapons with 
  them, because any object near them is 
  a better weapon than a blade or maul.
  Chronomancer
  Requirements: 
  Novice, 
  Kronoss, 
  Smarts d10, Knowledge (arcane) d8, 
  Knowledge (time) d8, Concentration
  Chronomancers specialize in spells 
  altering the flow of Time, largely 
  devoting their studies to such spells and 
  managing to use the Veil surrounding 
  them more easily through them. A 
  Chronomancer spends 1 Power Point 
  less in casting such spells and adds 
  +1 to his Spellcasting roll. However, 
  he spends 1 additional Power Point 
  to cast all other spells. The spells in 
  this category are: Temporal Anomaly, 
  Stopping Time, Window on the Future, 
  Window on the Past, Quickness, Slow, 
  Time Jump, Speed.
  Crowd Charmer
  Requirements: Novice, Menoosh, 
  Perform (any) d10, Persuasion d8, 
  Spellcasting d8, Arcane Background
  According to the Menoosh, art is 
  magic and magic is art, but nobody 
  can master both as well as a Crowd 
  Charmer. When performing the art 
  form a Menoosh knows best (usually 
  dancing, oratory, singing or playing 
  an instrument), bystanders are so 
  mesmerized with the quality of his 
  performance, they do not realize 
  a spell is being cast. After the first 
  minute of his performance and until 
  it ends, the Menoosh can cast any of 
  the following spells on one or more 
  members of the audience (in the case 
  of multiple targets, the description 
  and number of Power Points of the 
  spell itself must be used), using 
  his performance as a physical and 
  verbal element, with no other visible 
  consequences: Confusion, Dispel, 
  Puppet, Fear, Mind Reading, Stun. 
  The spell must be one the Charmer 
  knows. If Perform is successful, the 
  people who have been attending since 
  the beginning of the performance 
  do not notice anything; with a raise, 
  
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  Player's Guide
  the effect extends to absent-minded 
  nearby people, passersby or anyone 
  else.
  Disciple of Determination
  Requirements: Novice, Janah, Spirit 
  d6, Vigor d6
  Nothing and no one can stop a 
  Disciple of Determination when he 
  abandons himself to it. The character 
  acts freely during his round, whether 
  he fails or has just one success in 
  his Spirt roll to recover from being 
  Shaken. If he fails, he is still Shaken, 
  which means he has to make another 
  roll in the next round and may suffer 
  wounds if hit.
  Entertainer
  Requirements: Novice, Perform (any 
  two) d8
  An Entertainer adds +2 to any 
  Perform roll in the two chosen 
  specialties. 
  Light Bringer
  Requirements: 
  Novice, 
  Lumian, 
  Healing d8, Spellcasting d8, Arcane 
  Background, Healing.
  The character is specialized in healing 
  spells: he spends one less Power Point 
  to cast Healing, Luminescence and 
  Radiance. This Edge is usually chosen 
  by female Lumians.
  Master Apothecary
  Requirements: Novice, Oscurian, 
  Agility d6, Crafting - Poisons d6, 
  Knowledge (poison) d8, Smarts d8
  No one makes poisons as well as an 
  Oscurian, and among them Master 
  Apothecaries are probably the best 
  in this field. They can process any 
  poison among those they know how 
  to craft and turn it into one they 
  prefer. This alters the way the poison 
  is administered and the duration of 
  the effect depending on the chosen 
  category.
  Example: 
  A 
  Veteran 
  Master 
  Apothecary with Crafting-Poisons 
  d8 can make one dose of Mind 
  Vise, which is administered by 
  contact instead of inhalation.
  Master Tattooer
  Requirements: Novice, Menoosh, 
  Magic Writing d10, Spirit d8
  All Menoosh can infuse their Tattoos 
  with minimal magic power, drawing 
  from nature’s supply, but Master 
  Tattooers can do it with an expertise 
  difficult to emulate. It takes them ten 
  minutes—instead of the usual hour—
  to carve a tattoo, and they can make 
  an additional one every day (d6 = 2, 
  d8 = 3, d10 = 4). When they carve a 
  second different tattoo on the same 
  person, they can choose to link it to 
  the first one, which allows them to 
  activate both with just one action.
  Night Shadow
  Requirements: Novice, Oscurian, 
  Agility d8, Knowledge (arcane) d10, 
  Smarts d10, Stealth d10
  Some Oscurians studied the arcane 
  skills granted by the Kami to their 
  Tribe’s enchanters for so long that 
  
  265
  Player's Options
  they managed to partially extract 
  their essence. They have a supply 
  of Power Points equal to the sum of 
  their Smarts and Knowledge (arcane) 
  dice, which can be used only for 
  the Invisibility spell. As with Power 
  Points, they are recovered regularly at 
  the rate of one an hour. 
  To cast the spell successfully, a Night 
  Shadow must be successful in a 
  Knowledge (arcane) roll and cannot 
  select 
  additional 
  targets. 
  Apart 
  from this, the spell works exactly as 
  described in Savage Worlds core rules.
  Overwhelming Enchanter
  Requirements: Novice, Janah, Smarts 
  d6, Arcane Background, Knowledge 
  (arcane) d8, Spellcasting d8
  Not all Janahs are fighters, and they 
  do not all have an object as their 
  favorite weapon: some of them 
  may rely primarily on their minds. 
  Such a character Abandons himself 
  to Determination in a slightly 
  different way: he gets a +2 bonus to 
  all Spellcasting rolls, damage from 
  magical sources (from bolt, for 
  example), and Toughness. He can 
  also cast both the usual damage spells 
  against a target, and enhancement and 
  healing spells on himself. However, 
  he suffers all the remaining penalties 
  and restrictions.
  Protector of the Mother
  Requirements: 
  Novice, 
  Rok’Nar, 
  Fighting d8,Strength d6, Vigor d8, 
  Martial Artist
  When 
  fighting 
  unarmed, 
  the 
  character gets +1 to Parry and adds 
  +1 to damage. This Edge is chosen 
  usually by male Rok’Nar.
  Servant of the Mother
  Requirements: 
  Novice, 
  Rok’Nar, 
  Knowledge (nature) d8, Spellcasting 
  d8, Arcane Background, Succor
  Every time the character casts Succor, 
  the spell removes any negative effects 
  of poison or any illnesses from the 
  target. It can also dispel the effect 
  another spell is having on the target 
  by making an opposed Spellcasting 
  roll to the Spellcasting roll made by 
  the enchanter who cast a spell on the 
  target. This Edge is chosen usually by 
  Female Rok’Nar.
  Sorcerer of Chaos
  Requirements: 
  Novice, 
  Gromsh, 
  Smarts 
  d6, 
  Spirit 
  d8, 
  Arcane 
  Background 
  The Gromsh who have bonded with 
  their Kami accept all the gifts and 
  challenges he offers them. When they 
  make a Spellcasting roll, the result is 
  not simply success or failure but what 
  is listed below:
  1. Gromsh Explodes: The Sorcerer 
  is at the center of an explosion: he 
  suffers 3d6 damage, and anyone 
  within a Small Burst Template range 
  has to make an Agility roll to -2 not to 
  suffer the same damage.
  2. Gromsh Explodes a Little: The 
  Sorcerer is at the center of a small 
  explosion: he suffers 2d6 damage, and 
  
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  Player's Guide
  anyone within a Small Burst Template 
  must make an Agility roll not to suffer 
  the same damage.
  3. Gromsh Suffers: The Sorcerer 
  suffers 2d6 damage.
  4-7. Gromsh Strong: The spell is cast 
  normally.
  8-11. Gromsh Can: The Sorcerer 
  casts the spell normally and adds two 
  Power Points to his supply; however, 
  he can never exceed his maximum 
  allowed limit.
  12+. Gromsh Can All: The spell is 
  cast twice, the first normally and the 
  second without spending any Power 
  Points and choosing new targets 
  (Spellcasting roll to be repeated only 
  if the spell requires an attack roll.)
  Stealthy Predator
  Requirements: Novice, Ferua, Agility 
  d8, Fighting d8, Stealth d8
  When hitting an opponent in a sneak 
  attack, the character adds +2 to the 
  Fighting roll.
  Time Disciple
  Requirements: 
  Novice, 
  Kronoss, 
  Fighting d8, Spellcasting d8, Martial 
  Artist
  These Kronoss combine the study 
  of Time’s secrets and its arts with a 
  monastic lifestyle based on those 
  teachings, 
  acquiring 
  a 
  deeper 
  knowledge of their bodies and of the 
  limits they can reach. It works just 
  like the Adept Professional Edge, with 
  the exception that Temporal Anomaly, 
  Stopping Time and Quickness must 
  be added to the list of spells whose 
  Trappings can be changed.
  Unerring Predator
  Requirements: 
  Novice, 
  Ferua, 
  Agility d8, Shooting or Throwing d8, 
  Unerring Shooter
  As a free action, a Ferua can coat 
  the ammunition she is going to use 
  with her natural poison. She gets a 
  +2 bonus to the roll when making a 
  called shot.
  Warrior
  Requirements: 
  Novice, 
  Strength 
  d6, Fighting d8, Expert at (weapon 
  category name)
  The character does not just have 
  knowledge of a single category of 
  weapons, but follows a path that 
  gives him a deeper knowledge of 
  many of them. Every time he attains 
  a new Rank, he gets one of the 
  following bonus Edges: Expert at 
  (weapon category name), Master at 
  (weapon category name), Qualified in 
  (weapon category name), Qualified in 
  (Unusual Weapon name).
  Wayfarer
  Requirements: 
  Novice, 
  Senduar, 
  Climbing d6, Survival d6, Swimming d6
  Some Senduars are more restless 
  than the others: they are more at 
  ease when traveling than resting 
  and have learned to keep moving 
  whatever the circumstances. They 
  add +2 to Climbing, Riding, Boating, 
  Swimming and Survival rolls.
  Whirlwind
  Requirements: Novice, Whispling, 
  Agility d8, Fighting d10, Strength d6, 
  Florentine
  
  267
  Player's Options
  The speed with which a Whirlwind 
  wields two weapons at the same 
  time is without equal. When he gets 
  through his opponent’s Parry with 
  both hands, he can carry out a third 
  attack with his main hand, with no 
  penalty to the roll.
  Social Edges: 
  New
  Expert Taunter
  Requirements: Veteran, Intimidation 
  or Taunt d8+
  The character is so used to threatening 
  or intimidating other people that he 
  can make two tests of Will within the 
  same round with the usual penalties 
  for multiple actions in one round.
  Orator
  Requirements: Novice, Smarts d8, 
  Intimidation or Taunt d8, Charisma 
  +2 or higher
  Those who know how to use words 
  also know they can be an invaluable 
  tool to distract, intimidate and rouse 
  their listeners, as well as to persuade, 
  properly oil the wheels of social 
  machinery and lie. Orators add 
  their Charisma bonus to Gambling, 
  Intimidation and Taunt.
  Weird Edges: 
  New
  Expert Apothecary
  Requirements: Seasoned, Crafting—
  Poisons d8, Qualified Apothecary
  The 
  Apothecary 
  gains 
  more 
  experience and reduces the necessary 
  time by one quarter (half an hour). 
  He can also use one Benny for each 
  Crafting-Poisons roll.
  Expert Magic Writer
  Requirements: 
  Seasoned, 
  Magic 
  Writing d8, Qualified Magic Writer
  The Writer gains more experience 
  and reduces the necessary time by 
  one quarter. Moreover, he can also use 
  one Benny with each Magic Writing 
  roll to produce magic scrolls.
  Expert Poisoner
  Requirements: Novice, Qualified 
  Poisoner
  When the character successfully 
  poisons an opponent, he adds an 
  additional +1 to the effect duration 
  (whether it is rounds, minutes or 
  hours).
  Expert Pourer
  Requirements: Seasoned, Crafting-
  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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  Player's Guide
  Qualified Apothecary
  Requirements: 
  Novice, 
  Crafting-
  Poisons d6
  It takes the character half the usual 
  required time (an hour) to prepare 
  a poison. He also adds +1 to his 
  Crafting-Poisons roll.
  Qualified Magic Writer
  Requirements: 
  Novice, 
  Magic 
  Writing d6
  It takes the character half the usual 
  required time to write a magic scroll. 
  He also adds +1 to the Magic Writing 
  roll necessary to craft magic scrolls.
  Qualified Pourer
  Requirements: Novice, Crafting—
  Potions d6
  It takes the character half the 
  usual required time (one hour for 
  Primordial Alchemists, six hours 
  for Magic Alchemists) to prepare 
  a potion. He also adds +1 to the 
  Crafting-Potions rolls.
  Qualified Poisoner
  Requirements: Novice
  When the character poisons an 
  opponent successfully, he adds +1 
  to the effect duration (whether it is 
  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.
  Preserver
  Requirements: Novice, Smarts d6, 
  Survival d6
  The 
  character 
  has 
  a 
  minimal 
  knowledge 
  of 
  alchemic 
  and 
  poisonous substances which allows 
  him to preserve the substances he 
  has with him in the most careful 
  way. He can make a Survival roll 
  every day following the expiry date 
  of the substance to see if he can find 
  any herb or other natural substance 
  to help him lengthen the potion’s 
  duration. Each success and raise gives 
  an additional duration day, but it is 
  not possible to make it last more than 
  twice the original duration time.
  Legendary Edges: 
  New
  Alter the Veil
  Requirements: Legendary, Smarts 
  d8, Spirit d8, Spellcasting d12
  The character has acquired enough 
  familiarity with the Veil to shape it to 
  his liking (see the paragraph ‘Crafting 
  Magical Objects’, Gear section).
  
  269
  Player's Options
  PoWers
  Arcane Background
  The use of magic in Enascentia is closely 
  related to the Tribe symbol. In fact, it is 
  a catalyst which allows whoever bears 
  it to draw from the latent magic power 
  surrounding him, shape it and use it to 
  his own ends. The Power Points are not, 
  therefore, related to the quantity of magic 
  energy an individual possesses but to his 
  ability to shape nature’s inherent magic 
  power; this is an intense, and therefore 
  trying, process.
  This 
  has 
  many 
  philosophical 
  consequences that change according to 
  the different views of the Kami: the most 
  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 
  deserving among his favorites. In fact, 
  an effaced symbol causes the loss of 
  the Tribe powers acquired through the 
  Genesis and the inability to cast spells. 
  However, the Faceless Ones, who are the 
  living examples of this condition, have 
  developed alternative ways to draw from 
  the Arcane, as explained in the Edges 
  section (and specifically in the Ways 
  paragraph).
  In this setting, Savage Worlds core rules’ 
  normal Arcane Background powers are 
  replaced by a single version described 
  below:
  Arcane Background  
  [Enchanter]
  Arcane Skill: Spellcasting (Smarts/
  Spirit)
  Starting Power Points: 10 
  Starting Powers: 3
  The 
  Spellcasting 
  Attribute 
  changes 
  according to the Tribe, as shown below:
  Smarts: 
  Kronoss, 
  Menoosh, 
  Oscurians, Senduars, Whisplings
  Spirit: 
  Feruas, 
  Gromsh, 
  Janahs, 
  Lumians, Rok’Nars
  Reckless Hoarding: Hoarding the right 
  quantity of magical energy is not simple, 
  and if not done carefully, it may be 
  dangerous.  When an Enchanter rolls 1 
  on his Spellcasting dice—regardless of his 
  Wild Dice—he is automatically Shaken. 
  This can cause a wound.
  Spells
  In 
  Enascentia, 
  ‘powers’ 
  are 
  called 
  spells, and those using them are called 
  enchanters, while for convenience’s sake, 
  Power Points keep the same name. The 
  powers used are those listed in Savage 
  Worlds core rules, with a few changes and 
  many new additions, listed below:
  Removed Spells
  Banish: Removed because Enascentia’s 
  inhabitants do not have the concept of 
  ‘worlds’ and ‘planes’.
  Summon ally: See Banish.
  
  270
  Player's Guide
  Elemental manipulation: Only a few 
  specific Tribes can control the elements 
  and only partially; this ability is already 
  specified within their game features.
  Zombie: None of the current Royal Races 
  can cast this spell.
  Altered Spells
  Beast friend, invisibility, burrow, 
  teleport, disguise, fly: These spells have 
  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’ 
  listed in the following section, together 
  with many new spells, grouped together 
  by Tribe. 
  Divination: The spell is substantially 
  the same, but the source of the answer 
  is always the enchanter’s Kami. Before 
  consulting his Kami, the enchanter must 
  give him a gift compliant with the Tribe’s 
  canons.
  Drain Power Points: In this case, the only 
  difference is that there is no penalty in the 
  case of different Arcane Backgrounds, 
  because there is just one.
  
  271
  Player's Options
  New Spells [General]
  Limb Shaping 
  Rank: Novice
  Power Points: 1
  Range: Self
  Duration: 3 (1/round)
  Trappings: Axes, swords, mauls
  This spell can be used in two 
  ways, which both aim to turn the 
  enchanter’s arms into melee weapons. 
  The enchanter joins his arms while 
  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 
  no other action with his hands. 
  The spell adds +1 to the damage dice, 
  which is determined by the chosen 
  weapon. The character is considered 
  armed but can apply any unarmed 
  fighting Edge or benefit.   
  Mind Link 
  Rank: Novice
  Power Points: 3
  Range: Smarts x 2
  Duration: 10 minutes (1/10 minutes)
  Trappings: Index finger pressed 
  against the temple, thin light thread, 
  faint screeching.
  The enchanter chooses a target within 
  the spell range and links with his 
  mind: for the duration of the spell 
  they can mind-talk to each other. 
  An unwilling target gets an opposed 
  Spirit roll to avoid the spell. Having a 
  mind link does not mean sharing huge 
  amounts of information or reading 
  information in each other’s minds. It 
  simply allows the involved characters 
  to talk without being overheard or at 
  great distances as a result of the spell 
  being cast. 
  Additional Targets: The spell may 
  affect an additional target for every 
  additional 
  Power 
  Point 
  spent, 
  up to a maximum of five targets 
  communicating with each other. It 
  is not possible to send individual 
  messages to some targets to the 
  exclusion of the others: every sent 
  message is heard by all.
  Exclusive Spells
  The following spells are a privilege the 
  Kami grants only to his favorites. A 
  Character can choose whether or not 
  to take advantage of these additional 
  choices, which are in no way binding. 
  Novice Rank exclusive spells can 
  be included in the selection of the 
  three spells allowed by the Arcane 
  Background Edge.
  The only change concerns the 
  Trappings. As they are specific 
  effects based on each Tribe’s peculiar 
  characteristics, they do not have the 
  same room to maneuver as general 
  spells. A shadow tentacle is still the 
  same whatever the Trappings, but what 
  can change is how the Oscurian casts 
  his spell. The following descriptions, 
  therefore, do not provide suggested 
  Trappings, but the Game Master or 
  the players can suggest custom ones, 
  provided the original nature of the 
  spell remains unaltered.
  
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  Player's Guide
  Feruas Exclusive 
  Spells
  Abandon oneself to the Beast
  Rank: Veteran
  Power Points: 5
  Range: Self
  Duration: Special
  A Ferua allows her bestial nature 
  to overcome her: she is no longer 
  aware of her surroundings and 
  attacks anything moving or giving 
  out heat within a Medium Burst 
  Template. At each round she can 
  carry a melee attack, a ranged 
  attack and cast a spell with no 
  penalty 
  for 
  multiple 
  actions; 
  different actions, such as drawing 
  a weapon or running, suffer the 
  usual penalties. The character gets 
  +2 to Spellcasting rolls and +2 to 
  damage or +4 with a raise. She also 
  suffers -2 to Parry and gets a +2 
  Toughness bonus. The spell lasts 
  until the character finds or attacks 
  a valid target for three consecutive 
  rounds.
  The Game Master should consider 
  the character’s action from the 
  interpretative point of view: a 
  character under such a spell will 
  never stop to take care of a wounded 
  companion; on the contrary, she 
  will attack him notwithstanding, 
  should he be nearby.
  Animal Friendship
  Rank: Novice
  (The same as in Savage Worlds core 
  rules)
  Animal Kinship
  Rank: Seasoned
  Power Points: 2
  Range: Self
  Duration: 3 (1/round)
  With this spell, the Feruas become 
  one with the animal world to which 
  they belong and borrow some of its 
  peculiar characteristics for a limited 
  amount of time. They stay the same 
  shape but for a few small mutations 
  that differ from case to case. This 
  spell cannot be cast again if one of 
  its variations is active already.
  • Chameleon: The enchanter and 
  the things she carries assume 
  the same color as the surround-
  ing environment. She becomes 
  invisible to any observer who did 
  not witness the activation of the 
  spell, but only if she stands still. If 
  she moves, the spell does not end, 
  but turns into just a +2 to Stealth 
  rolls.
  • Hawk: The Ferua enchanter 
  acquires the sight and un-
  erringness of a hawk, at no 
  penalty to attack rolls against 
  targets within the maximum 
  range of a weapon.
  • Cheetah: The enchanter’s Pace is 
  doubled; she rolls two Running 
  dice instead of one.
  
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  Player's Options
  Fog Pack 
  Rank: Legendary
  Power Points: 5-11
  Range: Smarts x 2
  Duration: 3 (2/round)
  Very few Feruas can become one with 
  nature, channel its essence and create 
  duplicates of its inhabitants; those 
  who reach this level of communion 
  can materialize two Pembur Spirits 
  by their side, beings that appear to 
  be made of fog but can move and bite 
  just like their physical counterparts. 
  At each round, the Ferua controls 
  these creatures like any NPC. When 
  wounded, a Spirit simply disappears.
  Pembur Spirit
  Attributes: Agility d8, Smarts d4, 
  Spirit d6, Strength d10, Vigor d8
  Skills: Fighting d10
  Pace: 10; Parry: 6; Toughness: 6
  Special Abilities:
  • Bite: For +d6
  • Claw: Str
  • Fleet-footed: A Pembur rolls a 
  d10 when running instead of a 
  d6.
  • Spiritual Poison: A target 
  wounded or Shaken by a Pembur 
  must make a successful Vigor roll 
  or decrease his Spirit dice by one 
  dice type for 10 minutes (mini-
  mum d4).
  • Additional Effects: The enchant-
  er creates one additional Pembur 
  Spirit per each Power Point spent 
  in addition to the cost of the spell, 
  to a maximum of 5. 
  Predator's Brand
  Rank: Heroic
  Power Points: 5
  Range: Smarts x5
  Duration: 3
  Any target within range must make 
  an opposed Spirit roll or be branded. 
  The brand’s shape and color appear in 
  the three following rounds. A target 
  hit by the enchanter in the round of 
  the brand’s maximum visibility suffers 
  three additional wounds. This spell can 
  be used only on creatures whose vital 
  organs are known and/or visible.
  Gromsh Exclusive 
  Spells
  Gromsh Blacksmith
  Rank: Novice
  Power Points: 1
  Range: Self
  Duration: 3 (1/round)
  The Gromsh enchanter can channel 
  the power of Chaos into his 
  weapon, giving it new, random—of 
  course—features determined by his 
  Spellcasting roll. The Sorcerers of 
  Chaos who cast this spell apply their 
  Spellcasting roll result to this list 
  instead of their Professional Edges 
  one.
  • 1: The weapon turns into some-
  thing useless (a bunch of flowers, 
  a rubber chicken, etc.)
  • 2: The weapon turns into some-
  thing useless but can still be used 
  
  274
  Player's Guide
  as an improvised weapon (a chair, 
  a bucket, etc.)
  • 3: The weapon remains the same 
  but becomes smaller, which 
  reduces its damage dice by one 
  dice type.
  • 4-7: The weapon damage dice is 
  increased by one dice type.
  • 8-11: The weapon damage dice is 
  increased by two dice types.
  • 12+: The weapon damage dice is 
  increased by two dice types, and 
  the enchanter adds +2 to Fight-
  ing, Shooting and Throwing rolls 
  made with that weapon.
  Gromsh Explodes
  Rank: Veteran
  Power Points: 3
  Range: Self
  Duration: Instant
  The Gromsh enchanter willingly 
  becomes the center of an explosion 
  but never knows how much the 
  Kami will help him. The character is 
  Shaken (this can cause a wound) as 
  an additional cost to cast the spell. He 
  then causes 4d6 damage to himself 
  and anybody within a Medium Burst 
  Template range. Any target in the 
  affected area besides the enchanter 
  himself can make an opposed 
  Agility roll at -2 to halve the damage 
  (fractions are rounded up).
  Gromsh Moves
  Rank: Heroic
  Power Points: 10
  Range: Touch
  Duration: Instant
  The Gromsh enchanter teleports to 
  a random area chosen by the Kami 
  (and determined by the Game Master 
  at his discretion).
  Additional Targets: The Gromsh can 
  take with him up to two targets at 
  the cost of 5 additional Power Points 
  each. An unwilling target gets an 
  opposed Agility roll with a +2 bonus.
  Gromsh Shows You Chaos
  Rank: Legendary
  Power Points: 10
  Range: Self
  Duration: Instant
  The 
  Gromsh 
  enchanter 
  literally 
  vomits the power of Chaos on the 
  surrounding 
  world, 
  temporarily 
  altering the structure of everything 
  in a Large Burst Template centered 
  on the enchanter himself. The result 
  of this spell entirely depends on the 
  Spellcasting roll, which, therefore, 
  does not just determine whether the 
  spell is a failure or a success. The 
  Gromsh himself is never altered by 
  his spell. The Sorcerers of Chaos who 
  cast this spell apply their Spellcasting 
  roll result to this list, instead of their 
  Professional Edges one.
  • 1: The Gromsh cannot control 
  his magic power, which wounds 
  him. He loses Power Points, and 
  it takes him the whole day (till 
  the next dawn) to recover them; he 
  is also Shaken, and suffers 1 wound 
  (2 if already Shaken). All creatures 
  within the affected area are altered as 
  if they rolled 1 on the corresponding 
  table. The effect lasts an hour.
  
  275
  Player's Options
  • 2: The Gromsh cannot control 
  his magic power, loses all his 
  Power Points and cannot recov-
  er them within the day (till the 
  next dawn). All the creatures 
  within the affected area are 
  altered, as if they rolled 1 on the 
  corresponding table. The effect 
  lasts an hour.
  • 3: All the creatures within the 
  affected area are altered, as if 
  they rolled 1 on the correspond-
  ing table. The effect lasts an 
  hour.
  • 4-7: Whoever is within the 
  affected area must make a 
  successful Vigor roll or suffer 
  the mutation (roll a d6 on the 
  Mutation Table). The effect lasts 
  a minute.
  • 8-11: Whoever is within the 
  affected area must make a suc-
  cessful Vigor roll. With a raise 
  there is no ill effect. If the roll is 
  successful, the character suf-
  fers a mutation (roll 1d6 on the 
  Mutation Table), and if it fails, 
  the character is Shaken after 
  the mutation (this can cause a 
  wound). A NPC wounded this 
  way suffers a permanent mu-
  
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  Player's Guide
  tation, becoming part of the 
  landscape: a statue, a tree, etc. 
  Otherwise, the effect lasts ten 
  minutes.
  • 12+: Just like the pervious re-
  sult, but the effect lasts an hour.
  Gromsh Strong!
  Rank: Seasoned
  Power Points: 2
  Range: Self
  Duration: 3 (1/round)
  This spell only works as a boost/
  lower trait spell with the following 
  differences: the only target can be the 
  enchanter himself, and there are 2 
  Traits instead of 1.
  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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  Janah Exclusive 
  Spells
  Keeping Control
  Rank: Veteran
  Power Points: 2-6
  Range: Self
  Duration: 3 (1/round)
  Prevents the first effect of any 
  magic control or interference, 
  Tribe privileges included, that can 
  in any way limit or block the Janah’s 
  actions. This category includes 
  the effects of Fear, mind control, 
  physical 
  coercion, 
  stunning, 
  paralysis, etc.
  Additional effects: For 2 additional 
  Power Points spent in casting the 
  spell, the caster gets an additional 
  preventing effect, up to a total of 3.
  Overpowering Will
  Rank: Legendary
  Power Points: 3
  Range: Self
  Duration: Instant
  Any Janah of Legendary Rank is 
  the embodiment of determination, 
  steadfastness and willpower. Those 
  who can master this spell can channel 
  these qualities and throw them at 
  their opponents, who cannot react. 
  The enchanter makes a single test of 
  Will against all his opponents within 
  a Medium Burst Template centered 
  on the enchanter himself. Those who 
  fail the test of Will are overpowered 
  and cannot react for a number of 
  rounds equal to the successes and 
  raises of the Enchanter. The Janah 
  can choose his Spellcasting roll over 
  Intimidation/Taunt, if the result is 
  higher.
  Relentless Determination
  Rank: Heroic
  Power Points: 3
  Range: A Janah 6” from the 
  enchanter
  Duration: 3 (1/round)
  The target can reach a new level of 
  Abandon, called Relentless. When 
  in this state, he gets an additional +2 
  to Toughness and at the beginning 
  of each round can choose to teleport 
  near to his objective. This can 
  happen only if the Janah was looking 
  at his objective when he Abandoned 
  himself to Determination. At the 
  end of the spell, the Janah loses its 
  benefits but maintains his state of 
  Abandon, if still active.
  Stubbornness
  Rank: Seasoned
  Power Points: 2
  Range: Self
  Duration: 3 hours (1/hour)
  When a Janah expresses his point 
  of view on an idea and uses this 
  spell, nothing and no one will 
  ever be able to dissuade him, not 
  even with extremely persuasive 
  methods or resorting to magic. 
  The spell must be cast within a 
  minute from expressing the idea 
  and lasts as indicated above.
  
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  Player's Options
  To me!
  Rank: Novice
  Power Points: 1
  Range: Special
  Duration: Instant
  To use this spell, a Janah enchanter 
  must have named his weapon. When 
  he calls its name and casts the spell, 
  the weapon appears in his hand, no 
  matter where it was. A Janah can be 
  bonded only to one weapon in any 
  given moment.
  Kronoss Exclusive 
  Spells
  Stopping Time
  Rank: Legendary
  Power Points: 3-15
  Range: Self
  Duration: 2 rounds
  Time stops and only the enchanter 
  can act and move, thus gaining two 
  additional rounds. The spell blocks 
  any other existing time alteration, 
  which 
  makes 
  it 
  impossible 
  to 
  cumulate extra additional rounds 
  (for example with the quickness spell). 
  Each interaction with objects or 
  people becomes effective when the 
  time starts running normally again at 
  the end of the last additional round.
  Additional Effects: The Kronoss 
  enchanter can make the spell last 
  more than 2 rounds by spending 
  4 Power Points for each additional 
  round when casting the spell, up to a 
  maximum of 5 rounds.
  Time Anomaly
  Rank: Novice
  Power Points: 1
  Range: Touch
  Duration: 3 (2/round)
  The touched target must make an 
  opposed Spirit roll to avoid having 
  one randomly chosen (or chosen 
  by the enchanter, with a raise) limb 
  immobilized. If it is an arm, the target 
  drops his weapon immediately, and 
  his arm is useless while the spell lasts. 
  He is forced to change hands and 
  suffers the eventual off-hand penalty 
  (unless he is Ambidextrous). If it is 
  a leg, in walking he suffers the usual 
  multiple-action penalties in the same 
  round, and he cannot run.
  Time Jump
  Rank: Heroic
  Power Points: 3
  Range: Smarts 
  Duration: 1 (2/round)
  The target must make an opposed 
  Spirit roll at a -2 to avoid being 
  excluded from the normal flow of 
  events. While isolated in that time 
  limbo, the target cannot do or suffer 
  any kind of action as if he was not 
  physically present. The only thing 
  left of him is a projection of his 
  image, totally devoid of color.
  w
  Rank: Veteran
  Power Points: 5-X
  Range: Self
  Duration: Instant
  
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  The enchanter has a vision that 
  lasts a few seconds and shows 
  him what will happen in the next 
  hour where he is standing, plus an 
  additional hour with each raise. 
  The choice of the vision depends 
  entirely on the Game Master, but 
  the weft of time usually sends the 
  Kronoss visions pertinent to their 
  thoughts, if possible. Each action 
  influences the course of events, 
  so what the Kronoss sees is what 
  would happen if there were no 
  perceivable changes in the events.
  Additional Effects: The enchanter 
  can extend the vision by one 
  additional hour for each additional 
  Power Point spent. There is no 
  limit to the Power Points he can 
  spend this way.
  Window on the Past
  Rank: Seasoned
  Power Points: 5-X
  Range: Self
  Duration: Instant
  The enchanter has a vision that lasts 
  a few seconds and shows him what 
  happened in the place he is now an 
  hour before the spell was activated, 
  plus an additional hour with each 
  raise. The choice of the vision 
  depends entirely on the Game 
  Master, but the weft of time usually 
  sends Kronoss visions pertinent to 
  their thoughts, if possible. Using 
  this spell too often can disrupt the 
  flow of time and induce the same 
  vision.
  Additional Effects: The enchanter 
  can extend his vision of the past 
  by one additional hour for each 
  additional 
  Power 
  Point 
  spent. 
  There is no limit to the Power 
  Points he can spend this way.
  Lumian Exclusive 
  Spells
  Appease the Crowd
  Rank: Novice
  Power Points: 2
  Range: Smarts x 2
  Duration: Instant
  The enchanter calms overexcited 
  people making them forget the 
  cause of pointless arguments or 
  quarrels, such as a sharp comment 
  or sarcastic hint. If really angry, 
  the target can make an opposed 
  Spirit roll to prevent the effect with 
  a modifier based on his position 
  on the Reaction Table: Hostile +6,  
  Uncooperative +4, Neutral +2, 
  Friendly +0, Helpful -2.
  Leader of Men's Aura
  Rank: Veteran
  Power Points: 3
  Range: Self
  Duration: 3 (1/round)
  The Lumian channels new energies 
  in his allies within a Medium Burst 
  Template. While the spell lasts, 
  they get +1 to Parry and Fighting, 
  Spirit and Strength rolls.
  
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  Luminescence
  Rank: Seasoned
  Power Points: 3
  Range: Self
  Duration: Instant
  Has the same effects as succor but 
  on any ally in a Medium Burst 
  Template.
  Radiance
  Rank: Heroic
  Power Points: 5
  Range: Self
  Duration: Instant
  This spell heals one wound on 
  any ally within a Medium Burst 
  Template, the enchanter included. 
  With a raise he also recovers from 
  being Shaken. The spell must be 
  used within the usual Golden Hour.
  Remove the Veil 
  Rank Legendary
  Power Points: 5
  Range: Touch
  Duration: 3 (2/round)
  The Lumian receives the greatest 
  gift his Kami can grant: the vision of 
  his refulgence. If used on a Lumian, 
  the 
  enchanter 
  included, 
  this 
  spell envelopes him in the purest 
  light, allowing him to have all his 
  Traits increased by one dice type; 
  moreover, the target is immune 
  from Fear. A target belonging 
  to another Tribe must make a 
  successful Spirit opposed roll at -2 
  to avoid being mesmerized by the 
  intensity of the light, rendering 
  him ecstatic and immobile. If the 
  spell is successful, the target is 
  blinded for the duration of the spell 
  and must act as if having the Blind 
  Hindrance. With a raise there is no 
  ill effect.
  Menoosh Exclusive 
  Spells
  Charm
  Rank: Novice
  Power Points: 1
  Range: Smarts x 2
  Duration: Instant or 3 minutes (1/
  minute)
  The enchanter infiltrates the target’s 
  mind, filling it with pleasant feelings 
  that make him more amenable to 
  dialogue and prone to carry out 
  his wishes. The target must make a 
  successful Spirit roll. With a failure, 
  he suffers one of the following 
  effects, depending on his position 
  on the Reaction Table: if the target is 
  between Hostile and Neutral, he goes 
  up one level; if he is already Friendly 
  or Helpful, he obeys any simple 
  command of the Menoosh, provided 
  it does not directly damage him 
  or those he cares about. When the 
  spell ends, the target remembers his 
  actions but is not aware of the magical 
  influence to which he was subjected. 
  With a raise, the enchanter can make 
  the target forget what happened 
  during the spell.
  
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  Fatal Illusion
  Rank: Heroic
  Power Points: 5
  Range: Smarts x 2
  Duration: 3 rounds (special)
  A mind stricken by Fatal Illusion 
  sees and feels itself threatened and 
  senses dangers where there are none. 
  Whoever sees the target of this spell 
  believes he has lost his mind or is 
  paranoid. The target himself can 
  act only cumulating penalties for 
  multiple actions, since his first-round 
  action must be the one made to react 
  to his illusions, running away or 
  doing senseless things. Moreover, he 
  must make an opposed Smarts roll 
  after three rounds from the activation 
  of the spell, and at each following 
  minute: he must get at least a raise 
  to release himself from the spell. 
  With a success, the spell lasts another 
  minute, with a failure, the target is 
  immediately 
  Incapacitated 
  (NPC 
  dice, instead).
  Irresistible  Charm
  Rank: Legendary
  Power Points: 3-9
  Range: Self/Smarts x 2
  Duration: Special
  There are two ways to cast this spell: on 
  a single or multiple targets. In the first 
  case it works exactly like the Charm 
  spell, but its effects extend to all 
  targets within a Small Burst Template 
  originating from the enchanter. In the 
  second case, the spell works exactly 
  like the Puppet spell, but with a +1 to 
  the opposed Spellcasting roll.
  Additional Effects: The spell Burst 
  Template 
  can 
  be 
  expanded 
  to 
  Medium, spending two additional 
  Power Points besides the cost of the 
  spell, and to Large, spending four; 
  it is also possible to increase of an 
  additional +1 the opposed roll bonus, 
  up to a maximum of +4.
  Major Illusion
  Rank: Veteran
  Power Points: 4
  Range: Smarts x 2
  Duration: 3 minutes (1/minute)
  This spell creates a complex illusion, 
  a mixture of illusory images and/
  or sounds, chosen at the enchanter’s 
  discretion. The maximum number of 
  created subjects is equal to half the 
  enchanter’s Smarts. Some examples of 
  practical uses can be: creating a small 
  orchestra, a group of soldiers looking 
  for someone or a whole medium-
  sized room where before there was 
  just a garden. The objects existing in 
  the place where the illusion is cast 
  are hidden by it, but in fact they 
  are still there, hindering whomever 
  tries to get around them. Any 
  target suspecting that what he sees 
  is not real can make an opposed 
  Smarts roll, with an eventual +2 
  or +4 bonus, depending on the 
  reason for his doubts. Anyone 
  who was certain the room had a 
  fireplace when he visited it a year 
  earlier can doubt with a +2 bonus; 
  a person bumping into the invisible 
  fireplace while walking around the 
  same room would get +4.
  
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  Player's Guide
  Minor Illusion
  Rank: Seasoned
  Power Points: 2
  Range: Smarts 2
  Duration: 3 minutes (1/minute)
  The enchanter creates a simple 
  illusory image or sound: a violin 
  playing a melody, a person talking, 
  etc. However, this spell does 
  not permit creating both types 
  of illusion, i.e. the image of the 
  violin together with its sound or 
  hearing a materialized person talk. 
  The enchanter can manage his 
  creation at will for all the duration 
  of the spell, having the image of a 
  person appear and disappear, for 
  example, or moving or altering it. 
  If the target knows the sound or 
  the image well (for example, if he is 
  an experienced musician or knows 
  the materialized person), he can 
  doubt what he is hearing or seeing 
  is real by making a successful 
  opposed Smarts roll with a +2 or 
  +4 bonus, depending on the depth 
  of his knowledge.
  Oscurian Exclusive 
  Spells
  Disguise
  Rank: Novice
  (Apart from the Rank, the spell is the 
  same as in Savage Worlds core rules)
  Invisibility
  Rank: Seasoned
  (The same as in Savage Worlds core 
  rules)
  Shadow Globes
  Rank: Legendary
  Power Points: 10-15
  Range: Self
  Duration: 3 (1/round)
  One of the enchanter’s hands is 
  enveloped by a fleeting magic shadow 
  that leaves behind four shadow 
  globes, one for each hollow between 
  his fingers. These shadow globes can 
  and are used just like a Benny. It is 
  also possible to use up two globes to 
  repeat a damage roll.
  Additional Effects: By spending 
  five Power Points besides the cost 
  of the spell, the magic shadow 
  envelopes both the enchanter’s hands, 
  generating eight globes.
  Shadow Globes
  Rank: Legendary
  Power Points: 10-15
  Range: Self
  Duration: 3 (1/round)
  One of the enchanter’s hands is 
  enveloped by a fleeting magic shadow 
  that leaves behind four shadow 
  globes, one for each hollow between 
  his fingers. These shadow globes can 
  and are used just like a Benny. It is 
  also possible to use up two globes to 
  repeat a damage roll.
  
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  Player's Options
  Additional Effects: By spending 
  five Power Points besides the cost 
  of the spell, the magic shadow 
  envelopes both the enchanter’s hands, 
  generating eight globes.
  Shadow Motion
  Rank: Veteran
  Power Points: 4
  Range: Self
  Duration: 3 (2/round)
  Any shadow large enough to contain 
  the enchanter becomes a gate to reach 
  any other shadow within his field 
  of vision. Within this totally dark 
  environment, the enchanter can move 
  as many yards as he wishes and even 
  reach a specific destination, provided 
  he can see it (for example, using the 
  darksight spell).
  Shadow Tentacles
  Rank: Heroic
  Power Points: 3-11
  Range: Smarts x 7,5
  Duration: 3 (1/round)
  A tentacle made entirely of solid 
  darkness develops from a shadow 
  within range and at a command 
  from the enchanter, attacks at the 
  end of each of his rounds, sharing his 
  initiative card.
  Tentacle
  Attributes: Agility d6, Smarts d4, 
  Spirit d4, Strength d12, Vigor d10
  Abilities: Fighting d10
  Pace: 0; Parry: 7; Toughness: 11 (3)
  Special Abilities:
  Armor: +3 natural armor 
  
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  Player's Guide
  Blow: Str+d6, range 2.
  Constrict: +4 to Fighting rolls to 
  grapple 
  Size: Large (+1)
  Tentacles are considered NPCs, have 
  no right to any Bennies and can suffer 
  only one wound.
  Additional Effects: The enchanter 
  may create more tentacles for two 
  additional Power Points each, up to a 
  maximum of five. Each tentacle needs 
  its own independent shadow area, 
  unless the shadow is wide enough 
  to hold more than one circular base 
  1” in diameter (for example, a totally 
  dark room, a moonless night, etc.).
  Rok'Nars Exclusive 
  Spells
  Burrow
  Rank: Novice
  (The same as in Savage Worlds core 
  rules)
  Caress of the Mother
  Rank: Veteran
  Power Points: 3
  Range: Touch
  Duration: 3 (1/round)
  The target gains +2 to Toughness that 
  can be combined with any type of 
  armor. If fighting unarmed, the target 
  gets a +2 damage bonus. 
  Additional Targets: The enchanter 
  can select up to two additional targets 
  at the cost of two Power Points each.
  Earthly Regeneration
  Rank: Legendary
  Power Points: 3
  Range: Touch
  Duration: Special
  The Rok’Nar enchanter touches the 
  earth and bonds with it, drawing 
  nourishment from it and healing his 
  own body. After casting the spell, 
  the Rok’Nar can spend two Power 
  Points in each round to get one of the 
  following effects:
  • Heal 1 wound
  • Remove the effect of a poison
  • Remove the effect of an illness
  • Remove the effect of a spell.
  While the spell lasts, the character 
  cannot make any other action. The 
  spell ends when the Rok’Nar breaks 
  contact with the earth or stops 
  spending Power Points.
  Embrace of the Mother
  Rank: Heroic
  Power Points: 5
  Range: Touch
  Duration: 3 (2/round)
  The target can oppose a Soak roll to 
  any blow without using a Benny. He 
  can make only one Soak roll for each 
  suffered damage.
  Additional Targets: The enchanter 
  can select up to two additional targets 
  at the cost of three Power Points each.
  Stability
  Rank: Seasoned
  Power Points: 2
  Range: Touch
  
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  Player's Options
  Duration: 3 (1/round)
  While in contact with the ground, the 
  target cannot be moved or thrown to 
  the ground.
  Additional Targets: The enchanter 
  can select up to 2 additional targets at 
  the cost of 1 Power Point each.
  Senduar Exclusive 
  Spells
  Journey
  Rank: Legendary
  Power Points: 20
  Range: Special
  Duration: Instant
  It works like the teleport spell, but 
  there is a substantial difference: the 
  Senduar can visit any place he has 
  been at least once before.
  Additional Targets: See teleport.
  Oasis
  Rank: Novice
  Power Points: 2
  Range: Smarts x 2
  Duration: 3 (1 round)
  The enchanter spreads sand in the 
  air within a Medium Burst Template. 
  Suspended in the air, the sand is 
  almost invisible to the naked eye, 
  but reveals any form of invisibility or 
  camouflage within the affected area. 
  All the allies within the template, the 
  enchanter included, get +1 to Parry 
  (+2 with a raise), because the sand 
  reacts to any attack getting thicker.
  Omen
  Rank: Veteran
  Power Points: 5
  Range: Self
  Duration: Special
  The enchanter spreads sand on the 
  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 
  mercy of events. While in a trance, 
  he has a vision regarding his next 
  journey. The enchanter must have 
  already decided his next destination 
  in order to cast this spell. The collected 
  information varies according to the 
  number of successful rolls and raises.
  Base Success: Standard information 
  that gives a +2 bonus to Survival 
  rolls to find water or food and 
  indicates where to find a safe place 
  along the way.
  1 raise: General knowledge of possible 
  dangers along the road (outlaws, wild 
  creatures, etc.) and vague omens 
  about when the Senduar will have to 
  face one of them. The exact type of 
  threat is unknown.
  2+ raises: Exact knowledge of the 
  most serious concrete threat the 
  journey will bring and vague omens 
  about when the Senduar will have to 
  face it.
  Sand Simulacrum
  Rank: Heroic
  Power Points: 5
  Range: Special
  Duration: 3 (2/round)
  The enchanter creates a copy of himself 
  made entirely of sand. The sand 
  simulacrum acts during the Senduar’s 
  
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  Player's Guide
  turn and obeys him directly. Apart 
  from being a NPC instead of a Wild 
  Card, this simulacrum is identical to 
  the character in any other respect, the 
  ability to cast spells included. (It even 
  has the same number of Power Points 
  the enchanter has stored away.) Traits, 
  Edges and Hindrances are the same as 
  those of the original, and the gear is 
  the one he had when casting the spell. 
  Eventual magical objects are exact 
  replicas, but they lack any magical 
  property.
  Teleport
  Rank: Seasoned
  (This spell is the same as in Savage 
  Worlds core rules)
  Whispling Exclusive 
  Spells
  Air Globe
  Rank: Heroic
  Power Points: 5
  Range: Touch
  Duration: 3 (2/round)
  The Whispling enchanter surrounds 
  the target with an air globe charged 
  with electrostatic energy that whirls 
  all around him and gives him +2 to 
  Parry. Anyone coming in contact with 
  the target, either by being touched 
  by him, or by scoring a melee attack 
  or for any other reason, must make 
  a successful Vigor roll at -2, or he is 
  Shaken. This can cause a wound.
  Cyclone
  Rank: Legendary
  Power Points: 5-10
  Range: Smarts
  Duration: 3 (2/round)
  The enchanter generates and controls 
  a cyclone with Size +1 and Pace 2. 
  (It cannot run.) During his round, 
  the Whispling can move the cyclone 
  with its normal Pace. Since this action 
  requires concentration, the enchanter 
  suffers a -2 penalty for multiple actions 
  for any other action he makes during 
  that round. Anyone hit by the cyclone 
  or standing in the same spot when the 
  enchanter’s round starts, suffers the 
  following effects, depending on the 
  Size difference between the cyclone 
  and the target himself:
  -3 (or less): Nothing happens.
  -2: The target may be hit by rubble 
  thrown around by the cyclone; if he 
  fails an Agility roll, he is Shaken (this 
  cannot cause any wounds).
  -1: Same as above, but the Agility roll 
  is made at -2.
  0: Same as above, but the Agility roll 
  is made at -4.
  1-2: The target must make a successful 
  Vigor roll or be thrown the same 
  distance he would have covered at 
  Pace 2; he is also Shaken (this can 
  cause 1 wound).
  3-4: The target must make a successful 
  Vigor roll at -2 or be thrown the same 
  distance he would have covered at 
  Pace 4; he is also Shaken (this can 
  cause 1 wound).
  
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  Player's Options
  5-6: The target must make a successful 
  Vigor roll at -4 or be thrown the same 
  distance he would have covered at 
  Pace 8; he is also Shaken (this can 
  cause 1 wound) and suffers 1 wound.
  7-8: The target must make a successful 
  Vigor roll at -4 or be thrown the same 
  distance he would have covered at 
  Pace 16; he is also Shaken (this can 
  cause 1 wound) and suffers 1 wound 
  9-10:  The target must make a 
  successful Vigor roll at -4 or be 
  thrown the same distance he would 
  have covered at Pace 32; he is also 
  Shaken (this can cause 1 wound) 
  and suffers 2 wounds 11+: The target 
  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 
  the havoc Power, with the target at the 
  center of a Medium Burst Template 
  (which cannot be raised to Large).
  Whispers in the Air
  Rank: Novice
  Power Points: 2
  Range: 1 mile
  Duration: Instant
  The enchanter chooses a person, a 
  place or an object. This allows him 
  to hear snatches of conversations 
  about the chosen target (no more 
  than a dozen words) within a range 
  of a mile and held no more than 
  three days before.
  
  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."
  Chapter 4
  Gears
  
   
   
   
  * 
   
  * 
   
  *
  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. 
  
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  Player's Guide
  gear
  The following section lists all mundane 
  items, weapons, armors and magical 
  objects existing in enascentia. The 
  summary tables also specify their cost 
  in kronlings, which is the currency 
  used by kronoss, whisplings, and—
  if need be—oscurians. All the other 
  tribes barter for what they need, 
  with services and favors often used 
  as payment in kind. The prices are, 
  therefore, approximate, given only 
  to allow trade between those three 
  tribes. However, it is necessary to 
  specify that oscurians use kronlings 
  only when dealing with kronoss and 
  whisplings, as well as relieving of 
  them any simpleton who does not 
  know their value.
  One kronling is the equivalent of 
  one dollar, as indicated in Savage 
  Worlds core rules, which can, 
  therefore, be applied freely here, too. 
  Magical objects, potions, poisons and 
  magical scrolls do not have a fixed 
  price. They all are rare goods, and it 
  is always the merchant selling them 
  who establishes their price from time 
  to time. This depends on the supply 
  and availability in a given area, and he 
  will ask for other equally rare items in 
  exchange. It is extremely difficult to 
  pay for something in kronlings.
  Armor
  Unlike weapons, the additions to 
  the armors listed in Savage Worlds 
  core rules have been minimal. For 
  convenience, 
  however, 
  they 
  are 
  all listed here, together with the 
  description of the only new addition:
  Chromius: A chromius armor offers 
  more or less the same protection as a 
  chain hauberk and covers torso, arms 
  and legs, but it is made of a very strange 
  metal typical of Enascentia, the 
  
  293
  Gears
  chromius. Its base price is very high, 
  because the raw material is a much-
  valued exchange good, quite rare on 
  any market for its intrinsic properties. 
  In fact, chromius takes the same color 
  as any object it comes in contact 
  with. This makes it quite difficult to 
  find a chromius lode among rocks 
  that all look the same and makes its 
  price rise in inverse proportion to its 
  availability. Chromius camouflage 
  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 
  (vambrace) 
  +3
  100
  200
  cover arms
  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 
  (enclosed) 
  +3
  8
  150
  covers head
  BARDING
  Plate Barding
  +3
  30
  1250
  for horses
  SHIELDS
  Large shield 
  (pavise)-
  20
  200 
  +2 Parry, +2 Armor to 
  ranged shots that hit
  Medium shield
  -
  12
  50
   +1 Parry, +2 Armor to 
  ranged shots that hit
  Small shield
  -
  8
  25
  +1 Parry
  properties turn into a +1 bonus to 
  Stealth rolls and -1 malus to Shooting 
  and Throwing rolls against anyone 
  wearing a chromius armor.
  Weapons
  Enascentia is a fantasy setting and as 
  such includes all weapons listed as 
  ‘medieval’ in the Savage Worlds core 
  rules in the weapon category. The 
  
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  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
  
  295
  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
  
  296
  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
  
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  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
  
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  Player's Guide
  technological level, necessary to build 
  the very first fire weapons (using 
  gunpowder), has not been reached 
  yet, not even by the Kronoss, who are 
  the most advanced Tribe.
  Unlike the core rules, here, the 
  weapons are divided into categories, 
  which is extremely important where 
  the new Edges Expert in (weapon 
  category name), Master in (weapon 
  category name) and Warrior are 
  concerned. For convenience, we list 
  all the weapons that can be used in 
  Enascentia, both those already in the 
  core rules and the new ones. Should 
  there be any differences between the 
  Savage Worlds core rules version and 
  the one in this setting, the latter must 
  be followed.
  The Unusual Weapons category 
  includes rather odd weapons, seldom 
  seen and used. Over the years, only 
  a few adventurers have specialized 
  in their use or have been generated 
  with a knowledge and ability equal 
  to that given by training. Using such 
  weapons entails a penalty of -2 to any 
  Fighting/Shooting/Throwing 
  roll 
  unless the character has the Qualified 
  in (Unusual Weapon name) Edge. 
  In that case, the character is not 
  qualified in all Unusual Weapons 
  but only in the one specified when 
  selecting the Edge.
  
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  Gears
  New Weapons
  Bastard Sword: This long melee 
  weapon is a cross between a long 
  and a great sword both in size and 
  fighting style, which is why it is 
  also called ‘One and a half hands 
  sword’, as it can be used with one 
  or both hands, depending on the 
  situation. If used with one hand, 
  it has the same characteristics as a 
  long sword, but if necessary, it can 
  be used with two hands to add a +1 
  bonus to damage (Str+d8+1), with a 
  penalty of -1 to Parry.
  Composite Short and Long Bow: The 
  main difference between a bow and 
  its composite version is the curved 
  shape of the latter, which allows 
  extra strength and draw weight to be 
  applied to the bowstring. The energy 
  stored is released with the arrow. A 
  composite bow is made from wood, 
  horn, sinew (usually from gazelles) 
  and animal glue, often fish glue.
  Dagger: Short melee weapon with a 
  scalloped blade. It is slightly smaller 
  than a short sword.
  Hammer: The original version of the 
  later-perfected Warhammer, a melee 
  weapon intended for use against 
  armored opponents. Lighter and more 
  manageable than a Warhammer, it can 
  be used as a melee or ranged weapon, 
  and even as a throwing weapon.
  Heavy Crossbow: Similar to the light 
  crossbow, but larger, heavier and 
  deadlier. It requires more strength 
  than the other models to be used 
  properly 
  without 
  incurring 
  any 
  penalties, but the damage is greater 
  as well.
  Mace: A specific type of spiked mace, 
  specifically created for riders, who 
  usually hang it from their saddles. 
  It has a long metal handle, and the 
  head is made of many ribs set radially 
  around its tip.
  One-Hand Crossbow: This version 
  of the crossbow, also called small 
  crossbow, has been invented by the 
  Oscurians to shoot with precision, 
  even though they do not have the 
  necessary strength to use a regular 
  crossbow. All the other Tribes can 
  use it easily with one hand, and in 
  spite of its limited range at times, 
  they choose it because it is more 
  manageable. Like all crossbows, it 
  requires one action to reload.
  Partisan: This pole arm is similar 
  to a lance. The only difference is the 
  metal point, which presents a large 
  central blade with two side blades, 
  symmetrical and straight but ending 
  in two small curved wings.
  Reinforced Staff: Very similar to 
  its wooden equivalent, this is a long 
  staff, reinforced with iron, at both 
  ends in particular. It is used mostly 
  by versatile long-weapons evaluators 
  who, unlike Rok’Nars and Feruas, 
  have no qualms about violating the 
  natural holiness of wood. 
  Short Staff or Club: This simple 
  wooden weapon is the short version 
  of the long staff. It is often used by 
  Rok’Nar females.
  
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  Player's Guide
  Sickle: This type of weapon includes 
  all similar short weapons, such as 
  cleavers and billhooks, quite different 
  in shape but sharing the same game 
  statistics. Another typical common 
  element is their humble origins: 
  often inaccurately used as weapons, 
  these are tools belonging to common 
  trades, such as farmer or butcher.
  Two-handed Mace: The heavy, two-
  handed version of the mace. It differs 
  from a maul mostly in the shape of 
  the head.
  Two-handed War Flail: While based 
  on the same principle as the flail, 
  this weapon is larger because it is 
  intended for two-handed use and can 
  have additional bars.
  War Flail: Unlike the flail, which 
  usually has just one spiked ball, the 
  war flail has two iron bars, commonly 
  called ‘bruisers’, used to fight enemies 
  who have a bad habit of obstructing 
  their opponents with solid layers of 
  metal. This weapon’s peculiarities 
  make it a perfect tool to breach an 
  opponent’s defense.
  War Scythe: Just like the sickle and 
  other short weapons, it has humble 
  origins and is a farming tool that 
  can be found on any farm. With 
  proper training it can become far 
  more dangerous than its smaller 
  counterparts. It is far from easy to 
  handle, which is why it is the only 
  melee weapon incurring a -2 penalty 
  to Parry.
  Unusual Weapons
  Biliong: Apart from the blade, this axe 
  is made entirely of vegetal materials, 
  from the strong wood handle to the 
  creepers and vegetal fibers used to 
  bind the pieces together. It is the only 
  kind of axe the Rok’Nars like to use, 
  but other Tribes use it as well.
  Blowpipe: A simple pipe of variable 
  length made of different materials, 
  depending on its origin, devised to 
  strike at a distance using only the 
  force of one’s breath. Often used by 
  assassins and Feruas because it is 
  manageable, light and noiseless, in 
  some situations it gives the same 
  results as more complex weapons, 
  such as bows or crossbows, while 
  being much easier to handle.
  Chakram: This heavy metal weapon, 
  circular in shape and with a sharp 
  edge, has originally been devised 
  as a throwing weapon, but with 
  proper training it can also be used 
  in a melee, even though it is difficult 
  to wield at close quarters (if lacking 
  the Qualified in Chakram Edge, the 
  wielder has an additional, cumulative 
  -2 to Fighting). However, anyone 
  who masters its use can perform 
  incredible acrobatics with it, thanks 
  to its peculiar shape and an accurately 
  planned trajectory: with a raise on a 
  Throwing roll, the chakram returns to 
  the thrower’s hand.
  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. 
  
  301
  Gears
  The Lumians value it greatly, and it is 
  used as a service weapon in many of 
  their villages.
  Gauntlet Sword: This straight melee 
  weapon is just like a long sword in 
  every detail except for its special hilt, 
  which is a steel gauntlet that covers 
  the hand and wrist. The problem it 
  poses is clear: while wielding it, the 
  hand holding the sword cannot be 
  used for any other action; taking the 
  gauntlet on and off requires a number 
  of actions to fasten and release the 
  straps that lasts between five and 
  ten minutes. However, once on, the 
  sword stays firmly in place. It is valued 
  greatly by Lumians, both because 
  they feel some affinity with it and for 
  the typically martial appearance it 
  conveys.
  Ranseur: 
  A 
  solid 
  three-bladed 
  weapon, with a longer central blade 
  and two side blades turned outward. 
  Devised for long-range lunges, it 
  gives the wielder a long reach without 
  reducing his parrying ability.
  Saber: A particular kind of sword 
  with a curved, single-edged blade 
  sharpened on the outside and a 
  rather large hand guard. Just like 
  all the other curved weapons listed 
  here, a saber can be lethal in the 
  right hands and ineffective if used 
  by an incompetent wielder. In game 
  terms, a saber inflicts damage using 
  Agility instead of Strength as its main 
  Attribute, despite a -2 penalty to the 
  total damage.
  Scimitar: This is a single-edged, 
  markedly curved melee weapon with 
  a convex edge and a concave back. See 
  saber specifics about curved weapons’ 
  general and game features.
  Two-handed Scimitar: This two-
  handed version has the same shape 
  and more or less the same use as 
  regular scimitars, but just like any 
  two-handed weapon, it is more 
  cumbersome, harder to wield and 
  more lethal on the target. See saber 
  specifics about curved weapons’ 
  general and game features.
  War Gauntlet: This metal glove 
  covering both the hand and the 
  forearm makes it possible to better 
  parry a blow, catching the opponent’s 
  blade with the forearm (+1 to Parry). 
  At the same time, it can be used 
  to counter-attack by punching the 
  opponent without being considered 
  unarmed. It is used mostly by the 
  Janahs for their secondary arm, 
  while the primary arm wields their 
  named weapons. In any case, the War 
  Gauntlet is a real weapon, specifically 
  devised for melee combat, far more 
  jointed and difficult to use than a 
  common plate-armor gauntlet.
  Mundane Items
  As with weapons, most of the 
  items in this category are the same 
  found in Savage Worlds core rules. 
  All anachronistic items have been 
  removed, and the whole category, 
  including any new items, is listed 
  below for convenience.
  
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  Player's Guide
  Alchemist’s 
  Kit: 
  This 
  category 
  includes vials, small colanders, small 
  pots and all those tools that make an 
  alchemist’s life easier, saving him from 
  having to make do with whatever he 
  finds at hand. Lack of this equipment 
  entails a penalty of -2 to all Crafting-
  Potions rolls.
  Apothecary’s Kit: This category 
  includes vials, pestle, mortar and all 
  those tools that make an apothecary’s 
  life easier, saving him from having to 
  make do with whatever he finds at hand. 
  Lack of this equipment entails a penalty 
  of -2 to all Crafting-Poisons rolls.
  Instrument 
  (music, 
  juggling, 
  etc.): This category includes all the 
  instruments an artist needs to perform 
  using his skill. Some arts, such as 
  oratory or dance do not require any 
  instruments, while in other cases, 
  such as with musicians and jugglers, 
  it is simply impossible to perform 
  without the required instrument 
  or tool. The weight and cost of each 
  instrument may vary considerably; 
  however, that should never limit 
  a player who wants to choose the 
  variation of Perform that better suits 
  his character but is impeded by lack of 
  room in his backpack or by kronlings 
  in his pockets. They cannot all be 
  dancers and poets, can they?
  Koopash: This animal is the most 
  used as a mount and a pack animal, 
  favored even over horses and used 
  to carry heavy loads or to cover 
  long distances because it can travel 
  constantly for three days without ever 
  having to eat or rest. For more data 
  about koopash, see Bestiary.
  Parsha: This animal, also called 
  mountain dromedary, is a rather 
  ordinary pack animal, slow and not 
  very reliable, but sure-footed on the 
  most arduous mountain trails. Its 
  thick fur protects it from the cold. For 
  more data about parshas, see Bestiary.
  Scribe’s  Kit: This category includes 
  nibs, inks and all those tools that 
  make a scribe’s life easier, preventing 
  him from having to make do with 
  whatever he finds at hand. Lack of 
  this equipment entails a penalty of -2 
  to all Magic Writing rolls to write a 
  spell on a scroll. However, these tools 
  are not enough for a Menoosh who 
  wants to carve a magic tattoo; he must 
  have a specific set of tools.
  Tattooer’s Kit: This category includes 
  natural pigments, needles and all 
  those tools that make a tattooer’s life 
  easier preventing him from having 
  to make do with whatever he finds at 
  hand. Lack of this equipment entails a 
  penalty of -2 to all Magic Writing rolls 
  to carve a magic tattoo. However, such 
  tools are not enough for a Menoosh 
  who also wants to write magic scrolls; 
  he must have a specific set of tools.
  Scrolls
  Contrary 
  to 
  common 
  belief, 
  enchanters using magic scrolls do not 
  really read them when casting their 
  spell. The arcane symbols on the scroll 
  put the scroll and its user on the same 
  wavelength, which takes just a few 
  seconds. To establish this connection, 
  the enchanter must have Arcane 
  
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  Gears
  Background Edge or Knowledge 
  (Arcana) d8+. He must make a 
  Spellcasting or Knowledge (arcana) 
  roll to know if the written spell will 
  be used properly: with a success, the 
  effect enclosed in the text is released 
  and comes into force immediately; 
  with a failure nothing happens. In 
  both cases, the attempt consumes 
  the text. In order to cast the spell, the 
  enchanter must also satisfy the Rank 
  requirements necessary to learn the 
  spell (Novice, Seasoned, Veteran, 
  Heroic, Legendary). Anybody trying 
  to activate a spell without having 
  the above-mentioned requirements 
  releases the spell in the wrong way 
  and the scroll consumes itself, turning 
  into ash. Using such arcane skills also 
  requires a substantial expenditure of 
  energy: each additional scroll (after 
  the first one) read within twelve hours 
  causes one Fatigue level to the user 
  (removable with about eight hours’ 
  rest).
  Picking up and reading a scroll are 
  two actions, which causes the usual 
  penalties for multiple actions in the 
  same round. There is no list of the 
  existing magic scrolls because it is 
  made up by all the spells that can 
  possibly be cast.
  Potions
  There are two different kinds of 
  alchemic procedures used to make 
  potions: primordial and magic. The 
  results of both methods are the same. 
  All that changes is the preservation 
  time of the liquid, which can be three 
  to six days for primordial potions and 
  seven to fourteen days for magic ones. 
  
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  Player's Guide
  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 
  (music, juggling, etc.)
  X
  X
  Without one it is impossible 
  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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  Player's Guide
  The actual length of time depends on 
  getting a raise or not in the Crafting-
  Potions roll. 
  Once the potion has been taken, 
  the alchemic process generates a 
  specific reaction in the body, which 
  cannot react to the same stimulus 
  unless there is an interval of at least 
  twelve hours in between each dose. 
  Picking up a potion and drinking 
  it are two actions, which causes the 
  usual penalties for multiple actions in 
  the same round.
  For a complete list of the existing 
  potions, see the section Skills, 
  Crafting—Potions.
  Tattoos
  Although they cannot be considered 
  real physical items in an adventurer’s 
  Gear, tattoos are still listed in this 
  section because they always are good 
  bartering currency when a Menoosh 
  is involved (be it you or the person 
  with whom you are dealing). 
  To use a tattoo, it is enough to touch 
  it and say the Menoosh word that 
  corresponds to what it represents; if 
  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
  touched in combat, this counts as an 
  action and implies the usual multiple 
  actions penalty. The tattooer must 
  make a Magic Writing roll, and the 
  user applies the resulting effects, 
  depending on the roll’s success or 
  failure. This action does not allow the 
  use of a Benny. 
  For a complete list of the existing 
  tattoos, see the section Skills, Magic 
  Writing
  Vehicles
  This is, perhaps, the only category 
  that distances itself considerably from 
  Savage Worlds core rules and includes 
  only new types of vehicles. 
  Boat: The most simple form of 
  watercraft, usually a rowing boat.
  Carriage/Coach: A vehicle intended 
  more 
  for 
  people 
  than 
  goods, 
  much faster than its commercial 
  counterpart. This kind of vehicle 
  is, therefore, preferred to the large 
  tortoise-like koopash because of its 
  higher speed. Usually drawn by two 
  horses.
  
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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.
  Flying Ship: This is undoubtedly the 
  most unusual among Enascentia’s 
  vehicles, and at the same time, the 
  one that most characterizes this 
  setting. Flying ships are vehicles 
  designed and made by the Whisplings 
  to enable other Tribes to travel by 
  air the way only Whisplings can. In 
  fact, two Whisplings are necessary 
  to raise, pilot and hold aloft a flying 
  ship: one counteracts gravity, and 
  the other controls the winds to swell 
  the sails placed underneath the hull. 
  Therefore, it is highly advisable to fly 
  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 
  a special dock to load and unload 
  passengers. As an alternative, the 
  Whispling skipper can concentrate 
  enough energy on the hull to make 
  the ship levitate, totally still, while the 
  other Whisplings secure it to a tree 
  with some ropes, furl the sails and 
  prepare for the disembarkation of the 
  passengers and unloading cargo.
  Merchant Ship: Medium-sized type 
  of ship used for trading. It often 
  carries only its crew to leave as much 
  room as possible for the cargo.
  Poisons
  As specified in the Crafting-Poisons 
  Skill, there are four categories 
  of poisons, each with a different 
  working principle and method of 
  administration: inhalation, contact, 
  ingestion and inoculation.
  Poisons 
  administered 
  through 
  inoculation must be spread on a 
  weapon or on an arrow/quarrel 
  if using a ranged weapon and are 
  effective only if they come in contact 
  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 
   Other kinds of mounts
  In Bestiary, you will find other 
  creatures listed as potential mounts, 
  but extremely difficult to tame and 
  train, such as meburuusas and eranx. 
  They have not been included in 
  this section so that the reader is not 
  given the false impression that they 
  are commonly used as mounts. The 
  specimens of those species currently 
  trained and used as mounts can be 
  counted on the fingers of both hands, 
  so it will be extremely unlikely you will 
  need game features for these creatures, 
  let alone their probable high price!.
  
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  Player's Guide
  requires an action and therefore 
  entails the usual multiple action 
  penalties, must be done no more 
  than three rounds before using the 
  weapon, or the poison goes to waste. 
  Unless otherwise specified, the effect 
  is instant. More than by their color 
  or smell, which are both present, 
  these poisons can be identified by the 
  movements of one’s opponent, who 
  must apply it during or immediately 
  before the fight.
  Poisons 
  administered 
  through 
  inhalation must be released in the 
  air, taking care not to release them 
  in too large a room (to the Game 
  Master’s discretion) or in the open. It 
  is then necessary to wait for at least 
  a minute (six combat rounds) before 
  they take effect. Anyone aware of the 
  presence of the poison can hold his 
  breath for a number of rounds equal 
  to his Vigor roll (i.e. d8 = 8 rounds), 
  thus delaying the inhalation and the 
  poison taking effect. Once started, 
  the effect lasts while the substance 
  is inhaled (up to a maximum of 
  ten minutes, after which time it 
  dissipates) and for ten minutes after 
  that. Releasing the substance in the 
  air is considered a free action, and 
  the poison itself is colorless and has 
  no smell, unless otherwise specified.
  As the name itself suggests, poisons 
  administered by touch only have to 
  come in contact with the target’s bare 
  skin to take effect. They are usually 
  spread on ordinary surfaces, such as 
  a glove, a scroll or a goblet’s edge. In 
  short, any object that has a very good 
  chance of coming into contact with 
  bare skin. This is the most versatile 
  type of poison because it can also 
  be administered by ingestion or 
  inoculation. Its effect is instant and 
  lasts 2d6 rounds. Poisons in this 
  category have no smell but leave a 
  thin yellowish layer on the coated 
  surface.
  Finally, poisons administered by 
  ingestion must enter the bloodstream. 
  It is necessary, therefore, for the 
  target to swallow them, mixed with 
  either food or drink, and the taste 
  might alert a target who has reason 
  to suspect something is amiss. A 
  Notice roll allows him to be aware of 
  the poison. The roll has a -2 malus if 
  the target does not know what he is 
  eating, plus an additional -2 malus 
  if the target has no training in the 
  Crafting-Poisons 
  or 
  Knowledge 
  (poisons) Skills. Once ingested, the 
  poison takes effect after an hour, and 
  its effect lasts for 1d6 hours.
  For a complete list of existing 
  poisons, see the section Skills, 
  Crafting-Poisons
  Magic Objects
  If it is true that the Veil of Magic 
  shrouds everything and everyone 
  in Enascentia, it is also true that it 
  temporarily allows those tailors, who 
  are reckless enough, to cut its fabric 
  and make embroideries and lacework, 
  only for them to undo their work and 
  become whole again. However, a few 
  individuals went a good deal further 
  
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  Gears
  Possession EL Table
  EL
  Enchantment 
  Jargon
  Permanent Distortion of the Veil
  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 
  a strip of that arcane fabric and sew it 
  permanently onto an object.
  Since Enascentia’s magic never 
  creates 
  anything 
  new, 
  merely 
  reworking energies already existing 
  in nature, when an enchanter creates 
  a magic object, the surroundings 
  react according to the amount of 
  raw power taken away from it. Some 
  scars may take years, even centuries 
  to heal. Others never heal and 
  reveal how they are forced to mar 
  Enascentia’s appearance to the whole 
  world. At times, the consequences do 
  affect the surrounding environment. 
  The Veil enveloping the enchanter 
  recedes, exposing him to the most 
  unexpected consequences: mutations, 
  compulsions, new weaknesses, etc. 
  One way or the other, people and 
  landscapes involved in permanent 
  transfers of raw magic energy can 
  often be recognized on sight.
  In game terms, magic objects 
  do exist, but their number is very 
  limited. They are not easily available 
  and usually have extremely typical 
  effects relative to the place or person 
  enveloped by the Veil before the split.
  This chapter describes the magic 
  features of weapons, armors and 
  common objects. Besides the name 
  and effect, you will also find other 
  information—the EL (Enchantment 
  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 
  the EL, plus one EL level for each 
  enchantment after the first one, up to 
  a maximum of 5 EL
  The 
  Possession 
  EL 
  Table 
  describes the 5 possible EL levels, 
  and the consequences of their 
  impact on the Veil.
  Example 1: The Gromsh Hot and 
  Archaic uses a great axe containing 
  the Burning Breath enchantment 
  (EL 3). Since that is the only 
  enchantment on the weapon, the 
  axe itself is EL 3 and from time to 
  time puffs smoke into the eyes of 
  the Gromsh, who is quite happy to 
  yield to the will of Chance.
  Example 2: The Rok’Nar Kumadah 
  uses a Gelid (EL1) and Devour 
  Power (EL2) staff for the first 
  time to hit an opponent. The total 
  level of the weapon is therefore 
  4:1 for the Gelid enchantment, 
  1 to include an additional effect 
  besides the first, 2 for the Devour 
  Power enchantment. The Rok’Nar 
  must therefore make a Spirit roll 
  to determine whether he suffers 
  one Fatigue level or is directly 
  Exhausted. In both cases, that 
  state persists until Kumadah gets 
  out of the sphere of influence of the 
  object, making sure nobody uses it 
  for at least twelve hours.
  
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  Creating an Enchanted 
  Object
  Not all enchanters have the power or 
  skill to create an enchanted object. 
  First and foremost, they must have 
  reached Legendary Rank, meet all the 
  other requirements for the Altering 
  the Veil Edge and acquire it as an 
  advancement.
  At this point, it is possible to make 
  a considered attempt, a feat that 
  requires some kind of sacrifice. When 
  playing with nature’s primordial 
  forces, danger is always right around 
  the corner. Firstly, the character must 
  choose the kind of enchantment with 
  which to infuse the object to determine 
  the EL of the magic alteration he is 
  going to make. If the object is free 
  from any other enchantment, it will 
  be enough to consider the EL of the 
  one selected, which will correspond 
  to the EL of the magic alteration being 
  made. If there are already any pre-
  existing enchantments on the object, 
  the new selected EL must be raised 
  by 1 because it is an additional effect 
  added to the first. (It is not possible 
  to add an already existing effect a 
  second time.)
  Once the entity of the magic 
  alteration the character must make 
  has been determined, it is necessary 
  to wait for a period of time equal to 
  three days multiplied by the EL value 
  of the alteration, time the Enchanter 
  uses to try to bend magic’s raw power 
  to his will and decide whether to 
  draw it from the portion of the Veil 
  enveloping him or the surrounding 
  world. At the end of the prescribed 
  time, the enchanter rolls a d10: if 
  the result is equal to or lower than 
  the alteration’s EL, the source from 
  which he drew his magic was not the 
  right one—actually, it was quite the 
  opposite. If the result is higher than 
  
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  Player's Guide
  Creation EL Table
  EL
  Magic 
  Alteration
  Repercussion on the 
  Environment
  Repercussion on 
  the Enchanter
  1
  Minor 
  Enchantment
  There are minimal alterations 
  in the surroundings: the 
  light filtering in is oddly 
  colored, water reaches boiling 
  temperature more slowly, etc. 
  Minor Debilitation: loss 
  of an Edge, one Trait dice 
  decreased by one dice 
  type, permanent loss of 5 
  Power Points.
  2
  Enchantment 
  The Veil shows some flaws: a 
  d6 must be rolled before any 
  Spellcasting roll. Rolling an 
  odd number gets a -2 penalty, 
  while an even number gets a 
  +2 bonus.
  Debilitation: acquisition 
  of a minor Hindrance, 
  doubled Power Points 
  recovery time, 1 
  permanent Fatigue level.
  3
  Major 
  Enchantment
  The Veil covers this area 
  unevenly: recovering Power 
  Points requires double 
  the usual time and each 
  enchantment uses up 1 
  additional Power Point.
  Major Debilitation: 
  acquisition of a major 
  Hindrance, permanent 
  physical mutation (see 
  table p.  276), permanent 
  loss of 10 Power Points.
  4
  Superior 
  Enchantment
  Flora and fauna in the 
  surrounding area alter 
  considerably and cross with 
  other species or objects, or 
  simply modify their nature. 
  Some of the most famous 
  among such mutations are the 
  snake apple, the elinia nipadia, 
  and the kasul. 
  The enchanter must roll 
  a d4: if the result is 1, he 
  dies and a Weaver  (see 
  Chapter 5: Bestiary) is 
  generated from his body.
  5
  Supreme 
  Enchantment
  Most of the places in 
  Enascentia which do not follow 
  the normal natural rules have 
  been created this way. Some 
  of the best known examples 
  are Mesa Atminas, the Black 
  Desert, and the Temple of 
  Sennonga. 
  The enchanter rolls a d4. 
  If the result is 1 or 2, he 
  dies and a Weaver (see 
  Chapter 5: Bestiary) is 
  generated from his body.
  
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  Gears
  the EL, the choice was the right one. At 
  this point, one of the effects described 
  in the table below is applied, to the 
  Game Master’s discretion.
  Example 1: Fero decides to render 
  his knife Burning; since there 
  was no previous enchantment on 
  it, it is an EL 1 alteration. The 
  Oscurian decides to draw from the 
  Veil enveloping his surroundings, 
  and after three days’ work, he 
  rolls a d10 and gets 4: the result 
  is higher than the EL, which is 1, 
  so Fero succeeds for the price of a 
  few bluish rays of sunlight shining 
  through his window.
  Example 2: The Oscurian gets 
  greedy and decides his knife would 
  be perfect if he just could add the 
  Liquefy Enchantment (EL 3) to it. 
  This is an EL 4 magic alteration (3 
  for the enchantment + 1 since it is 
  an additional enchantment after 
  the first). He spends twelve long 
  days trying to draw magic from the 
  surrounding environment again, 
  and chance decrees that at the 
  end of that time, he gets 4 again 
  as a result of his d10 roll. In this 
  case, however, the result is equal 
  to the alteration’s EL: as with an 
  equal or lower result, the outcome 
  is the opposite to the desired one, 
  and Fero ends up drawing from 
  the portion of the Veil enveloping 
  him. His life now hangs on a d4 
  (an Oscurian goes so often to the 
  well…)
  Objects Created by the 
  Defenders of Free Will
  Among all the existing Tribes 
  and Ways, the one most obsessed 
  with creating enchanted objects 
  is undoubtedly the Way of the 
  Defenders of Free Will. The high 
  echelons of this Way are always on the 
  lookout for expert enchanters who 
  can channel the power of the Tribes 
  into weapons, armors or assorted 
  objects, in order to experience the 
  gifts of the Kami even before making 
  a choice and understand which Kami 
  a certain member has more affinity 
  with. They do not limit themselves 
  to studying the theory behind the 
  Kamis’ principles and the lifestyle 
  the choice of a different Kami would 
  entail because they deem it right to 
  test the practical consequences of 
  their choices, too.
  Many Defenders lost their lives 
  trying to reach this goal, which they 
  consider a fundamental step in their 
  climb to knowledge and individual 
  freedom and are now jealous keepers 
  of the fruit of their sacrifices. Besides 
  continuing with their search for 
  new volunteers and expecting new 
  creations from those who already 
  gave life to such magical objects, 
  the Defenders regularly organize 
  expeditions to find similar artefacts 
  already existing elsewhere.
  
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  Player's Guide
  Armor Enchantments
  Bulwark of Agility , EL 1: Increases 
  the Agility dice by 1 dice step.
  Bulwark of Smarts, EL 1: Increases 
  the Smarts dice by 1 dice step.
  Bulwark of Spirit, EL 1: Increases the 
  Spirit dice by 1 dice step.
  Bulwark of Strength, EL 1: Increases 
  the Strength dice by 1 dice step.
  Bulwark of Vigor, EL 1: Increases the 
  Vigor dice by 1 dice step.
  Burning Recoil, EL 2: Each time an 
  opponent fails to damage the wearer 
  (with a damage roll failure), the armor 
  releases a white-hot tongue of fire. 
  The opponent must make a successful 
  Agility roll at -2 or suffer fire damage. 
  See the Fire section on Savage Worlds 
  core rules.
  Concealment, EL 1: Wearing this 
  armor increases the Stealth dice by 
  one dice type. The wearer gets a +2 
  bonus to Stealth rolls.
  Deflecting Aura (major), EL 3: 
  Ranged attacks against the wearer 
  suffer a -4 penalty to Shooting and 
  Throwing rolls.
  Deflecting Aura (minor), EL2: 
  Ranged attacks against the wearer 
  suffer a -2 penalty to Shooting or 
  Throwing rolls.
  Gelid Recoil, EL 2: Each time an 
  opponent fails to damage the wearer 
  (with a damage roll failure), the armor 
  releases a shaft of freezing energy. 
  
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  Gears
  The opponent must make a successful 
  Vigor roll at -2 or suffer one level of 
  Fatigue from being cold.
  Impact Absorber, EL 3: Every time 
  the wearer is hit, he can make a free 
  Soak roll, spending no Bennies.
  Impregnable, EL 2: The Veil makes 
  the armor material impregnable. 
  No Armor Penetration value can be 
  applied to it.
  Invisibility, EL 3: With a raise on 
  a Stealth roll, the wearer becomes 
  invisible for three rounds. At the 
  beginning of each round after the 
  third, he can try to prolong the 
  invisibility effect with a raise on a new 
  Stealth roll.
  Light, EL 1: The armor weight is 
  reduced to two pounds, whatever 
  the original weight. Moreover, while 
  free from Encumbrance, the wearer 
  increases his Pace by 2”.
  Magic Resistance (major), EL 2: 
  All spells directed against the wearer 
  suffer -2 to the Spellcasting roll (the 
  same for beneficial spells).
  Magic Resistance (minor), EL 1: 
  All spells directed against the wearer 
  suffer -1 to the Spellcasting roll (it is 
  the same for beneficial spells).
  Protection (major), EL 2: Increases 
  by 2 the armor Toughness bonus 
  Protection (minor), EL 1: Increases 
  by 1 the armor Toughness bonus.
  Protection 
  (supreme), 
  EL 
  3: 
  Increases by 3 the armor Toughness 
  bonus 
  Tough, EL 1: The Veil strengthens 
  the resistance of the armor material, 
  making it impregnable to Armor 
  Penetration lower than three. Armor 
  Penetration values equal or higher 
  than three are still applied.
  Weapon Enchantments 
  These enchantments can be applied 
  to both melee and ranged weapons. If 
  the latter are throwing weapons, each 
  of them has a different enchantment, 
  which means that at the end of 
  the battle, the owner will bend 
  over backwards to retrieve them 
  all. Bows, crossbows and other 
  similar weapons will transfer their 
  specific magic properties to their 
  ammunition. It is, however, a more 
  complex procedure than a regular 
  weapon enchantment, which is why 
  any such enchantment is an EL 1 
  level higher than the one indicated 
  if used on this kind of weapons.
  Burning, EL 1: The weapon gets +2 to 
  damage and the Fire Trapping. See the 
  Fire section in Savage Worlds core rules
  Burning Blow, EL 3: With at least one 
  raise on the attack roll, the weapon 
  releases a burning blow within a Cone 
  Template; anyone in the affected area 
  must make a successful Agility roll at 
  -2 not to suffer 2d6 fire damage. See 
  the Fire section in Savage Worlds core 
  rules. The weapon also has all the 
  burning weapon properties.
  Catalyst, EL 1: With this Enchantment, 
  a weapon can store a Novice Rank 
  enchantment and release it as a free 
  action when successfully delivering 
  a blow (the victim being Shaken is 
  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. 
  Other types of enchantment (such 
  as divination, for example) cannot 
  be stored through this enchantment. 
  In order to store the enchantment 
  within a weapon, casting it on the 
  weapon itself will suffice: the effect 
  is not instant, but it is released after 
  it delivers a blow. There are no time 
  limits for releasing an enchantment 
  stored this way.
  Dispel, EL 2: When this weapon 
  hits a target (making him Shaken is 
  enough), he must make a successful 
  Spirit roll at -4, or one of his active 
  enchantments will disappear. In the 
  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 
  avoid being paralyzed for one round.
  Fire Burst, LI 2: With at least one 
  raise on an attack roll, the weapon 
  releases a fire burst within a Small 
  Burst Template; anyone in the affected 
  area must make a successful Agility 
  roll at -2 or suffer 2d6 fire damage. 
  See the section Fire in Savage Worlds 
  core rules.
  Hoarder, EL 3: Works exactly like 
  the catalyst spell when releasing 
  enchantments, but can store them up 
  to Veteran Rank.
  Ice Burst, EL 2: With at least one raise 
  on an attack roll, the weapon releases 
  an ice burst within a Small Burst 
  Template. Anyone in the affected area 
  must make a successful Agility roll at 
  -2 or gain 1 Fatigue level due to the 
  cold.
  Ice-cold, EL 1: Anyone hit by an ice-
  cold weapon (making him Shaken is 
  enough) gains one Fatigue level due 
  to the cold. If already Fatigued, the 
  victim can make a Vigor roll at -2 to 
  avoid becoming Exhausted. If already 
  Exhausted, the victim can make a 
  Vigor roll not to be Incapacitated.
  Icy Blow, EL 3: With at least one 
  raise on the attack roll, the weapon 
  releases an icy blow within a Cone 
  Template. Anyone in the affected area 
  must make a successful Vigor roll at 
   Acid Application
  The player rolls d6 and applies the 
  result as follows:
  1: Primary weapon
  2: Secondary weapon: if there is no 
  secondary weapon, apply result 3
  3: Unused weapon; if there is no 
  unused weapon, apply result 6
  4: Armor, from the waist down
  5: Armor, from the waist up
  6: Simple article of clothing 
  The object indicated or an object in the 
  indicated area is dissolved within 1d4 
  rounds unless it is enchanted, in which 
  case there is no ill effect.
  
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  -2 not to gain 1 Fatigue level due to 
  the cold. The weapon also has all the 
  icy weapon properties.
  Killer of Legends, EL 2: Blows 
  delivered with this weapon ignore the 
  Brawny Edge of a creature.
  Lightning Quick, EL 3: A weapon 
  carrying 
  this 
  enchantment 
  immediately improves its wielder’s 
  fighting skills, allowing him to 
  deliver an additional blow in one 
  round. The hand delivering the blow 
  is the same in both instances, and 
  eventual secondary hand penalties 
  are still valid. Any other blow besides 
  the standard and additional ones 
  still incur in eventual penalties, if 
  necessary.
  Liquefy, EL 3: The weapon can melt 
  any kind of object, as if the part of 
  it hitting the target was coated with 
  acid. Anyone hit by this weapon 
  (being Shaken is enough) must make 
  a successful Vigor roll at -2 or suffer 1 
  additional wound. If the Fighting roll 
  is successful, but the damage roll fails, 
  the victim must make a roll on the 
  Acid Application Table. The indicated 
  object gets melted.
  Piercing, EL 1: The weapon gets +2 
  Armor Penetration.
  Power Absorber, EL 1: When hitting 
  a target (making him Shaken is 
  enough), this weapon has two effects: 
  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.
  Power Devourer, EL 2: Just like power 
  absorber. With a raise on a Fighting 
  roll, it subtracts and adds additional 
  Power Points.
  Screaming, EL 1: With at least one 
  raise on the attack roll, the weapon 
  emits a terrifying scream. Anyone 
  within a Medium Burst Template 
  must make a Fear check. The wielder 
  must make the check too, but he gets 
  a +2 bonus. If his roll fails, besides 
  suffering from Fear effects, he throws 
  the weapon to the ground.
  Shock Wave, EL 1: When thrown at a 
  victim, this kind of weapon releases a 
  shock wave that allows it to hit from 
  a few yards away as in hand-to-hand 
  combat. The weapon gets +2 to Reach.
  Venomous, LI 2: A venomous weapon 
  can store poison, simply spreading it 
  on the blade or the end used to strike. 
  The 
  enchantment 
  preserves 
  the 
  poison, regardless of the time elapsed 
  or where the weapon has been stored. 
  The poison is gradually released with 
  each blow and is effective for three 
  successful blows before dissolving. 
  The weapon can contain only one 
  poison at a time, but can keep a 
  different one after having delivered 
  all the allotted blows (even against an 
  inanimate object).
  Whirlwind, EL 1: +2 to all attack 
  rolls, if 2 or more are made in a round.
  
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  Player's Guide
  Mundane Items 
  Enchantments
  The term ‘mundane items’ refers to 
  gear that is neither weapons (swords, 
  axes, maces, etc.) nor armors (leather, 
  chainmail, plates, etc.), which means 
  this category includes bracelets, 
  necklaces, earrings, rings, tiaras, belts 
  and so on. These objects must be 
  worn to be active. It is not advisable, 
  therefore, for your heroes to find the 
  Comb of Charisma or the Spoon of 
  Vigor.
  Objects having the same effect 
  cannot be summed up when worn 
  together. Moreover, abusing in the 
  use of enchanted objects (usually five 
  or more between weapons, armor 
  and objects) attracts the Weavers’ 
  attention. [N.d.T. aggiungerei: these 
  objects are listed below, with their 
  properties. The term ‘object’ is 
  omitted for convenience’s sake]
  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.
  Of Quick Recovery, EL 2: Halves 
  Power Points recovery time (fifteen 
  minutes minimum time).
  Of Resistance, EL 3: +1 to Toughness.
  Of Shadow, EL 1: +1 to Stealth.
  Of the Duelist, EL 3: +1 to Parry.
  Of the Enchanter, EL 2: +1 to 
  Spellcasting.
  Of the Explorer, EL 1: +1 to Tracking 
  and Survival.
  Of the Fighter, EL 3: +2 to melee 
  damage.
  Of the Marksman, EL 2: +1 to 
  Shooting.
  Of the Sniper, EL 3: +2 to ranged 
  damage.
  Of the Swindler, EL 1: +1 to 
  Gambling and Lying.
  Of the Thrower, EL 2: +1 to Throwing.
  Of the Traveler, EL 1: +1 to Riding 
  and Boating.
  Of the Troublemaker, EL 1: +1 in 
  Intimidation and Taunt.
  Of the Warrior, EL 2: +1 to Fighting.
  Of Willpower, EL 1: +1 to Tests of 
  Will.
  
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  Unique Objects
  Bow of the Banshee, EL 4
  The screaming, ravaged face of a 
  woman is carved on this white, 
  wooden, light longbow. They say it 
  was crafted by a Whispling who swore 
  revenge against the murderers of his 
  beloved. It is a Screaming longbow, 
  with the difference that the effect 
  becomes active every time it hits 
  a target (bypassing the opponent’s 
  Parry is enough) instead of at each 
  raise. Moreover, the victim of the 
  terror induced by the scream suffers 
  2d6 damage (separate roll, does not 
  add up to the arrow’s damage).
  Chakram of the Suruune, EL 4
  This extremely peculiar metal band 
  made of silver flakes has three blades 
  shaped like the tail of a suruune. When 
  thrown, if it hits a target (making him 
  Shaken is enough), it suddenly turns 
  into a small suruune, with its fangs 
  already plunged into the target’s flesh 
  and its spires coiled around his body. 
  The target is considered restrained, 
  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 
  automatically. With a raise on the 
  Throwing roll, the chakram not only 
  returns to its owner’s hand like any 
  chakram, but the suruune sprays the 
  target with a stream of acid which 
  gives a +1d6+2 bonus to the damage 
  caused by the chakram. The victim 
  must also make a roll on the Acid 
  Application table (see Liquefy spell).
  Dune Globe , EL 5
  This powerful artefact was created by 
  a Senduar, a great expert at magic, 
  who tried to lock all the huge power 
  of an extremely aggressive sandstorm 
  within a small object. He chose the 
  desert south of Jandia and there, 
  during one of its frequent sandstorms, 
  he created the Globe. The Senduar 
  realized immediately something was 
  wrong: the wind roared with brutal 
  ferocity, concentrating within the 
  small globe, while the dunes were 
  convulsing, as if racked with violent 
  spasms. The screaming sand rasped 
  his face, and the last thing he saw was 
  a metal mask, its only feature a mouth, 
  disappearing among those violent 
  whirlwinds. When the storm ended, 
  the silent traveler was surrounded 
  by a desolate expanse of black sand, 
  interspersed with purplish crystalline 
  formations nearly half as large as he 
  was. The Dune Globe was in his hand, 
  a round sphere of about four inches in 
  diameter, with an opaque and grainy 
  surface the same color as the once-
  perfect sand in a beautiful desert. 
  When activated, the Dune Globe 
  whirls round and round in the hand 
  of its owner and immediately covers 
  a Large Burst Template with thin 
  golden sand (the center is where the 
  user is in contact with the ground). All 
  enchantments present in the affected 
  area are immediately dispersed. From 
  the moment the Globe is activated, 
  the owner can perceive any creature 
  present in the area or entering it—be 
  they invisible, indistinct or otherwise 
  hidden—through the grains of sand 
  floating in the air. Since the sand 
  physically protects the Globe owner 
  and his allies standing inside the Burst 
  Template, they all get +2 to Parry. 
  Each opponent enveloped by the sand 
  suffers -2 to all attack and Spellcasting 
  rolls. To try to leave the affected area, 
  he must make a Spirit roll at -2 to get 
  out of it. He can repeat his attempt at 
  each new round, but that roll is his 
  standard action for that round. The 
  hemisphere created by the Globe 
  keeps its original position whatever 
  the movements of its owner and lasts 
  ten rounds or until it is intentionally 
  deactivated by its owner. The sand 
  then dissolves and cannot be evoked 
  again at least for one hour.
  However, it is said that all those who 
  came into possession of the Dune 
  Globe and used its power without any 
  restraint were found lifeless soon after, 
  their bodies full of thin, golden sand. 
  In fact, within the sphere there is a 
  bihar, trapped therein at the moment 
  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 
  the owner of the sphere. To defeat it 
  only means temporarily chasing him 
  back into the Globe. When activating 
  the effect, it is necessary to roll a d10: 
  if the result is 1 the bihar appears and 
  attacks the Globe user.
  Ku'Rak, the Steel Wild Beast, EL 5
  This 
  huge, 
  almost 
  seventy-two-
  inch-long great axe is the result 
  of a crazy experiment attempted 
  by a Janah blinded by his lust for 
  revenge. Defeated for the umpteenth 
  time by his Lumian rival, tired by 
  now of the artificial, composed 
  courtesy he displayed every time, 
  the Janah decided he would infuse 
  his weapon with such fierceness 
  and bloodthirstiness that he would 
  destroy the Lumian forever. He 
  headed south, looking for some prey, 
  and after sating his lust for blood, 
  he directed his rage and murderous 
  folly into creating the enchanted 
  object. When he had finished altering 
  the Veil and wrapping it around 
  the axe, an unhuman rumble, a 
  cacophonous mixture of anguished 
  and enraged screams, hit all the peaks 
  of the Mehara Mountains, causing 
  landslides and avalanches. Years later, 
  
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  Player's Guide
  when the trail leading to the wood 
  was finally cleared of all the rubble, 
  a small group of Rok’Nars found the 
  profound peace of Sennonga.
  Ku’Rak is a large great axe, whose 
  unpolished blades are nicked by what 
  appears to be centuries of fierce, 
  ruthless fights. The whole weapon 
  seems to catch the light and reflect 
  the grotesque and hideous image of 
  a dark red ghost. Anyone wielding it 
  must make a Spirit roll at -4 to avoid 
  being dominated by it. With a success, 
  the character gets +2 to Fighting rolls 
  and +2 to Size, suffers -2 to Parry, 
  acquires the Improved Frenzy Edge 
  (even if he cannot meet its requisites) 
  and can make a Soak roll for any 
  suffered damage without spending 
  any Bennies. If the roll fails, the 
  character keeps the above-mentioned 
  modifiers, but Ku’Rak’s independent 
  will also becomes active. Shapeless, 
  rusty 
  metal 
  bands 
  immediately 
  extend from the weapon’s worn 
  handle and cover the wielder’s arms 
  up to the shoulder, preventing him 
  from being disarmed and from letting 
  go of the axe. The character then 
  becomes the vessel of Ku’Rak’s blind 
  rage, attacking any living thing, from 
  his companions to a bush rustling in 
  the wind, from the most hardened 
  foe to a poor koopash plodding along 
  in the rear. The character knows no 
  relief from his unbearable burden 
  of pain and remorse. He only craves 
  something on which to unleash his 
  fury. If in the surrounding area there 
  is nothing that can sate its terrible 
  thirst for blood, Ku’Rak makes its 
  puppet run in a random direction at 
  Pace 8, forcing him to attack the first 
  target he encounters. A character in 
  this state can only plunge the blade of 
  the axe in his victims again and again: 
  any other action is forbidden. The 
  unlucky character can make a Spirit 
  roll at -4 every five minutes to try to 
  escape the weapon’s control, or he can 
  be stunned or Incapacitated and the 
  weapon will let him go. Whether he 
  was under Ku’Rak’s control or not, 
  when the axe detaches itself from its 
  wielder, he is Shaken (this can cause 
  a wound) and suffers 1 wound. The 
  Dispel enchantment (see description) 
  does not work on those who are prey 
  to this object.
  Omniscient Tiara, EL 4
  This extraordinary tiara of exquisite 
  workmanship is adorned by an eye 
  made of small sapphires. Its owner 
  can cast any spell he knows, choosing 
  anyone within his field of vision as a 
  target, free from the usual reach limits 
  and connected penalties. This effect 
  does not extend to any enchantment 
  with an area effect or cast on the 
  character himself. Moreover, the 
  Tiara gives the Power Absorber 
  enchantment to one of its owner’s 
  weapons (this does not increase the 
  weapon EL).  
  Sayele's Purple Hourglass, EL 5
  Sayele was one of the first female 
  Kronoss to be generated. Her innate 
  power was so great she could block 
  the flowing of Time after just a few 
  springs. Sayele was literally ‘obsessed’ 
  
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  with knowledge, which to her was 
  not just the usual geographic or 
  mathematical concept: she wanted to 
  understand the Kami, Time himself. 
  She used to say she could feel his 
  gaze—firm and eternal—every time 
  she blended with the Veil. She decided 
  to travel to the continent of Si-An, to 
  a place where some powerful magic 
  currents crossed and joined before 
  creating the Breath of Gromsh, 
  further to the North, where she found 
  a small thicket. The energy there 
  flowed so closely to the ground, the 
  trees had turned white, almost like 
  bones, and the leaves were light pink.
  There, she wanted to get in contact 
  with her Kami.
  There, Sayele blended together 
  present, future and past.
  There, like light ribbons carried 
  by the wind, Time both stopped 
  and expanded endlessly in every 
  direction
  Sayele bound all this to her 
  hourglass, the one she was holding 
  in her hands when she had been 
  generated, and then she vanished 
  while still beholding the face of her 
  Eternal Father.
  After its creation, the small thicket 
  was called Mesa Atminas, Memories 
  Wood, a place that feeds on memories, 
  events and lives belonging to a time 
  long gone, desperately searching for a 
  past forever lost in each of them.
  Sayele’s Purple Hourglass is a 
  chromius hourglass about twelve 
  inches high, with a four-inch-
  diameter round base. Four thin 
  bands protect the crystal it is made 
  of and the periwinkle blue sand on its 
  bottom. Anyone upturning it can see 
  the sand flow through its narrow neck 
  and disappear, leaving the lower half 
  of the hourglass totally empty. The 
  user then disappears for a split second 
  from the present flow of time and 
  reappears immediately in the same 
  place. On his return, his appearance 
  or his knowledge may be totally 
  altered, or the time gone by for him 
  can be either a split second or hours, 
  even days, spent in places and times 
  unknown (the description of what 
  he saw and remembers is at the total 
  discretion of the Game Master).
  The hero makes a Spirit roll at -4. 
  If the roll fails, the character suffers 
  the effect of the time gone by as if 
  he were a common beast or plant: 
  decreases by one dice type all his 
  physical Attributes (Agility, Strength, 
  Vigor) and increases by one dice type 
  all his mental Attributes (Smarts, 
  Spirit). If the roll is successful, the 
  character immediately gets an extra 
  advancement, as if he had gained 5 
  Experience Points but without actually 
  adding them to his total count. The 
  advancement is bound by all the 
  normal limitations. It must satisfy 
  every Edges prerequisite and does not 
  allow increasing an Attribute more 
  than one time per Rank and so on.
  The hourglass reacts to a new 
  activation only when the user acquires 
  a new Rank. Up to that moment it is 
  just a common object in his hands. 
  Nobody knows where that powerful 
  
  324
  Player's Guide
  artefact currently is: some say it is 
  locked in the dungeons of Khrone, in 
  the hands of the powerful Kronoss who 
  are trying to exploit its potential, while 
  according to others it is lost among the 
  perennial glaciers of Si-Neb.
  Staff of Eternal Ice, EL 4
  This staff is entirely light blue. One 
  end has been carved in the shape 
  of ice points surrounding a central 
  transparent one. It is a weapon made 
  more for magic than melee combat, 
  and a freezing beam can be released 
  from its point as a normal action; 
  the wielder makes a Spellcasting 
  roll, which is also an attack roll (he 
  keeps the roll’s result as a hit roll, 
  too, as in the bolt Power, at range 
  30/60/120); if successful, the roll 
  inflicts 2d6 damage. A target hit by 
  this attack (being Shaken is enough) 
  must make a successful Vigor roll or 
  gain one Fatigue level. Releasing the 
  icy beam does not cost any Power 
  Points, but if the wielder wants to 
  hit multiple targets it is possible to 
  generate an area effect. With 2 Power 
  Points the enchantment turns into a 
  Cone Template, with 3 it becomes 
  a Small Burst Template centered 
  
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  on the target, with 4 it generates a 
  Medium Burst Template, and with 5 
  a Large one. 
  Staff of the Everlasting Flame, EL 4
  This staff is entirely red. One end has 
  been carved in the shape of tongues 
  of flame framing a transparent point. 
  It is a weapon made more for magic 
  than melee combat, and a burning 
  beam can be released from its point 
  as a normal action; the wielder makes 
  a Spellcasting roll, which is also an 
  attack roll (he keeps the roll’s result 
  as a hit roll, too, as in the bolt Power, 
  at range 30/60/120); if successful, the 
  roll inflicts 2d6 damage. A target hit by 
  this attack (being Shaken is enough) 
  must make a successful Agility roll to 
  avoid catching fire; see the Fire section 
  in Savage Worlds core rules. Releasing 
  the burning beam does not cost any 
  Power Points, but if the wielder wants 
  to hit multiple targets, it is possible to 
  generate an area effect. With 2 Power 
  Points the enchantment turns into 
  a  Cone Template, with 3 it becomes 
  a Small Burst Template centered 
  on the target, for 4 it generates a 
  Medium Burst Template, and with 5 
  a Large one.
  Tunic of Two Faces, EL 4
  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 
  rolls the dice twice and chooses which 
  result to keep, just as if he had used a 
  Benny, but without spending any. He 
  then adds to his reserve a number of 
  Power Points equal to the number of 
  raises he obtained with the roll. If the 
  number is higher than the maximum 
  allowed to the enchanter, he adds only 
  that amount to the maximum value 
  and is also Shaken (this can cause 1 
  wound).
  Wild Beast Fangs Necklace, EL 4
  This tribal necklace is made of 
  sinews holding together a dozen 
  curved white fangs approximately 
  four inches long. For use in battle, 
  the wearer must detach one fang 
  and throw it at his opponent. While 
  flying through the air, the fang turns 
  into the muzzle of a large, fierce wolf 
  that bites the victim. The target must 
  make a successful Spirit roll not to 
  suffer 2d6+2 damage. Anyone within 
  a Medium Burst Template range from 
  the target must make a Fear check. 
  The necklace appears to be made 
  of organic material. If at dawn the 
  next day, there are fewer than twelve 
  fangs, a small white point appears 
  on the necklace, and in 1d4 days, it 
  grows to become one of the twelve 
  original fangs.
  
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  Player's Guide
  EL
  Enchantment 
  Name
  Type
  Effect
  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 
  (minor) 
  Armor
  -1 Spellcasting against wearer
  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 
  Item t
  +1 Gambling and Lying
  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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  Gears
  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 
  (major)
   Armor
  -2 Spellcasting against the wearer
  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 
  (major) 
  Armor
  -4 ranged attacks
  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
  
  Vigor
  Strength
  Spirit
  Agility
  Smarts
  Charisma Pace
  Parry
  Toughness
  Hindrances
  Edges
  Gear
  Skills
  Attributes
  Name
  Race
  Way
  Fatigue
  -I
  -I
  -II
  -II
  -III
  INC
  Wounds
  Weapon
  Power
  Armor
  Range
  Damage
  Cost
  Prot
  Wt.
  Range
  Wt.
  Notes
  Damage/Effect
  Notes
  Encumbrance Penalty
  Total Weight                       Value
  Weight limit   
  PP
  
  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   
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Enascentia/Savage Worlds - Enascentia - Players Guide.pdf