Savage Age of Shadow

Ancestries of Eredane

Humans

Three human cultures inhabit Eredane. The ancestral lords of the North known as the Dorns, who originally inhabited Erenland before the Sarcosans invaded from across the sea. Out of this invasion and subsequent intermingling of the two cultures over the centuries, an entirely new culture was born: the true Erenlander.

Dorns

Commonly known as Northmen, the Dorns are descended from the Old Kings and still inhabit the lands north of the Sea of Pelluria. 

Special Abilities

  • Adaptable: Dorns are versatile warriors and begin with an extra Combat Edge for which they qualify, ignoring Rank requirements.
  • Stubborn: Dorns value tradition and proven craft, making them often set in their ways and slow to embrace new ideas. All Dorns start with the Stubborn Hindrance.
  • Size 1: Dornish people are big, even for humans.

Erenlander

Erenlanders are the product of two cultures once unified by military, commercial, and royal alliance as the nation of Erenland. 

Special Abilities

  • Adaptable: Erenlanders are the most versatile of all the human races on Aryth, gaining an extra Novice Edge from any category.
  • Craftsman: Erenlanders begin with a d4 in Repair.
  • Uncertain Future: These characters lack a sense of unity with their fellow Erenlanders but are stoic in their resolve. Begin with either the Driven (minor) or the Outsider (minor) Hindrance.

Sarcosan

Most Sarcosans live under the rule of Shadow and are traitors to their own people, blindly enforcing the will of the occupying legates and their orcish enforcers. There is hope, however, as more and more of the southlanders reclaim their ancestral Sarcosan heritage and revert to the nomadic, horse-tribe ways.

Special Abilities

  • Agile: Sarcosans begin with a d6 Agility, increasing the Attribute maximum to d12+1.
  • Outsider: Sarcosans are often judged by the actions of their brethren and begin with the Outsider (minor) Hindrance.
  • Versatile: Sarcosans may begin with a d6 in Persuasion (indicating urban life) OR a d4 in riding (indicating tribal upbringing on the plains).

Dwarves

An ancient people, there are two distinct dwarven cultures: the Clan Dwarves and the Kurgun.

Clan Dwarf

Clan dwarves are a stout race with thick bones and heavy muscle and are covered in thick hair in a variety of pale colors.

Special Abilities

  • Ancestral Enemy (Orc): The dwarves have been under siege by the Shadow in the North for nearly a century and see little reason to talk with an orc. Subtract 2 from Persuasion rolls when dealing with an orc.
  • Low Light Vision: Clan dwarves are accustomed to life underground and ignores Illumination penalties for Dim and Dark lighting.
  • Reduced Pace: Dwarves begin with a Pace of 5 and have a d4 running die.
  • Sturdy: Centuries of war have hardened clan dwarves' military training. Add 1 to a clan dwarf's Toughness.
  • Tough: Clan dwarves are a hardy bunch and begin with a d6 Vigor.

Kurgun Dwarf

Kurgun have darker skin due to life in the sun and tend to wear their long black hair bound in multiple ponytails. Most noticeable are their intricate, abstract tattoos with which they decorate their bodies beginning at a very young age. 

Special Abilities

  • Ancestral Enemy (Orc): The dwarves have been under siege by the Shadow in the North for nearly a century and see little reason to talk with an orc. Subtract 2 from Persuasion rolls when dealing with an orc.
  • Reduced Pace: Dwarves begin with a Pace of 5 and have a d4 running die.
  • Sturdy: Centuries of war have hardened dwarves' military training. Add 1 to a dwarf's Toughness.
  • Tough: Dwarves are a hardy bunch and begin with a d6 Vigor.
  • Warrior Training: Kurgun dwarves begin with d6 Fighting.

Elves

Caransil

The Caransil have traditionally been philosophers, artists, and craftsman, using ancient magic to create elegant dwellings from the homewood trees. They have also been known for both great sorcerers and great warriors.

Special Abilities

  • Graceful: Caransil are slight and agile. They begin with Agility d6.
  • Low Light Vision: Caransil see well in the dimly lit expanse under the forest canopy and ignore Illumination penalties for Dim and Dark lighting.
  • Tree Dwellers: Caransil are at home in the trees and begin with a Athletics d6.
  • Wanted: All elves are sought by the Shadow for their defiance and begin with the Wanted (major) Hindrance.

Danisil

The jungle elves have thick, coarse hair often worn in dreadlocks and their eyes are so narrow that the whites are barely seen. When at home in the boa-bil groves along the many rivers in the Aruun, they dress in loose clothing, the shirts often brightly colored. On the hunt, they wear only layers of river mud, wielding a pair of wide-curved knives called sepi blades.

Special Abilities

  • Low Light Vision: The Danisil see well in the perpetual twilight under the jungle canopy and ignore Illumination penalties for Dim and Dark lighting.
  • Innate Powers: Minor warrior's gift.
  • Historians: The are scholars of the elven people. Begin with Academics d4.
  • Wanted: All elves are sought by the Shadow for their defiance and natural mystical talent. All elves begin with the Wanted (major) Hindrance.

Erunsil

The Erunsil make their homes in enormous shelterwoods nestled among groves of evergreen winter oak. Their homeland has been on the frontline of the war with the Shadow since Izrador first began threatening the elves.

Special Abilities

  • Environmental Resistance (Cold): The Erunsil are accustomed to cold and gain a +4 bonus to resist negative environmental effects from cold and +4 armor against cold-based attacks.
  • Environmental Weakness (Heat): The Erunsil do not function well in warmer climates. Subtract 4 from rolls made to resist negative environmental effects from heat and add 4 damage from heat-based attacks.
  • Low Light Vision: Elves see well dimly lit regions under the forest canopy and ignore Illumination penalties for Dim and Dark lighting.
  • Wraith of the North: The Erunsil begin with Stealth d6 and gain one free reroll on Stealth rolls.
  • Wanted: All elves are sought by the Shadow for their defiance and natural mystical talent. All elves begin with the Wanted (major) Hindrance.

Miransil

Miransil live above the water in the interlocking trunks and roots of massive mangrove trees, living off the sea with expert swimming and seamanship skills. They are the least numerous of the elves, having sent many west across the sea in search of help and others east to battle against the Shadow.

Special Abilities

  • Keen Senses: Miransil elves have sharp eyes. Add +1 to Notice rolls involving sight.
  • Natural Swimmers: The Miransil are expert swimmers. Add +1 to Athletics rolls when swimming.
  • Born of the Sea: The Miransil are at home in and on the water. They begin with Boating d6.
  • Wanted: All elves are sought by the Shadow for their defiance and natural mystical talent. All elves begin with the Wanted (major) Hindrance.

Descendants

Gnome

Gnomes are both clever and resourceful, their culture and history characterized by their adaptable nature. 

Special Abilities

  • Gnomish Cunning: Gnomes are both cunning and confident. They begin with the Charismatic Edge.
  • Low Light Vision: Their dwarven ancestry has provided gnomes with superior vision in the dark. They ignore Illumination penalties for Dim and Dark lighting.
  • Reduced Pace: Gnomes subtract 1 from Pace and have a d4 running die.
  • Size -1: Gnomes stand only 3-4 feet tall.
  • Riverfolk: Gnomes are adept at navigating the waterways of Eredane. They begin with Boating d6.

Dunni

Dunni are nearly as dark-skinned as the Danisil with the same coarse hair worn in small, intricate braids which mark their tribal affiliation. They wear durable clothes of leather and wool.

Special Abilities

  • Agile: Dunni are notoriously quick and agile. They begin with Agility d6.
  • Diverse Origin: Dunni characters are either escaped slaves or those who live a nomadic life to avoid the same fate. Choose to start with either Vigor d6 (escaped slave) or Spirit d6 (nomads).
  • Fearless: Dunni are curious and fearless in equal measure and begin with the Curious Hindrance.
  • Lucky: Their elven ancestry seems to manifest through uncanny luck or skill. They begin with the Luck Edge.
  • Reduced Pace: Dunni subtract 1 from Pace and have a d4 running die.
  • Size -1: Dunni stand only 3-4 feet tall.

Servants of Shadow

Orc

Orcs, or odrendor, are massive, as much as twice the size of their dwarven ancestors and bigger than most Dorns. Their tough hide protects broad builds and powerful limbs, ranging from a light stony gray to black as coal. Their hair is much like a mane, growing over their heads and along their spines and chest. The deep-set, black eyes glare from beneath their bony brow and tusk-like lower canines protrude from their strong jaw.

Special Abilities

  • Dark Vision: Orcs were born in Shadow and ignore all Illumination penalties and up to 2 points of penalties from invisibility or similar powers.
  • Environment Resistance (Cold): For centuries, orcs have endured the bitter cold of the Northland. They gain add 4 bonus to rolls when resisting the effects of cold and cold-based attacks.
  • Infamy: The orcs have are well-known as agents of Izrador by the people of Eredane. Orc characters begin with the Outsider (major) Hindrance.
  • Militant Culture: Orcs begin with Fighting d6.
  • Powerful: Orcs are powerful creatures that take great pride in their fighting prowess. They begin with Strength d6.
  • Troubled Dreams: Orcs begin with the Night Terrors Hindrance (see the Savage Worlds Horror Companion).

Savage Age of Shadow

Introduction

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Savage Age of Shadow

Setting Rules

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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.