Savage Stormlight Beta Version3
Savage Stormlight Beta Version3
What this is (and legal disclaimer): Two Fisted Epic Fantasy based upon a fantastic world
as portrayed in the Stormlight Archive novels by Brandon Sanderson which is trademarked by
Brandon Sanderson and Tor Books. This is designed as a Fan Creation for the Savage Worlds
Game System by Pinnacle Entertainment Group and Studio 2 Productions and there is no copy-
right infringement intended. Most pictures are original cheap derivations by the Author (where
other pictures were redrawn by the Author). The Sigils for the Orders of the Knights Radiant
come from http://stormlightarchive.wikia.com and have no author attibuted to them in their
File History. The Author is not making any money off of this. And would love to help get others
to read the novels. I have some writing chops but I’m a whittling knife compared to Brandon
Sanderson’s great axe.
NOTE: There are minor spoilers ahead so you might want to plan on reading the novels.
TO DO's: needs more copy editing and content editing. Bestiary. - Did a third Pass on Content
Editing and a second pass on copy editing.
1
Introduction to the World 6
Enter Lift 11
Characters 12
1). Choose a Nation/Nationality: 12
Alethi: 12
Culture: 12
Religion 13
Racial benefits: 13
Azish 13
Racial Benefits: 14
Herdaz 14
Culture: 14
Racial Benefits: 15
Horneater 15
Culture 16
Racial Benefits: 16
Jah Keved 16
For Racial benefits: 16
Shinovar 17
Racial Penalty and Benefits: 18
Thaylenah 19
Appearance and Culture: 19
Racial benefits: 19
2). Skill Changes: 20
3). Edges and Hindrances: 20
Disallowed Edges and Hindrances: 20
New Hindrances: 20
Abused Past (M): 20
Devout (M): 20
Fabrial Victim (m or M): 21
Fate's Tool (M): 21
Heretic (m or M): 21
Shash Brand (M): 22
Slave Brand (m or M): 22
Superstitious (m): 22
New Edges: 22
Arcane Awakening: Fabrial Soulcaster 22
Arcane Awakening: Surgebinder 23
Arcane Awakening: Surgebinder 2nd Ideal 23
Arcane Awakening: Surgebinder 3rd Ideal 23
Arcane Awakening: Surgebinder 4th Ideal 23
Arcane Awakening: Surgebinder 5th Ideal 24
Archery Savant 24
Improved Archery Savant 24
Courageous Leadership 24
2
Distance Master 24
Fabrial User: Soulcaster 24
I Am Legend 25
Kammar Practitioner 25
Lighteyed 25
Nehal Bond 25
Ashspren 25
Cryptics 26
Cultivationspren 26
Godspren 26
Highspren 26
Honorspren 26
Inkspren 26
Lightspren 27
Prismaticspren 27
Stonespren 27
Ryshadium Mount 28
Student of Battles 28
Student of My Enemy 28
Improved Student of My Enemy 28
4). Currency 29
Gemstones Conversion Table 30
5). Setting Rules 31
Destroying Shardplate: 31
Go For The Eyes: 31
6). Magic 32
Devices a.k.a. Fabrials: 32
Soulcasting 32
Stormlight 33
Highstorms 33
Surgebinding 34
Unless otherwise stated: 34
Becoming a Surgebinder: 34
Divine Attributes of the Orders 36
Windrunners 36
Skybreakers 36
Dustbringers 36
Edgedancers 36
Truthwatchers 36
Lightweavers 36
Elsecallers 36
Willshapers 37
Stonewarden 37
Bondsmiths 37
Surge Ability Descriptions 37
Adhesion 38
Full Lashing: 38
1). Sticking Things: 38
2). Area Sticking: 38
3). Mass Area Sticking: 38
3
Gravitation 39
1). Reverse Lashing: 39
2). Wall and Ceiling Walking: 39
3). Falling Upwards: 39
Division 40
1). Burning Touch: 40
2). Bolt and Burst 40
3). Blast and Damage Field 40
Abrasion 40
1). Slicking: 40
1). Sticking: 41
2). Area of Effect: 41
3). Edgedancing: 41
Whirlwind Offense: 41
Whirlwind Defense: 41
Progression 42
1). Growth: 42
1). Succor 42
2). Healing 42
3). Greater Healing 42
Illumination 42
Lightweaving 42
1). Disguises 43
2). Animated and auditory illusions 43
3). Gemstone bound illusions & mass illusions: 43
Transformation 43
1). Soulcasting Objects 44
2). Soulcasting Range Increase: 44
3). Soulcast the Living: 44
Transportation 45
1). Step into Shadesmar 45
2). Teleport 45
3). Group Teleport 45
Cohesion 46
1). Object Intangibility: 46
1). Make New 46
2). Intangibility: 46
3). Group Intangibility: 46
Tension 46
1). Armor and Barriers: 46
2). Improved Armor and Barriers: 46
3). Immobilize others 47
3). Increase Object Toughness 47
Shards: 48
Lexicon: 50
World Knowledge: 50
Caretaking of the Dead: 50
Crem: 50
Cremling: 50
The First Ideal 51
4
Gambling 51
Gemhearts 51
Greatshell 51
Hierocracy 51
Lighteyed or Darkeyed: 51
Mercenaries: 52
Military: 52
Literacy: 53
Nightwatcher: 53
Parsh: 53
Parshendi: 53
Princedoms: 54
Professions: 54
Safehand 54
Soulcaster: 55
Spren: 55
The Ten Essences: 56
The Thrill: 56
The Unmade: 56
Voidbringers: 56
Vorinism: 56
Post Script: 57
5
Roshar, a planet where violent storms shape everything. These "highstorms" sweep from east
to west across the continent, leaving destruction in their wake, and, like all environments, have
shaped the respective cultures, religions, and societies that make up this world. These storms
are also integral to this world's magical system, as they imbue Roshar's gemstones with
Stormlight, an energy that powers much of this world's magic.
Some people claim they can see the Stormfather himself in the Highstorm.
There are three moons orbiting Roshar. Each waxes and wanes sepa-
rately from the others.
The first moon is Salas, which is the smallest and the dimmest of the
moons, casting a violet light. The middle moon is Nomon, which is a
bright, pale blue.The third moon is Mishim, which is small and green,
rising in the east.(Easterners consider the moons to be male.)
The Shin call the moons the 'Three Sisters', in the order described. So
Salas is 'First Sister', Nomon is 'Second Sister' and Mishim is 'Third
Sister'. The Shin believe the time between the first and second moon is the darkest portion of
the night, called "the hateful hour ... for it was one of the only times when the gods did not
watch men."
Mankind has always fought the Voidbringers since the time of the Dawn Singers. Desolation
after desolation have come and gone, then at one point after about a hundred desolations the
Heralds which lead men against destruction declared that mankind had won.
6
The following single paragraph is unknown to the world...
Nine of the Ten Heralds placed here by the All Mighty had survived, They would not be forced
to go to back to Damnation as long as they didn't die again. As part of their Oaths they went
there to prevent the Voidbringers from escaping back to the world of the living. But they were
tortured there until they broke. When they broke the Voidbringers came back and so the
Heralds were also released from Damnation. This time around the Nine realized that the only
one who died was the one Herald who never broke, so the Nine abandoned mankind and
broke their oaths and walked away. - They were all either broken inside of their hearts or souls
and all were a bit broken in their heads. - but eventually the one who never broke before
would break.
He sat in a large stone room, baked by enormous firepits that cast a garish light upon the rev-
elers, causing beads of sweat to form on their skin as they danced, and drank, and yelled, and
sang, and clapped. Some fell to the ground red-faced, the revelry too much for them, their
stomachs proving to be inferior wineskins. They looked as if they were dead, at least until their
friends carried them out of the feast hall to waiting beds.
Szeth did not sway to the drums, drink the sapphire wine, or stand to dance. He sat on a
bench at the back, a still servant in white robes. Few at the treaty-signing celebration noticed
him. He was just a servant, and Shin were easy to ignore. Most out here in the East thought
Szeth's kind were docile and harmless. They were generally right.
The drummers began a new rhythm. The beats shook Szeth like a quartet of thumping hearts,
pumping waves of invisible blood through the room. Szeth's masters-who were dismissed as
savages by those in more civilized kingdoms-sat at their own tables. They were men with skin
of black marbled with red. Parshendi, they were named-cousins to the more docile servant
peoples known as parshmen in most of the world. An oddity. They did not call themselves
Parshendi; this was the Alethi name for them. It meant, roughly, "parshmen who can think."
Neither side seemed to see that as an insult.
The Parshendi had brought the musicians. At first, the Alethi lighteyes had been hesitant. To
them, drums were base instruments of the common, darkeyed people. But wine was the great
assassin of both tradition and propriety, and now the Alethi elite danced with abandon.
Szeth stood and began to pick his way through the room. The revelry had lasted long; even
the king had retired hours ago. But many still celebrated. As he walked, Szeth was forced to
step around Dalinar Kholin-the king's own brother-who slumped drunken at a small table. The
aging but powerfully built man kept waving away those who tried to encourage him to bed.
Where was Jasnah, the king's daughter?
7
Elhokar, the king's son and heir, sat at the high table, ruling the feast in his father's absence.
He was in conversation with two men, a dark-skinned Azish man who had an odd patch of
pale skin on his cheek and a thinner, Alethi-looking man who kept glancing over his shoulder.
The heir's feasting companions were unimportant.
They were a grand people, these Alethi. Even drunk, there was a natural nobility to them. Tall
and well made, the men dressed in dark silk coats that buttoned down the sides of the chest
and were elaborately embroidered in silver or gold. Each one looked a general on the field.
The women were even more splendid. They wore grand silk dresses, tightly fitted, the bright
colors a contrast to the dark tones favored by the men. The left sleeve of each dress was
longer than the right one, covering the hand. Alethi had an odd sense of propriety.
Their pure black hair was pinned up atop their heads, either in intricate weavings of braids or
in loose piles. It was often woven with gold ribbons or ornaments, along with gems that
glowed with Stormlight. Beautiful. Profane, but beautiful.
Szeth left the feasting chamber behind. Just outside, he passed the doorway into the Beggars'
Feast. It was an Alethi tradition, a room where some of the poorest men and women in the
city were given a feast complementing that of the king and his guests. A man with a long grey
and black beard slumped in the doorway, smiling foolishly-though whether from wine or a
weak mind, Szeth could not tell.
8
"Have you seen me?" the man asked with slurred speech. He laughed, then began to speak in
gibberish, reaching for a wineskin. So it was drink after all. Szeth brushed by, continuing past
a line of statues depicting the Ten Heralds from ancient Vorin theology. Jezerezeh, Ishi, Kelek,
Talenelat. He counted off each one, and realized there were only nine here. One was conspicu-
ously missing. Why had Shalash's statue been removed? King Gavilar was said to be very
devout in his Vorin worship. Too devout, by some people's standards.
The hallway here curved to the right, running around the perimeter of the domed palace. They
were on the king's floor, two levels up, surrounded by rock walls, ceiling, and floor. That was
profane. Stone was not to be trod upon. But what was he to do? He was Truthless. He did as
his masters demanded.
Today, that included wearing white. Loose white trousers tied at the waist with a rope, and
over them a filmy shirt with long sleeves, open at the front. White clothing for a killer was a
tradition among the Parshendi. Although Szeth had not asked, his masters had explained why.
White to be bold. White to not blend into the night. White to give warning.
For if you were going to assassinate a man, he was entitled to see you coming.
Szeth turned right, taking the hallway directly toward the king's chambers. Torches burned on
the walls, their light unsatisfying to him, a meal of thin broth after a long fast. Tiny flamespren
danced around them, like insects made solely of congealed light. The torches were useless to
him. He reached for his pouch and the spheres it contained, but then hesitated when he saw
more of the blue lights ahead: a pair of Stormlight lamps hanging on the wall, brilliant sap-
phires glowing at their hearts. Szeth walked up to one of these, holding out his hand to cup it
around the glass-shrouded gemstone.
"You there!" a voice called in Alethi. There were two guards at the intersection. Double guard,
for there were savages abroad in Kholinar this night. True, those savages were supposed to be
allies now. But alliances could be shallow things indeed.
Szeth looked as the two guards approached. They carried spears; they weren't lighteyes, and
were therefore forbidden the sword. Their painted red breastplates were ornate, however, as
were their helms. They might be darkeyed, but they were high-ranking citizens with honored
positions in the royal guard.
Stopping a few feet away, the guard at the front gestured with his spear. "Go on, now. This is
no place for you." He had tan Alethi skin and a thin mustache that ran all the way around his
mouth, becoming a beard at the bottom.
Szeth breathed in deeply, drawing forth the Stormlight. It streamed into him, siphoned from
the twin sapphire lamps on the walls, sucked in as if by his deep inhalation. The Stormlight
raged inside of him, and the hallway suddenly grew darker, falling into shade like a hilltop cut
off from the sun by a transient cloud.
9
Szeth could feel the Light's
warmth, its fury, like a tempest
that had been injected directly
into his veins. The power of it
was invigorating but dangerous.
It pushed him to act. To move.
To strike.
Afire with holy energy, Szeth turned to the guards. They could see that he was leaking
Stormlight, wisps of it curling from his skin like luminescent smoke. The lead guard squinted,
frowning. Szeth was sure the man had never seen anything like it before. As far as he knew,
Szeth had killed every stonewalker who had ever seen what he could do.
"What . . . what are you?" The guard's voice had lost its certainty. "Spirit or man?"
"What am I?" Szeth whispered, a bit of Light leaking from his lips as he looked past the man
down the long hallway. "I'm . . . sorry."
This led to the Vengeance Pact, a thing to destroy the Parshendi on the
Shattered Plains. King Elhokar and the ten Alethi Highprinces lead the war,
which has led to the Shattered Plains becoming the true center of Alethi power.
This is the typical point in Roshar's history that this book is designed to run
Campaigns from.
10
"Hi I'm Lift and I'm storming awesome! My Spren, Wyndle, is showing me the characters to
copy for this because I can’t read or write. I have an artist friend who hugs herself a lot, but
she’ll be helping me out with artwork. I’m here to make this better for you so if you see the
vine then the text next to it will be putting things into straight talk for you.
“Wyndle will say stuff like ‘And that is how you get investiture... blah, blah,
blah...’ I tell him to shut up and explain it with real words and he’ll say things
like ‘Uhh the energy for when you become awesome.’”
“Anyways I’m a dark skinned Reshi girl who’s only as old as all of my fingers and thumbs and
I’ve celebrated that birthday three additional times already! I like to keep things simple. So I’ll
help to clarify things so you can be awesome too! Here’s a portrait of me and my Spren (he’s
normally tinier because he’s timid).
11
People from Roshar are more gifted than others:
Before assigning attributes and skills a player must do the following steps:
Alethi tend to be tall, tanned and have black hair (though mixed heritages often show up as
colored patches or streaks in their hair). Women tend to be curvaceous. Eye colors include
honey brown, violet, orange, green, and blue.
Geography: Located in eastern Roshar, Alethkar is more exposed to the highstorms than
many lands further west. Important geographical features include the Sunmaker Mountains,
the Sea of Spears, and the Windrunner and Deathbend Rivers.
History: Alethkar was founded as Alethela in the Silver Kingdoms Epoch. It survived the
Desolations, but at an unknown point was fractured into the Princedoms.
Under this system, the ten highprinces acted as kings of their own lands, with no unifying gov-
ernment. The Sunmaker united the highprinces and stopped the Hierocracy, but eventually the
government split again. Later, in approximately 1158, Gavilar Kholin sought to conquer and
unite the highprinces, which he achieved by about 1163. He was then crowned king and his
brother Dalinar Kholin became highprince to the Kholin Princedom.
When Gavilar was assassinated by the Parshendi in 1167, his son Elhokar Kholin became king
and declared war on the Parshendi. Each of the highprinces joined the Vengeance Pact, and
they went to the Shattered Plains to besiege the Parshendi in the War of Reckoning.
Culture: The Alethi culture is divided into two major castes, the lighteyes and darkeyes. The
distinction between the two is the coloring of the person's eyes, the lighteyes standing as the
upper class, and darkeyes as the working peasantry.
Each of these classes are further divided in rank according to their dahn (in the case of
lighteyes) or their nahn (in the case of darkeyes). There are many ways for a person to
improve their ranking over what they inherited. Many darkeyes volunteer to become soldiers
for the chance to increase their rank and that of their children.
Children of pure light/dark-eyed parents always breed true, whereas the children of mixed
descent have the chance to be either.
The Alethi system of government revolves around class. The lighteyes compose the ruling
upper caste, which also has a ranking system (dahn). The highest ranked lighteyes is King
Elhokar, who rules over all of the highprinces. Next in line in terms of prestige and power are
any lighteyes who were also Shardbearers, with significant overlap into the princedom (i.e.
many highprinces are generally Shardbearers as well).
12
The darkeyes make up the working class, the majority of whom are either farmers or soldiers,
both of which are considered to be high Callings in Vorinism (the religion which dominates
most of the known world), and admirable professions. Many darkeyes who go to war hope to
defeat a Shardbearer in combat to gain ownership over their Shardblade as it is believed that
this will change the color of their eyes and they will become a lighteyes themselves.
“Lighteyed lordlings wrote a law where only lighteyes can use swords in their
lands and armies while darkeyes use spears. They’ve also never promoted a
darkeye above the rank of sergeant.”
War and honor (or at least the appearance of honor) are considered a way of life to the Alethi.
In Alethkar roughly 75% of women don't adventure as it isn't considered proper, women also
have a tradition of covering up their left hands (or safehands). Of the 25% that do, they nor-
mally wear gloves to cover their safehands*. The military employ females as scribes, scouts,
messengers and healers. And though the Alethi are uncomfortable with it, they do recognize
the rank given to females in other countries and armies.
*The women's safehand (or left hand - covered either with a sleeve or a glove) tradition
derives from a famous book written by an artist who claimed that true feminine pursuits and
arts were those that could be performed with one hand, while masculine arts were those per-
formed with two hands, in a way associating delicacy with women and brute force with men.
The other Vorin cultural traditions are: Men's food tend to be spicy, women's food tend to be
sweet. And according to Vorin cultural tradition, it is obscene for a woman to leave her safe-
hand uncovered. Upper class women wear a sleeve that covers their left hand loosely. Often
the sleeve has a safepouch sewn on the inside for women to store personal objects. It is con-
sidered beyond rude to open another woman's safepouch. Lower class women wear a glove so
they can use both hands freely. Some prostitutes wear no covering at all on their safehand.
Most prostitutes will wear fingerless gloves though to be provocative and show others who
they are before being hired out.
Religion: Most of the Alethi are Vorin, followers of the Almighty. The priests of Vorinism are
called ardents and are divided into Devotaries. Vorinism has a large impact on the culture of
Alethkar. Alethi (when coming of age) choose a profession and an attribute of the Almighty to
emulate: a Calling and a Glory. These can be changed during life but it is generally frowned
upon culturally.
“All of these boring words just tell you how others act and they give you an
idea of the laws such as don’t go swinging swords about in Vorin lands if you
aint got a light enough eye shade.”
Racial benefits: Alethi are human and get the standard one free edge, but Alethi are highly
focused and trained throughout their youths. Extras get 2 free skill points, while wildcards get
a free D4 knowledge and 3 additional free skill points instead of 2.
AZISH
Azir is a kingdom in south-west Roshar. Its capital is Azimir. People who are from Azir are
called Azish and they are slightly shorter than average people in other countries and are dark-
skinned (deep brown) in color. The Azish people have a smooth accent and prefer education to
war. In battle they tend to use bows and spears.
13
Azish rulers are chosen by committees (the Vizierate) where candidates submit application
forms. Their Prime Aqasix (their King, who they also call Emperor) is also chosen this way. In
Azir there are forms for everything, example: homosexuality is permitted as long as both par-
ties involved have either applied for gender re-assignment (where they are expected to act
and dress as the opposite gender) or one of the persons involved has already been approved
for gender re-assignment. Due to Azish law, the partner who gets to retain their gender is still
legally heterosexual.
The Azish worship Yaezir, Kadasix of Kings, and hold in high esteem the Kadasixes, or Heralds,
and their spoken word. Note Azish do not suffer from traditional Vorin cultural traditions, even
though they worship the same entities (The Heralds). Therefore Azish men not only are literate
but they are encouraged to become scholars. Azish nobility are all elected scholars (they do
not automatically give nobility to the families with the lightest eye shades), those families may
retain their nobility if they continue to be re-elected. Any Azish can apply for any position
(even Emperor) about every three years, they just have to submit the proper forms or apply in
person or demonstrate a miraculous power.
A typical Azish statement of well wishing: "May your deeds be great enough to be recorded in
the official records!"
Racial Benefits: Besides the free edge for being Human, all Azish gain the Edge Scholar for
free even if they don't meet the minimum requirements: they may add a +2 to two of their
knowledge skills even if they don't have any points in those skills. Azish Wild Cards start with a
D6 Smarts instead of a D4.
HERDAZ
Herdaz was a north-eastern coastal nation on Roshar, bordered by Alethkar, Jah Keved, and a
number of the Reshi Isles.
They have a single Shardblade and set of Plate that are passed down through the royal line.
Herdazians are one of several races on Roshar with Listener blood in their ancestry. As a
result, they have a higher tendency to be less affected by physical attractiveness than other
races without Listener ancestors.
Culture and Appearance: Herdazians tend to have deeply tanned skin, brown hair and crys-
talline, slate-colored fingernails. They talk quickly and are normally bright and cheerful people.
Their humor is very self deprecating and they like to cheer up their friends by being slightly
wacky and off kilter. They also tend to believe that their luck has a chance to be better than
average on any given day (and that day is always today). When a Herdazian acquires a new
skill or ability (such as learning how to juggle) they tend to show it off as often as they can
because they take pride in their accomplishments - this leads many Alethi to stereotype
Herdazians as being boastful.
14
Herdazian (with a look of disbelief on his face): "How about you get a giant one and you stand
on its shoulders? Or you can ride it around like a Chull? Then you wouldn't have to teach it to
say anything."
Alethi: "That's utterly ridiculous!"
Herdazian: "Hah! In comparison my first idea has got to sound like good advice now."
Conversation notes: Herdazians use the word Gancho instead of "Friend", "Pal", or "Buddy"
and they can shorten it to "Ganch". Also parrots have been found on the Reshi Isles, and peo-
ple know they can talk, but one of the only truly feathered avian comparisons they have for
them are chicken which originated from Shinovar, therefore no one outside of the Reshi Isles
knows or cares that the natives of the Reshi Isles call them parrots.
Examples:
Bad favor to ask for: "Our squad is always in the thick of battle and we lose a lot men, there's
no pay increase but we need a few extra soldiers, can you help your cousin out?"
Good favor to ask for: "Our squad has just been assigned as guards to a bright lord's manor
far from the front lines of war. It pays double what you're making, and we need a few extra
soldiers for such a large estate, can you help your cousin out?"
Racial Benefits: Extras and Wildcards alike start with their free Human edge and "The
Cousins Network" edge. Wildcards also start with a D6 in Spirit.
HORNEATER
Unkalaki or as they are referred to by others: "Horneaters". The Unkalaki received their com-
mon name "Horneaters" due to their ability to eat the hard shells of crustaceans.
They live on the tops of mountains called Horneater Peaks. They currently have no Shardplate
or Shardblades. They are one of several races on Roshar with Listener blood in their ancestry.
As a result, they have a higher tendency to not be affected by physical attractiveness than
other races without Listener ancestors. Furthermore, they seem to be able to faintly hear the
Rhythms, although it remains unclear whether they are able to distinguish them or attribute
them to certain feelings. Features that are often associated with Horneaters are pale skin, tall
stature and red hair.
Typical male facial hair: a beard style called humaka'aban, which is the pride of every Unkalaki
male. It is described as long sideburns that curve down to the chin. The chin itself and the
area around the lips are cleanly shaven.
15
Culture: A Horneater's occupation is determined at birth. First and second sons obtain food
(hunters and farmers), third sons are craftsmen, and fourth sons and after are warriors. If sib-
lings die, the younger ones advance in this order of professions, meaning a son that started
training as a warrior would be forced to abandon his career in order to become a craftsman if
his older brother died. This regulation reflects the social status of each type of profession in
the Horneater culture. Basic functions like gathering food are valued the most while profes-
sions related to warfare are seen as least important. Therefore a third son craftsman would
refuse to become a soldier because it would be "beneath him".
Women in their culture have the right to choose and generally fall into homemakers, crafts,
teachers, or warriors.
The Unkalaki are organised in clan-like social structures. The leaders of these clans are called
Nuatoma. The relatives of a Nuatoma serve him and act as his household. Nuatomas regularly
leave the Horneater homeland in attempts to win Shards in duels with Shardbearers. The first
Nuatoma who could win a Shardblade would become the king of the Unkalaki.
Religion: The Horneaters have three powerful gods they sought aid from: the Gods of the
waters, the Gods of the mountains and the Gods of the trees.
Typical sayings "There is too much air down here beneath the peaks, you are all air sick low-
landers."
Horneater names are often long run on sentences which translate to more common languages
into long sentences, therefore they often get nicknames such as "Rock", "Little Rock", "Song",
and "Morning Song" etc. for others to refer to them.
Racial Benefits: Even though Unkalaki are a human variant, besides the free edge, wildcards
start with a D6 Strength and a D6 vigor. NOTE: Extras choose which attribute bump to start
with because they only get one.
JAH KEVED
Jah Keved (pronounced "Yah Kah Ved") is one of the five Vorin Kingdoms on Roshar, situated
in the eastern half of the continent. Its capital is Vedenar. It is adjacent to Alethkar, Herdaz, Tu
Bayla (a country of nomadic people), Triax, and the Tarat Sea.
Jah Keved is believed to possess the most Shardblades of any of the Vorin Kingdoms except
for the Kingdom of Alethkar.
The people of Jah Keved have blue, green, and violet eyes (violet being the most common),
they are pale skinned and can have red hair (the Horneater Peaks are located within the Jah
Keved borders). Culturally they are like the Alethi and follow the same religious practices as
their fellow Vorin Kingdom. They even have their own ten highprinces with Highprince Valam
being the the most powerful Highprince.
16
SHINOVAR
The Shin, a race of humans on the world of Roshar, live far to the west, beyond the Misted
Mountains that break the torrent of the raging highstorms. Because of this, the part of the
world the Shinovar live in is a vastly different place, as the creatures there have not the need
to adapting to survival in the highstorms. The land they live in has been described as "Slow" or
"sluggish" compared to the rest of Roshar.
Physically, the Shin are smaller in stature, have rounder faces and a wide-eyed look that, to
outsiders, makes them appear to resemble young children.
Culture and Religion: The Shin live a relatively peaceful life, and by nature are very humble.
Because of this, soldiers are considered relatively low on their social ladder, with Farmers being
lavished like princes near the top.
The Shin believe stone to be sacred and that their soul is given to the stones upon their death,
where they continue to exist. They consider walking upon stones to be a heresy, and deroga-
torily refer to those who do as Stonewalkers. Similarly mining in stone is considered to be a
heresy. Because of this, metal is very valuable in Shin territory, with the Shin preferring
Soulcast metal above mined metal because of the inherent blasphemy in obtaining it. Shin
won't trade for fabrials apparently for religious reasons.
When it comes to trading, and as a result of their humble nature, haggling with the Shin usu-
ally involves both parties devaluing their wares to the other, until an agreement can be
reached.
Warriors are all looked down upon in Shin culture. To a Shin, since warriors exist only to
destroy, they are far below the farmers and craftsmen who live to create, and even merchants,
who trade in other's goods. All warriors are required to fully obey the person who holds their
oathstone, they require no explanation from their masters because they voluntarily place
themselves into a slave like state. The oathstone is not remarkable in any way other than iden-
tifying marks. As a rule, Shin warriors cannot be given away to outsiders though they can trav-
el the world on contract (where their oathstones are held by honorable Shin leaders who order
them to obey an outsider they trust). The rules regarding the trading of oathstones inside and
outside of Shinovar are unknown. What is known, however, is that any person who picks up a
weapon is required to take an oathstone and live the rest of their life as a warrior.
If an oathstone is lost or destroyed then the Shin must take another oathstone by washing
one in his blood (doing one wound). This blood must be spilled by swearing an oath to the
stone to obey the holder of the stone's wishes.
“Shin Truthless obey orders from a rock, okay not exactly from a rock, but
from whoever possesses that rock. They’re starving insane, I tell you.”
Only the Truthless are considered lower than warriors in the Shin culture. Truthless are normal-
ly traded away into the hands of a merchant (who acquires their oathstone) and then are
exiled from Shinovar. They are forced to live the life of a Shin warrior outside of country and
they must always have a master. They are not allowed to seek out or avoid any specific master
and they must freely share information about their servitude to any who asks (assuming that a
current master has not given contradictory orders).
17
The precise nature of the offense that makes one Truthless varies. The only two things that a
Truthless cannot be commanded to do are to end his own life and give up anything they pos-
sess which is seen as holy by the Shin such as a Shardblade. Truthless are permitted to walk
on stone which is good because the majority of Roshar's Eastern lands are covered in it.
Shin are known for raising and trading chickens, a species which originated in this region of
Roshar. They are also famous for their horses, and many varieties of fruit, such as strawber-
ries, can only grow in the soil of Shinovar.
Many Shin outside of Shinovar are warriors by training, rarely are there Truthless. Adventuring
Shin can be warriors which a brightlord has specifically requested a trade master acquire,
Truthless, wandering scholars, or healers. Wandering scholars and healers view picking up
weapons as taboo, but they aren't pacifists, many have hand to hand martial arts training to
some degree. Due to their humility they are almost always initially perceived as harmless.
Racial Penalty and Benefits: All Shin adventurers must take either Stone Walk or Truthless
as a Hindrance. Besides the free edge for being Human, all Shin adventurers start with a D6 in
an attribute of their choice. Wildcards get an additional 2 free skill points.
18
THAYLENAH
Thaylenah is an island nation separated from the Roshar mainland by Longbrows Straits.
Thaylen people are renowned tradesman, merchants and sailors.
Culture and
Appearance: Thaylen
men have stark white
beards and long white
eyebrows, regardless of
their age or the color of
their hair. Their eyebrows
grow very long and are
sometimes worn tucked
back behind their ears.
They can also be stylized
such as in a spikey fan
pattern above the eyes.
Thaylen women's eye-
brows are also white and
long; the wife of the book
merchant, Artmyrn, curls
hers to hang down the
side of her face like
bangs. Their skin color
ranges from dusky grey to
regular light tan.
Traditional merchant clothing consists of flat-topped conical caps, and vests. Starched robes
used to be more popular several years ago.
The dominant cultural tradition in Thaylenah is Alethi Vorinism. Thaylen women cover their
safehands, though more of them wear gloves for practicality or to keep up appearances.
The kingdom of Thaylenah has five Shardblades and three full suits of Shardplate.
Babsk is a title given to a Thaylen merchant who teaches another the skills of mercantile
enterprise in the form of an apprenticeship. During the apprenticeship, the Babsk retains the
same legal right as fathers, until such time as he decides the apprentice is ready to become a
merchant on his own. It's been hinted that some Babsk exploit this relationship.
Racial benefits: Thaylenish are Humans so besides their free starting edge for being Human
they also get the edge "Yalb of three Trades". Wildcards get 2 additional skill points.
19
2). Skill Changes:
Climbing and Swimming are now collected together under Athletics which is a Strength
based skill for attribute balance.
Healing: Healing (by use of the skill) any incapacitating wound is considered a 5 round dra-
matic task with each round lasting two minutes. The main roller (the healer) still takes penal-
ties equal to the wound modifiers of their patient but only on the fifth round (to add to the
dramatic part of this). Others can help "Mabek, start a fire. Pete get me a clean knife. We'll
have to cauterize this wound to staunch the blood flow. You two, hold him down."
Knowledge: Battle rolls are also used to determine the base difficulty number of Shardplate
wearers from discovering traps and dealing with siege weapons thrown against them. The GM
will have more information available.
Knowledge: Craft Art (& Craft Music) are useful for Lightweavers (Illusionists) - Art more
so than Music.
Edges: Arcane Background, Noble, Rich, Filthy Rich, Power Edges (New Power, Power Points,
Rapid Recharge, Soul Drain), Adept, Champion, Gadgeteer, Holy/Unholy Warrior, Mentalist,
Wizard, and Power Surge.
New Hindrances:
Abused Past (M): Whether it was from your parents or a lord or a slave master, your charac-
ter has some trauma they haven't quite dealt with. Pick a personality type that will trigger a
response in your character and pick a situation which will also trigger a response (examples:
"Personality trigger: Mean drunks, Situation trigger: Abusing slaves"). Pick a response of either
fight or flight (you may not change this choice later). Now when your character is presented
with either situation, make a Spirit roll to avoid your chosen response. If both triggers are
present then that Spirit roll is at a -2.
Devout (M): Most people from Roshar are normally religious (they burn prayer glyphs about
once a week or wear prayer glyphs sewn into their clothes or tied around their arms in strips
of cloth before important events), but your character burns prayer glyphs every day, and all
your clothing have prayers sewn into them. Your character loses roughly a quarter of their free
time to self inflicted religious duties and you lose roughly a quarter of your income from dona-
tions to the church and from upkeep on your clothing which is normally pristine and untat-
tered. During downtime between in game events your character will average about 75% of the
tasks which other characters would normally accomplish.
20
Fabrial Victim (m or M): Somehow you've had part of yourself transmutated and you've
never quite recovered. This could have been from having used a Fabrial for too many years,
having one horribly malfunction while using it, or someone used one against you. Your hair or
your skin or random parts of you could be something other than flesh that won't ever heal
back to being normal.
If this is in an area of the body which you can keep covered up then this is a minor hindrance,
else it's a major one. If your malady is noticed then people assume that you've been touched
by the Voidbringers (the ancient demonic entities of fire, smoke, and stone which kept trying
to wipe out mankind) and you suffer a -2 to your Charisma score as a result.
Fate's Tool (M): Your character either went on a journey to the see the Ancient Spren known
as the Nightwatcher (who is said to be of the Old Magic and who can grant wishes for a price)
or your character's mother did while she was pregnant with you.
If you did go to the Nightwatcher then chances are you don't remember the deal for she rarely
leaves one with the memory of meeting her. There are even hints in folklore and stories that
tell of pregnant women who went looking for her and never remembered finding her, they
lived ordinary lives but the child who they carried had differences to them which enabled them
to succeed where regular folk would not. The Nightwatcher always grants a curse with her
boon and people say the curse and boon are private.
Select one of the following as your boon: A +1 insight permanent bonus to any one skill, the
ability to always treat double 1's as normal failures, or gain a +1 to resist the strongest
"attack" of the strongest enemy Wildcard in any given situation (if the Wildcard's strongest
attack deals physical damage then you would temporarily gain a +1 Toughness, if the Wildcard
in question uses Tests of Wills then you get a +1 bonus for that, etc.).
Your curse: The Gamemaster may drop visions, other signs and messages, or situations on
your character giving him an important task to attempt once per game session (or important
knowledge that you must seek to understand). If your character chooses to ignore the signs
that Fate needs you to attempt something then you must fork over a Benny, you suffer a -1 to
all your rolls as a distraction penalty, and you lose access to your boon until you attempt the
task in question.
“It is possible to have visited the Nightwatcher without taking this Hindrance,
but that can be a roleplaying thing to represent your other Edges and
Hindrances, etc.”
Heretic (m or M): Your religious views aren't popular with what is expected with "your peo-
ple". This is a minor hindrance if you normally keep your views to yourself (if known then the
common people won't start with a base reaction to your character higher than 'neutral'), this
becomes a major hindrance if you shove them into other people's faces (normally lowers their
base reaction to 'uncooperative' towards your character).
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Shash Brand (M): This is a brand which can be given to slaves or prisoners and is always
placed on the forehead. This brand marks the individual as dangerous so if your character has
one he gets a +1 to Intimidation checks, but he's often targeted by the biggest and baddest
or the most numbers of combatants in a brawl. Your character is also subjected to certain prej-
udices and is often looked at first for various reasons (you're in a bar and some brightlord
sends his men in to press gang him some more recruits for his local militia- congratulations
they want you).
Slave Brand (m or M): Not all slaves get brands. Branded slaves are those who've pissed off
a lord or are deserters or are unrepentant criminals or criminals of a repeat nature, no matter
the real reason most slave brands mark someone as a deserter (because a pissed off lord
doesn't want to appear petty to other lords, and criminals are hard to sell as slaves). This is a
minor hindrance if your character has papers which state that he is no longer a slave (as in
someone has either bought or just given his release) otherwise this is a major hindrance. This
brand is always placed on the forehead.
Superstitious (m): Your character either has a lucky charm which they'd like to keep with
them at all times or a special routine they must do every day (which could involve either a lot
of time or some object that could be taken away from the character). If your character is ever
in a situation where either the routine hadn't been performed in over a day or the lucky charm
is missing then your character must succeed in a Spirit Roll or take a -1 penalty to all actions
due to being distracted. Getting a raise on this roll means that either your character has real-
ized something else is also lucky for him or there must have been extra luck from the last time
they performed their lucky routine.
New Edges:
“Upon achieving Seasoned rank a player gets for free either Arcane
Awakening: Surgebinder (if they qualify for it) OR they gain any one
Edge while ignoring the rank requirement and can halve the skill level
requirement (so X at D12 becomes X at D6) for that Edge (and the Edge
must fit with the character's history and development) - they may not
choose both. This is automatic and part of the two-fisted pulp feel of the
world and gives balance to players who don't want powers.”
22
Arcane Awakening: Surgebinder
Requirements: Seasoned, must have demonstrated an attribute from the "Divine Attributes
of the Orders"* from the Magic section through roleplaying, the Nehal Bond Edge, and they
must have encountered, spoken the first ideal (see world knowledge below) as an oath (also
through roleplaying and NPCs who are aided by adherence to the ideals by the player will pro-
vide the words to the first ideal), Wildcard.
Description: There are ten surges or forces of nature that rule reality in Roshar. A
Surgebinder can manipulate two of them (which two are dependent upon which Order of the
Knights Radiants the player selects. NOTE: a player may select to become something such as a
Windrunner but that doesn't necessarily mean they are in a group of other Windrunners.).
Spren companions also come with their own abilities, but violating one's oath pact with their
Spren kills their Spren and removes all special Arcane Abilities granted by that bond.
Benefits: Pick a Knights Radiants Order - you now have access to its two surges at the first
tier. You also gain the powers (spells) of Succor, Healing, and Greater Healing, but they may
only affect you. Your number of Power Points you may hold within you (the amount of
Stormlight you may contain at any moment) is your Spirit Die Type + 2
23
Arcane Awakening: Surgebinder 5th Ideal
Requirements: Arcane Awakening Surgebinder 4th Ideal.
Benefits: Your character has sworn the 5th Ideal and now gains the Edges: Giant Killer and
Quick. If your character already had the Quick Edge then you redraw until you get higher than
an Eight. All Power Point Costs to use your abilities are reduced by 1.
Archery Savant
Requirements: Seasoned, Shooting or Throwing at a D8, Wildcard
Benefit: You may increase the rate of fire for any bow, blowgun or thrown weapon you use by
one provided that your skill to use it is at least a D8.
Courageous Leadership
Requirements: Command, Wildcard
Benefit: You may choose to take the damage meant for an allied Extra under your command
(you take a single wound and save a life) as long as you can put yourself in between the
attack and your allied Extra.
Distance Master
Requirements: Seasoned, Shooting or Throwing at a D8, Notice at a D6, Wildcard
Benefit: You may increase the base range for any bow, blowgun or thrown weapon you use
by your Notice Die Type provided that your skill to use it is at least a D8 (so if you have a
Notice Skill of D6 then a bow's range in your hands becomes 18/36/72 instead of 12/24/48).
24
I Am Legend
Requirements: Legendary, Wildcard
Benefit: Once per Session you may spend a Benny and have your character state or portray
the equivalent of "What's my name?" all opponents whether on the battlefield or in political
discussions suffer a -2 to act directly against you for their next action. This can turn the tides
in mass battles and disrupt political plans on large scales. This does not affect other “Legends”.
This may be taken multiple times but it may not be used more than once per battle or scene.
Kammar Practitioner
Requirements: Novice, Martial Arts, Fighting at a D8, Shin or have either convinced a Shin to
instruct you or have travelled with and watched a Shin practitioner for months.
Benefit: Kammar is an ancient martial art which uses only the hands. It was meant as a less
deadly form of fighting, focused on grabbing enemies and using their weight against them.
This can be combined with Sweep and other abilities which grant extra attacks. A Kammar
user can either call for non-lethal damage or call for repositioning their opponent (an opponent
may be moved up to half the Kammar User's Fighting Die Type in feet away from them). When
rolling for Damage the Kammar Practitioner uses the higher of either his or his opponent's
strength and adds +2 to the damage total. NOTE: The damage from Kammar is always non-
lethal, but the damage from being tossed into fire pit or off a bridge is a different matter.
Being tossed off of something gives the victim an Agility roll to avoid falling.
Lighteyed
Requirements: Novice
Benefit: Your character has a light shade of color for your eyes and is therefore considered to
be nobility for most of the known world. See the description under World Knowledge below.
Nehal Bond
Requirements: Novice, Spirit D6
Benefit: Your character has befriended a semi-intelligent Spren (normally Spren are non-intel-
ligent and trying to interact with them is an exercise in futility; a fact learned by most chil-
dren.) and bonded it. This is a requirement for Arcane Awakening: Surgebinder. The Spren
grows in intelligence the longer it hangs out with you (but will never surpass your character's
intellect). They often offer insight and specialized knowledge depending upon what type of
Spren bonds with your character (which depends upon which order of the Knights Radiants
powers you're looking to get. Your Spren can affect the physical world for you (at this point) in
minor ways. Spren are normally either invisible to most others or decent at hiding and they
make decent spies. There are 10 types of Spren who grant the Nehal Bond and they are:
25
Cryptics (Lightweavers) take the shape of a constantly shifting com-
plex geometric pattern which is slightly raised off of a surface or object.
They are great at spotting patterns and grant a +2 bonus on things with
patterns (like tracking foot prints, or deciphering old languages etc.).
Cryptics can also open some locks for their Human (because the locking
mechanism might contain patterns) and are treated as having a D6 lock-
picking skill.
26
Lightspren (Willshapers) appear in the physical realm similar to
Honorspren but their coloration is an illuminated coppery bronze instead
of a whitish blue coloration and the Human form they take resembles
clockwork looking Shin. Lightspren can shed light or lower light in an area
and are therefore treated as having the Light/Obscure Spell from page
133 of the SW Deluxe Explorer's Edition. They have a D6 skill to use it.
They can use the Light side of it at will, but the obscure side fatigues
them every time it is used. The Fatigue penalty is shared with the
Human's ability to Surgebind (cast their spells/effects).
The Downsides to having a Nahel Bond are: In Most Era's possessing a Nahel Bond means
that at some point a being claiming to be a Herald (considered a God) and his followers will
become your Enemy (M). It isn't personal, they just believe that if they kill Surgebinders then
the realm of Spren will seek balance and not shed Voidspren out into the world (the evil Spren
which bring about Voidbringers and Desolations). In other Eras you will get a different enemy.
“Yeah I call him Darkness and he’s tried to kill me a few times. He also has a
sick creature which can drain your power so you can’t turn on your awesome-
ness. He carries a starving Shardblade to boot, and he has minions.”
Also those who possess Nahel Bonds won't use regular Shardblades as they hear a screaming
voice every time they try (regular Shardblades are dead Spren locked in their own cycles of
Damnation). Wearing regular Shardplate temporarily cuts off the bond and all bonuses granted
by the bond. Those with this bond have to be careful to never violate or break their oaths
(sworn ideals) or else they may kill their Spren which will make them lose access to everything
a Nahel bond gives them. Other Spren will not form a bond with a Human who has killed
another Spren in this manner.
27
Ryshadium Mount
Requirements: Legendary, Wildcard
Benefit: Most horses on Roshar (there aren't many) are poor withered things (they have the
stats of Mules on page 161 of the SW Deluxe Explorer's Edition. The expensive horses (stats
as Riding Horses see page 160) come from Shinovar. The rare horses are Ryshadiums and they
choose their riders to bond with. Ryshadiums are intelligent War Horses (stats see page 160
but change the Smarts and Spirit to D8, give them Athletics at D6, the Edges: First Strike and
Hard to Kill and make them Wildcards). Congratulations you have a mount which functions like
a sidekick during battle (see the Sidekick Edge on page 46).
Student of Battles
Requirements: Command, Knowledge: Battles at a D6
Benefit: Through use of formations, and reading the enemy's strengths and weaknesses you
may give any allied Extras under your command +1 to their Parry Totals.
Student of My Enemy
Requirements: Seasoned, Fighting at a D8, Notice at a D6, Wildcard
Benefit: If you spend an action to study your opponent (while they are engaged in combat)
you gain a +1 to your Fighting and to your Parry against that opponent for at least a round.
On subsequent rounds your opponent may make a free opposed Smarts roll versus your
Fighting to effectively switch up their style (such as their footwork and their timing) to negate
your bonus.
NOTES: This is very effective against squads of Extras as they are typically taught to fight how
their Sergeants have trained them and so they share the same style. So Individual Wildcards
need their own rolls, but groups of Extras tend to fight the same. Also this is very effective if
your character duels in tournaments and you have a chance to study your opponents before-
hand.
28
Currency on Roshar is based on spheres; little glass beads embedded with gemstones of vari-
ous sizes. Spheres all come in a standard size, but it is the size and type of the gemstone at
the center of each which determines its denomination.
Spheres are glass beads, a little larger than a person's thumbnail with a much smaller gem-
stone set within its center. The gemstones are able to absorb Stormlight (by hanging them
outside in metal and locked baskets during Highstorms - the buckets are locked inside of metal
cages), which makes the spheres glow. Most spheres are also flattened on one side, to keep
them from rolling away when set down. Glowing spheres are useful for light and powering
magic items. Glowing spheres are prized more than dun ones (ones where the stormlight has
been used or drained out of them) because it is impossible to counterfeit glowing spheres.
The size of a gemstone and its type greatly influence its value; the larger the stone, the more
Stormlight it can gather and the more powerful its effects will be. Different types of fabrials
require different types of gemstones. For example, emeralds are most valuable, since they can
be used by Soulcasters to create food.
Stormlight can be measured in chips; gemstones are precisely weighed before being encased
in glass. Uncut gems hold less Stormlight than cut gems.
Spheres which run out of Stormlight are called dun spheres. Infused spheres are not worth
any more than dun spheres, though sometimes dun spheres are suspect because it is more
difficult to see the gemstone inside them, and sometimes a moneylender would have to be
brought in to judge the authenticity of a gemstone.
The size of a gemstone inside a sphere determines its denomination. Gemstones come in three
denominations: chips, marks and broams. There are five chips to a mark, and four marks to a
broam.
A broam provides the light of several candles, a mark provides light a little less than a candle,
and a single chip provides a faint light equivalent to half a candle.
29
The lowest denomination of money is the Clear Chip or Diamond Chip and it is the equivalent
of a single dollar. A typical sailor earns 1 fire mark a week (about 50 dollars).
Note: A regular sized pouch of Chips holds a single Power Point, a pouch of Marks holds Three
and a pouch of Broams holds Five. City lights hold an average of two Power Points each. NOTE
Gemstones used in Fabrials are different with better overall quality so they can hold more.
30
The Following are specific rules for Savage Stormlight:
Destroying Shardplate: Since this setting involves mystical suits of armor called Shardplate
which would be considered Powered Armor by modern technology (and this is a medieval tech
level world) warriors in battle will sometimes choose to shatter sections from those suits of
armor instead of trying to do damage. This tactic is normally used to make things easier on
their allies (a Shardplate wearer who has had his leg armor shattered cannot walk on that leg).
Whenever someone targets a section of Shardplate they have the option to attempt to shatter
the section they targeted (or remove it) instead of damaging their opponent. They must
declare this intention before rolling their attack. If the attack hits they make their damage roll
as normal and if they score a raise over the Shardplate's armor value (typically 8 versus non-
Shardblades) they shatter the armor there instead. The exception to this are the breast and
back plates (main body) targeting either one in this fashion and succeeding shatters one of the
five gemstones which power it instead.
“Armor can't soak wounds and any weapon with AP versus rigid armor gets
to apply their AP bonus twice against Shardplate, which is storming neat! Also
going against Shardplate’s Toughness is a bit easier than going against the
Toughness of both the Shardplate wearer and the armor at the same time.”
Go For The Eyes: By taking a -6 to the attack roll it is possible to strike an armored oppo-
nent (even one wearing Shardplate) through the eyeslits in their armor. This bypasses armor
and gives a +4 to the damage roll.
Extra Carnage: An extra may be taken out of a fight by succeeding in a raise on an attack.
Starting at seasoned and for every rank thereafter a Wild Card gains a +1 bonus for this.
31
Devices a.k.a. Fabrials:
Modern magic is handled through the use of trapping Spren (spirits) into devices which are
called Fabrials. Though Fabrials have many uses their abilities are normally fixed and locked to
do one specific thing of limited versatility (such as a heating Fabrial which replaces fires in fire-
places because they don't produce smoke and sometimes things to burn are hard to come by).
However since this is the magic section, we will discuss...
SOULCASTING FABRIALS
Soulcasting transforms any material into another material with the exception of producing
gemstones. Smokestones can transform items into smoke, rubies can change things into fire,
diamonds can turn things into glass, etc. The costliest of gemstones on Roshar are emeralds
because they can turn matter into food and are therefore useful for armies on the march and
most of the eastern rock lands where food is hardest to farm.
“For this section the word Soulcaster is meant for the Fabrial and the Fabrial user. May
Damnation take the authors who wrote this section because they don’t make
any starving sense! I’ll try my best to sum things up for you.”
Users of Soulcasting fabrials use Stormlight from one or more of ten different
types of gemstones. Once upon a time all fabrials were considered holy objects, currently
Kingdoms like Shinovar still consider them holy. Which means most fabrials are normally in the
possession of the local or regional monarch and are controlled or used directly by the Ardentia
(Vorin Priests) - this is specifically true for Soulcasting fabrials. Soulcasting is still considered
sacred to the Alethi and so normally only the Ardents are permitted to use Soulcasting
Fabrials.
The number of objects a Soulcaster can transform varies, though most are attuned to a single
essence. It is not the number of gemstones a fabrial has which determines the essences which
one could change things into - it is the number of different types of gemstones which deter-
mines this. Though even the most powerful Soulcaster Fabrial only has three different types of
gemstones.
Soulcasting with a fabrial requires the user to be in physical contact with the object they wish
to transform. Soulcasters with the access to the same essences can work together to Soulcast
objects of greater size.
“Blah, blah, blah. If I had to listen to someone read these words I’d hang
myself. Anyways, if you aint a priest of some kind and you use a Soulcaster
then prepare to be glared at by them priests. This is especially fun if you’re
also a heretic.
“Soulcasters can use up to ten different types of gems to make stuff change
and they need to have been built with the proper gem to do specific things so
a food maker could never Soulcast something into a building.”
32
“A Soulcaster requires touching to work so be careful of punchy guys who have
them. Soulcasters can also team up like an orphanage beat down to change
bigger things. Normal ones have one color of gemstones while the strongest
ones have three.”
It is technically possible to transform anything into almost anything else (except one cannot
make gemstones), but transforming something into the pure form of an Essence is the easiest
to accomplish, while transforming the object into something unfamiliar is a lot harder.
Soulcasting normally requires the corresponding gemstone for the Essence to transform into,
so Soulcasting something into blood or another liquid, for example, requires an infused garnet.
Draining the Stormlight from the gemstone or pushing the limit of the fabrial's abilities can
sometimes shatter the gemstone(s); the larger the gemstone the less likely it is for that to
happen. The object's mass is conserved through the Soulcasting process.
“A Soulcaster has an easier time doing simple changes (-1 to the difficulty) and
it needs to change an entire object to do any change at all. And you can’t just
Soulcast and make more gemstones. And specific gems are required to do spe-
cific things. Abuse the Soulcaster and it might break one of the gems in it.”
The long-term use of a Soulcaster appears to slowly transform the user into the essence they
frequently transform things into. Some of the the ardents who utilize these devices develop
crystalline eyes and stone-like skin with cracks. There may also be effects on the user's per-
sonality, but this may be due to the way many nations utilize their Soulcasters. At least one
ardent appears to have turned completely into smoke with the object she was transforming.
She had already started to change in places, having progressed to the point where she had a
hole in her cheek that leaked smoke, Her hair and ears also had started to transform, with sin-
gle ribbons of smoke coming off each finger.
STORMLIGHT
Stormlight is what powers Fabrials and other magic in this world. It is gathered and collected
and trapped in gemstones. It is renewed with each Highstorm, but there are two Seasons of
the year when there are no Highstorms. The Weeping (is the only really consistent season and
it is used to measure ages as it happens once a year and it lasts for 4 weeks) and Midpeace
(which also lasts about 4 weeks but the month it falls in varies). The Weeping marks the end
of the year and Midpeace is the middle. Stormlight naturally fades from Gems within a week.
Highstorms (said to be part of an ancient God-like Spren called the Stormfather) happen
every 2D4+2 days and last for 1D4+1 hours in an area before moving on. They traverse the
entire continent of Roshar from east to west and gradually subside as they progress westward.
The eastern most lands have the hardiest creatures and plants because of the highstorms.
Purelakers, located in the center of the continent, experience weakened storms; Shinovar in
the west only get light rains without stormlight due to the added protection of the Misted
Mountains which lie to their east.
The life of a highstorm can be broken down into two stages. The first stage is the most dan-
gerous part of a highstorm: the stormwall. A massive wave of water, reaching several hundred
feet in height, casts dirt and debris high into the air; occasional gusts can pick up and toss
33
large objects (such as boulders), hurling them hundreds of feet. As the storm passes by, it
gradually grows weaker. The trailing end, or second stage, called the riddens, is simply a light,
quiet rainfall (and is always the last hour of the Highstorm).
The weathering winds leave behind crumbling cliffs and jagged edges in rock formations;
unprepared or ill-placed towns and cities can be devastated by a single storm. The seemingly
desolate landscape comes to life during the riddens when plants and animals come out of hid-
ing to soak up the water and precious nutrients left behind by the storm. This gives an inter-
esting insight into Roshar's plant life and creatures, which have adapted in order to not only
withstand, but also thrive on the effects of the highstorm.
By rounds:
At the start of each round draw a card if that card is clubs then your additonal
damage is a D4. A diamond gives a D4+1. A Heart gives a D6. A spade gives a
D6+1. A joker gives no additional damage. Add the additional damage to 2D6
and that is how much a character has to attempt to soak each round.
SURGEBINDING
A Surgebinder can manipulate ten fundamental forces known as Surges by infusing objects or
beings with Stormlight. Each Surgebinder has access to two of the Surges. Surgebinding may
be believed to be lost talents and pure myth at the start of any given campaign (depending
upon the timeline).
Unless otherwise stated: The base cost of a power is 2 Power Points and
the base duration of a power is 3/1 per round. The maximum range is Touch.
Note: Power Points (also called Investiture Points) are provided by Stormlight. Only surge
binders can pull in Investiture from Stormlight (by breathing it in) and even then they can only
hold onto it for so long. Stormlight will slowly drift away from the skin in glowing vapors of
mist and it will drift away in large bursts through speaking or breathing.
“You can hold onto it for a number of rounds equal to your Vigor Die Type + 2
or half of that if they are talking. Yes if you don’t flap your gums you won’t
need to breath and you won’t suffer fatigue while holding Stormlight.
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A Surgebinder can hold a total number of Investiture (Power Points) within them equal to their
Spirit Die Type +2, and can inhale 2 points per round as a free action (provided there is either
stored Stormlight available - such as their own coin pouch - or the Surgebinder is in a High
Storm). By spending an action a Surgebinder can inhale 1D6+1 points of Stormlight instead. If
Stormlight isn't at hand but nearby, a Surgebinder can inhale 1D4 points of Stormlight per
round from objects within a range equal to their Spirit Die Type as long as the Stormlight is
visible (so they can't drain any from people's closed pouches).
“This will be on your character sheet so you don't have to remember this or
write it down.”
“You just have to find a Spren which likes you and then trap it with words -
they call it swearing ideals or whatever. You’ll be trapped by those words too,
but once you do you gain two of the ten powers which reality lies upon.”
Once the bond is established, the spren is pulled into the Physical Realm, although they retain
very little of their intelligence and memories and act very much like the lesser spren until the
bond grows stronger. The strengthening of the bond is accomplished by the Surgebinder con-
tinuing to act in line with the attributes that attracted the spren in the first place, and swearing
oaths that are related to those attributes once they are ready. As the bond grows stronger, the
spren regain their sapience, and the effectiveness of the Stormlight for the Surgebinder
increases. Once the bond is at sufficient strength, the spren can manifest as a Shardblade, and
the eye color of the Surgebinder changes into the color their spren is associated with.
“Your Spren starts off pretty dumb but the more you stick with those ideals
and the more ideals you two can agree upon the better your Spren gets. It
can eventually form into living Shard weapons. It’ll also change your eye color
as well but that only lasts a few hours after you use your awesomeness.”
If the Surgebinder acts in a manner conflicting with their oaths, the bond grows weaker until,
eventually, the spren "dies". A dead Spren isn’t truly dead but instead is trapped in a cycle of
agony by having a significant portion of its consciousness ripped out of it, and the bondmate
loses their Surgebinding powers. If the bond "breaks" while the Spren is in Shardblade form,
the Shardblade becomes a typical Shardblade. If the Human dies without betraying his oaths
then this is a very traumatic event for the spren, causing them to go back to Shadesmar and
then fall into a deep millenium long sleep.
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DIVINE ATTRIBUTES OF THE ORDERS
Windrunners
Surges: Adhesion/Gravitation
Surge Power Examples: Sticking things together/Changing Gravitational
pulls for Wall-walking or Flying
Primary/Secondary Divine Attributes: Protecting/Leading & Just/Confident
Skybreakers
Surges: Gravitation/Division
Surge Power Examples: Changing Gravitational pulls for Wall-walking or
Flying/Blast, Bolt, Burst
Primary/Secondary Divine Attributes: Just/Confident & Brave/Obedient
Dustbringers
Surges: Division/Abrasion
Surge Power Examples: Blast, Bolt, Burst/Becoming Frictionless and Fast,
Slowing Others
Primary/Secondary Divine Attributes: Brave/Obedient & Loving/Healing
Edgedancers
Surges: Abrasion/Progression
Surge Power Examples: Becoming Frictionless and Fast, Slowing Others/Succor
(full use), Healing (full use), Greater Healing (full use)
Primary/Secondary Divine Attributes: Loving/Healing & Learned/Giving
Truthwatchers
Surges: Progression/Illumination
Surge Power Examples: Succor (full use), Healing (full use), Greater Healing
(full use)/Audible and Visual Illusions
Primary/Secondary Divine Attributes: Learned/Giving & Creative/Honest
Lightweavers
Surges: Illumination/Transformation
Surge Power Examples: Audible and Visual Illusions/Changing an Objects
base material (Soulcasting)
Primary/Secondary Divine Attributes: Creative/Honest & Wise/Careful
Elsecallers
Surges: Transformation/Transportation
Surge Power Examples: Changing an Objects base material
(Soulcasting)/Teleportation and Dimensional Journeys
Primary/Secondary Divine Attributes: Wise/Careful & Resolute/Builder
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Willshapers
Surges: Transportation/Cohesion
Surge Power Examples: Teleportation and Dimensional Journeys/
Intangibility of Objects and People
Primary/Secondary Divine Attributes: Resolute/Builder & Dependable/
Resourceful
Stonewarden
Surges: Cohesion/Tension
Surge Power Examples: Intangibility of Objects. People. Armor and Barriers
Primary/Secondary Divine Attributes: Dependable/Resourceful &
Pious/Guiding
Bondsmiths
Surges: Tension/Adhesion
Surge Power Examples: Mending Objects, Armor/Sticking things together,
Speak Languages
Primary/Secondary Divine Attributes: Pious/Guiding & Protecting/Leading
Surge Ability Descriptions will have a numbered list section. Upon swearing the first ideal
and gaining use of the appropriate two surges (per the order the PC most embodies or wishes
to embody) They gain access to the abilities at the rank 1 tier. A second sworn ideal (and an
Edge Advancement) will give them access to the second tier and their Spren will be capable of
turning into living Shardweapons, the third sworn ideal gives them access to the third tier and
will double the number amount of Stormlight they can hold within them. There is a fourth ideal
which provides them with the ability to summon living Shardplate. The first ideal of every
order is the same, the rest are not.
“Like I’m a starving Edgedancer! That means my powers are Abrasion and
Progression so I only have to worry about learning about those two surges.
With my First Ideal I became Awesome, with my Second Ideal I became way
Awesome and Wyndle could become a shiny silverish staff in my hands.”
On your character Sheet list your Tier 1 Powers from your two Surges. If you have the 2nd
Ideal then you can list the Tier 2 Powers from those same Surges. Likewise with the 3rd Ideal.
37
The surges are:
ADHESION
The surge of Adhesion can be manipulated to bind things together. The two orders of Knights
Radiant with access to this surge are the Bondsmiths and the Windrunners.
Full Lashing: This ability creates an extremely powerful temporary bond between two
objects. To use this ability, the Surgebinder infuses a surface with Stormlight, after which any
object or person that comes in contact with the surface will be bound to it. Full Lashing does
not necessarily require skin contact; surfaces can be infused by "spraying" the Stormlight onto
them. Most objects would break apart themselves before the bond holding them would. The
duration of this bond is determined by the amount of Stormlight infused. The bond also
attracts bindspren.
2). Area Sticking: For three points the Stormlight may be sprayed forth from an open hand
or foot onto a SBT whose center is 4" away (range of 4") and for four points you can make it
a MBT whose center is 5" away.
Use of Adhesion in a Burst Template means everything tends to stick together: Arrows will fire
with difficulty or won't fire at all (on a raise) because they are stuck to bows and archer fin-
gers, people stuck to the ground etc. etc. A Surgebinder rolls their Spirit to hit the area.
Since this is a burst template, any who wish to avoid becoming stuck may dive out of the way
of the swirling Stormlight by making an Agility Roll at -2. NOTE: Bonuses to evade from
Acrobat and Dodge do apply.
3). Mass Area Sticking: For four Power Points a LBT can be used or if a smaller Burst
Template is chosen, then the Surgebinder may add +2 to their final result instead.
NOTE: Lashing is a term used by surge binders which means tying or bringing things together.
Spiritual Adhesion: Adhesion can be used by a Bondsmith to establish a Connection to some-
one in order to speak their language. Windrunners can't use Adhesion in this fashion. This
power is identical to Speak Language on page 136 of SW Deluxe Explorer's Edition.
Bondsmith's are always bound to Greater Spren and therefore they have more responsibilities
but also get a few extra perks. Bondsmith's get this upon swearing the first ideal.
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GRAVITATION
The surge of Gravitation can be manipulated to change the direction and strength of an
object's gravitational attraction. The two orders of Knights Radiant with access to this surge
are the Windrunners and the Skybreakers.
You may set something or someone else flying off in a direction away from you (at a target
such as the skies above the clouds) and it becomes uncontrolled flight - the recipient of an
uncontrolled flight heads straight to the intended target until the Stormlight runs out. Doing
this requires that you touch the recipient of your flight powers. You can make things ram tar-
gets by making them “fall” quickly into things (including the ground which adds an additional 1
to 3D6 damge to the total) someone may roll their Spirit (contested roll) to avoid the
Stormlight from taking affect.
Doing partial flying effects such as becoming weightless only uses 1 Power Point.
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Basic Lashing: This ability shifts an object's or being's gravitational bond to the planet below
by temporarily linking it to something or even some direction.
DIVISION
The surge of Division can be used to have power over destruction and decay. The two orders
of Knights Radiant with access to this surge are the Dustbringers and the Skybreakers.
Decay: Using the Surge of Division, the Surgebinder can touch an object and cause it to burn,
turn to dust, or decay in other ways. The Surgebinder can exercise significant control, such as
to burn a pattern into a piece of wood. It can also be used on people.
Versus people a Division user may spend between two to three power points and make an
unarmed attack roll (touch), with a success the damage dealt is 2D6 + 1D4 for two points or
3D6 for three points, raises do add the regular D6 damage.
2). Bolt and Burst from pages 126 and 127 of the SW Deluxe Explorer's Edition.
3). Blast and Damage Field from pages 126 and 128 of the SW Deluxe Explorer's Edition.
ABRASION
The surge of Abrasion can alter the frictional force between two surfaces. The two orders of
Knights Radiant with access to this surge are the Dustbringers and the Edgedancers.
1). Slicking
Power Points: 2
Range: Touch
Duration: 3/1
This ability allows the Surgebinder to make “This is the awesomeness of
their body and clothing frictionless. They can being able to grab things and run
choose which parts of the body are affected away with them. Especially if you
and which parts are not. combine this with the Sticking
Things ability.
For example, the bottom of the feet can be
infused so that they’ll glide over any surface “If you slide around on your
without losing momentum until the ability is knees you get a +1 on your
suspended. This makes them unable to be Agility checks to avoid smashing
grappled and doubles their base pace and into things.
their run die. In crowded or treacherous ter-
rain this does require an Agility check to pre- “To force someone else to get
vent falling and crashing into things. They slick you have to touch them
can also make a single man sized or lower then they resist with their Spirit.”
object or person slick as well by a touch.
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1). Sticking
Power Points: 2
Range: Touch
Duration: 3/1
Against people this works like the Slow spell on page 135 of the SW Deluxe Explorer's Edition
(single target only), but has a range of touch and is considered an unarmed attack roll. This
increases the friction to the point that people find movement difficult and uncomfortable. This
can also be used to reduce the speed of objects such as carts, sleds, and boats by 2 or halve
their speeds with a raise.
2). Area of Effect By spending twice the Power Points a Surgebinder wielding Abrasion can
effect an area of up to a medium burst template centered on their touch.
Since this is a burst template, any who wish to avoid becoming slick or sticky may dive out of
the way of the swirling Stormlight by making an Agility Roll at -2. NOTE: Bonuses to evade
from Acrobat and Dodge do apply.
3). Edgedancing
Power Points: 2
Range: Touch
Duration: 3/1
This allows the Surgebinder to manipulate friction along edges such as a tightrope's width (so
that feet couldn't slip sideways off of it), but decrease the friction along its length so that any-
body could glide across it as long as they could keep at least one body part touching that edge
on each round. Note: the traditional Cultivationspren from the Nahel Bond can form them-
selves into a tightrope and attach themselves practically anywhere (range of Surgebinder's
Smart Die with a length equal to the Spren’s Spirit Die Type in map inches).
“Told ya, I’m starving Awesome! Checkout the two bonus thingies you can do
below. Now combine Whirlwind Offense with slicking everybody around you
so the next time you act against them you just push them all away from you.”
Edgedancing also grants Whirlwind Offense: Once per round (instead of gliding across an
edge) The Surgebinder can spend two Power Points to gain the use of the edge Sweep (or the
Improved version if they already have it) by being able to effortlessly spin around and around.
They may not combine this with Whirlwind Defense.
And it also grants Whirlwind Defense: Once per round (instead of gliding across an edge)
They can spend two Power Points to move in such a manner that attackers must subtract 2
from all their fighting or shooting rolls against the Edgedancer. They may not combine this
with Whirlwind Offense.
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PROGRESSION
The surge of Progression affects the growth and healing of organisms. The two orders of
Knights Radiant with access to this surge are the Edgedancers and the Truthwatchers.
1). Growth
Power Points: 1, 2, or 3
Range: Touch
Duration: Instant
This ability accelerates organic growth to tremendous speeds so that in seconds it will become
fully developed. This power only affects living organisms whose racial maximum Smarts die is
D4 or less (as smarter things have too complex of a cognitive makeup), and it only affects
creatures and plants up to man sized or smaller. Stormlight cost is based off the fully devel-
oped form: 1 power point for anything under the size of a large axehound (dog), 2 for sizes
between that and a Human. Human sized is three (see the toughness modifiers chart for com-
parative sizes on page 155 of the SW Deluxe Explorer's Edition).
Regrowth: This ability heals the damage done to the body and the soul of a person without
scarring. The flesh, muscle, or bones can be completely regrown rapidly. The body can be
refreshed and rid of fatigue. The Surgebinder can even reverse death with Regrowth (the
power must be initiated on the same round or following round); a body that has bled out or a
soul that has been severed with a Shardblade can be healed with Regrowth and continue to
function as if it has never been damaged. However, once the soul leaves the body and reaches
the afterlife, it is impossible for the Surgebinder to revive the person.
This works as Succor, Healing, and Greater Healing (though it requires 1D6 rounds of time)
respectively. Note: All Knight Radiants can heal themselves as if they had FULL Regrowth as
part of their base powers, but only two orders of the Knight Radiants actually possess true
Regrowth (so they may use it on others). It is also important to note that one cannot use
Regrowth to heal their own death.
ILLUMINATION
The manipulation of this surge creates auditory and visual illusions. The two orders of Knights
Radiant with access to this surge are the Lightweavers and the Truthwatchers.
Lightweaving: This creates visual and auditory illusions. The illusion requires a mental pictur-
ing of the intended creation and for the Surgebinder to breathe out a cloud of Stormlight
which changes into the illusion. This requires a constant source of power so the glowing effect
from using Stormlight doesn’t happen because the illusion feeds off of it. Unless one intention-
ally dissmisses the illusion, it will stay active until the Stormlight runs out or leaves the proxim-
ity of the illusion. The illusion has no substance to it, and it temporarily fuzzes to Stormlight
while being touched. Light doesn’t pass through the illusion so in order to see through it, peep
holes must be made with the illusion.
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1). Disguise
This is as the Disguise spell on page 129 of the SW Deluxe Explorer's Edition, except the TN to
see through an illusion if given reason to disbelieve it is equal to the illusionist's Knowledge:
Craft Art roll which is rolled to form the Disguise). Unless dismissed the disguise will keep
draining Stormlight until the Stormlight runs out.
3). Gemstone bound illusions and mass illusions: Gemstone (infused with Stormlight)
bound illusions gives one the ability to walk away from them. Walking away from an illusion
means you've walked away from whoever's gemstone that you put an illusion on. The initial
Stormlight energy for a bound illusion is paid for the Surgebinder and the duration costs are
handled by the infused Gemstones (normally they have one Power Point of Stormlight each).
Mass illusions follow other illusion rules but they have cost modifiers for the size of the burst
template used (SBT = 2 additional Power Points, MBT = 3, LBT = 4). Mass Illusions can be
cast at a range equal to the Surgebinder’s Spirit Die Type.
TRANSFORMATION
The surge of Transformation can change stuff into one of the ten essences (or a variation of
one of the ten essences - see world knowledge). The two orders of Knights Radiant with
access to this surge are the Elsecallers and the Lightweavers.
Soulcasting
This transforms any material into another (it doesn’t change an object’s shape or form just the
material). The Surgebinder negotiates with the spiritual Cognitive aspect of what they want to
transform and then infuse it with Stormlight. A Surgebinder can transform anything into almost
anything else, but changing the object into something unfamiliar is extremely difficult.
One cannot transform objects into Gemstones. Possessing an appropriate infused Gemstone
does add +1 to the Soulcasting roll.
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1). Soulcasting Objects:
Power Points: Varies
Range: Touch
Duration: Instant
This changes one objects base material into another. It doesn’t change the shape of the object
but the if the new material is malleable then the shape will change (turn someone’s shield into
water and it will only hold that shape for the rest of the round before it splashes downward
into a puddle).
The TN to change an object is equal to half that object's toughness (see the Object Toughness
quick reference chart on page 185 of the SW Deluxe Explorer's Edition) and one must use the
higher TN of either the base object or the new object's material. Note it is not possible to do
partial object transformations as the object sees itself as a whole being in the spirit world
(with the exceptions of air and water). A stick separate from a tree will likely reply to the
Soulcaster with "But I'm a stick" (if the Soulcasting process is roleplayed out), but while it is
still part of the tree, the tree would respond with "But I'm a tree."
This does 3D6 damage to living beings and can be highly effective in battle especially with
multiple uses (if someone even gets partially changed into oil and then then their shield or
their weapon becomes fire, or smoke from a fire becomes a funny shaped stone wall.)
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TRANSPORTATION
The surge of Transportation can achieve dimensional travel and teleportation. The two orders
of Knights Radiant with access to this surge are the Elsecallers and the Willshapers.
Elsecalling: This ability allows the Surgebinder to travel in between Realms and places within
the same Realm. A circular wall of Stormlight can be seen briefly at the target location before
the Surgebinder arrives. The Surgebinder can also bring other beings and objects with them
while Elsecalling.
An Elsecaller can come back to the physical realm by spending 6 points of Stormlight. It is
important to note that Stormlight fades faster in Shadesmar (roughly 5 times faster - so
infused gemstones last only a day and a few hours) and that the Cognitive representation of a
Highstorm does not give Stormlight. Which means if one travels to Shadesmar to escape a sit-
uation in the physical world they better have the Stormlight to travel back or else they have to
find a different way back which in itself is an adventure.
They cannot group shift people into to Shadesmar, but because Humans aren't native to
Shadesmar they can group shift people out of Shadesmar for one additional power point per
additional person beyond themself.
2). Teleport per the spell on page 138 of the SW Deluxe Explorer's Edition except the
Surgebinder may not teleport additional people.
3). Group Teleport (as #2 above but the Surgebinder can freely bring along a group of oth-
ers equal to the Surgebinder's Smarts Die Type) as long as they are within a range equal to
half the Surgebinder's Spirit Die Type in map inches. Instead of costing Fatigue like the regular
Teleport spell, bringing along extra people costs 1 point of Stormlight per additional person.
If any individual does not want to be teleported then they may resist by rolling their Spirit ver-
sus the original casting roll.
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COHESION
The surge of Cohesion manipulates the strong axial interconnection within objects... i.e.
Stormlight may be used to temporarily expand or separate molecules which normally stick
together. The two orders of Knights Radiant with access to this surge are the Willshapers
and the Stonewards.
2). Intangibility: (the Intangibility spell on page 133 of the SW Deluxe Explorer's Edition).
3). Group Intangibility: For 2 additional Power Points this can selectively target things in a
MBT centered on the Surgebinder. For 3 points it becomes a LBT. (Imagine turning your friends
intangible to cross a field being fired upon by enemy archers).
Since this is a burst template, any who wish to avoid becoming intangible may dive out of the
way of the swirling Stormlight by making an Agility Roll at -2.
TENSION
The surge of Tension alters the stiffness of an object, Per Exempli: The Surgebinder may
increase the surface tension of water so that people may cross it or they might solidify air to
form an invisible wall of air. The two orders of Knights Radiant with access to this surge are
the Stonewards and the Bondsmiths.
They can also create Barriers per the spell on page 125 of the SW Deluxe Explorer's Edition.
This creates barriers of solid materials such as air, stone, or water and these barriers can be
horizontally positioned so that people can walk across them. NOTE if a Rigid material is first
made flexible through the Cohesion power and then Tension gets applied to it the duration to
the barrier is permanent.
2). Improved Armor and Barriers Armor now grants 3 points of armor and Barriers now
have Toughness of 12.
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3). Immobilize others (Immobilize as the Entangle spell on page 130 of the SW Deluxe
Explorer's Edition). If the Surgebinder ever encounters a being made of an absolute (such as a
Voidbringer of Stone) they just don't entangle it with this, they completely immobilize it for a
duration of 3.
For Bondsmiths, the use of this surge is different from the Stonewards.
While Stonewards use this ability to shape stone in battle by combining it
with Cohesion (to form walls as cover for their troops), Bondsmiths use it
to repair inanimate objects as a complement to the surge of Adhesion.
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SHARDBLADES/WEAPONS
Typical Shardblades are considered priceless and are as long as great swords*. They are light
enough to be wielded one handed though and they do Str+D6. They treat all non-Shard
objects as if they have Toughness Values of 2. They cut through things like hot knives
through butter. Versus Armor they are considered AP 5 and they ignore the Parry Values of
normal shields.
Living things aren't exactly cut… when a shardblade moves through flesh the blade appears to
get fuzzy and it deadens the areas it moves through (shaken results are typically psychological
trauma from near misses) without even leaving a cut mark.
*Their length is due to the fact that Shardblades were originally purposed to fight the giant
stone warriors that the Voidbringers use, though the blades do come in different lengths.
When a Shardblade cuts through a limb it deadens that limb from the wound down to the
extremities (such as an arm wound deadens the arm down to the fingers). When it kills some-
one it burns out their eyes which vaporize into smoke (no matter where the body was struck).
Shardblades (the typical kind) can never be drawn with Quickdraw because they form out of a
cold mist when summoned by their bearers which takes "10 heartbeats" (one action). A
Shardblade can be loaned for another to use if their bearer forms an image in their mind of
the person who will be using it while they summon the blade. If the blade is ever knocked out
of a person's hands it instantly vanishes and must be re-summoned unless that person is slain
then the blade solidifies next to the body. A loaned Shardblade can be summoned back to its
owner in ten heartbeats no matter how far away it is. If the person holding a loaned blade
dies the shard will vanish so that the owner can summon it again.
There are at least two other types of Shardblades which have some exceptions to what is writ-
ten above, but we won't discuss them here.
SHARDPLATE
A set of Shardplate looks like a crystalline and metallic suit of finely wrought platemail. It pro-
vides +8 armor (which still leaves a +3 armor bonus versus Shardblades).
Shardplate is heavy and weighs about 160 pounds, though it does provide its wearer enhanced
strength to wear it. Active Shardplate adds 1 Step to a character's Strength Die and it
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gives its wearer the Fleet-Footed Edge. The wearer can also jump up to 5 map inches (or
about 30 feet) across and half that vertically - at a cost. The Eye-slit is the only known vulner-
able spot on a full and undamaged set of Shardplate.
A standard set of Shardplate has ten Ruby Broams embedded on the inside of the breast plate
which when infused with Stormlight power it for use. The following shows what drains a
Broam on Shardplate and what cracks and ruins a Broam. When this happens Stormlight leaks
through the cracks in glowing mist like vapors.
To keep things simple use a depletion die (starts at D10) when determining how much power
the Shardplate still holds.
Draining Events:
Being Shaken - roll the depletion die, on the maximum value of that die a Broam is drained.
Being Wounded - every wound level a Shardplate wearer takes drains a Broam (double
shaken does a single wound which stacks with the general rule of Being Shaken above).
Jumping either 10 feet vertically or 20 feet horizontally - roll a depletion die. Jumping
further than that is covered in the the Cracking Events section.
Cracking Events:
Having the breast plate shatter cracks all the Broams (which makes them worthless for
Shardplate). Once a Shardplate no longer has Broams providing Stormlight to it, it completely
locks up and won't move for its wearer (and therefore the armor must be taken off - which is
a lengthy event like taking off super heavy plate mail would be).
Note: Heavy Weapons with a Burst Template such as Siege Weaponry (catapults etc. employed
against Shardplate has a 50% chance of shattering the breast plate regardless of the damage
rolled as long as the wearer was caught within the burst template).
The following only shatter Broams with Stormlight still active in them
(shattered Broams therefore lower the depletion die):
Jumping over 10 feet vertically or 20 feet horizontally (the maximums are 15 and 30
respectively) - Shatters a Broam.
Falling over 20 feet (without being caught etc.) - Shatters a Broam .
Lifting over one's maximum lift value shatters a Broam for each round the object is lifted.
Shardplate is expensive to maintain so it is important to recover any broken off pieces as who-
ever feeds a part of a broken suit the most Stormlight gets a fully healed suit out of the deal.
I.E. a broken and discarded helm if fed enough Stormlight will regrow the suit while the rest of
the original suit vanishes from existence.
SHARDBOWS
Are modern made bows which are also called Grandbows. They are large steel bows with thick
strings with such a high draw that normally only someone in Shardplate can use them. It fires
arrows with a shaft's width as wide as three fingers pushed together (about a real life inch
width, not a map inch). Stats as an English Longbow but it requires the Brawny Edge as well
and does 2D8 damage instead. NOTE: This isn't an actual relic with powers, but it does
require an infused gem to use as it is a Fabrial.
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Common expressions (unsorted):
Not by a faint breeze or a storm wind. Stormfather!, The Allmighty himself!, Storming man!
Cremling! Don't cause a storm, now!, Greenvines (Green or New at things), Starving (as in
“you’re so starving uppity all the time!” etc. - A Reshi expression).
Caretaking of the Dead: On Roshar (in most lands) people who die are mostly burnt in
funeral pyres until they are ashes. Lighteyes tend to have their important relatives and rulers
posed and then Soulcasted into Stone or Metal. NOTE: If a person's eyes have been burnt out
from dying to a Shardblade then stone or gemstones are placed into the empty eye sockets
before the body is transmuted and put up in a hallway or a public square.
Crem: Crem is a sludgy brown material that falls with rainwater. Transported by highstorms, it
is found all across Roshar, with cremlings always close by. Drinking water with crem in it can
cause sickness. Such water must be allowed to sit for a day before the crem within it settles to
the bottom and the drinkable portion of water is poured off the top.
Not unlike clay, crem is moldable and commonly used to make pottery, or fill small holes in
grain polyps. In the distant past and among more "primitive" communities, it was used in
building construction with stone or for creation of crem bricks. If left alone, crem eventually
hardens into stone. Buildings would grow stalactites, formed by stormwater slowly dripping
from their eaves, which had to be cleaned regularly or they weighed down the buildings' roofs
so much that they collapsed.
Cremling: Cremlings are a group of tiny scavenger crustacean-like creatures found on Roshar.
The term cremling is often used to degrade and insult.
They are common in nearly every freshwater habitat, where crem is found. Cremlings' appear-
ance is not uniform. They are small and multilegged, bearing tiny claws and elongated bodies
plated with carapace. Cremlings are scavengers that feed on plants and the dead.
There are colorful cremlings: those with translucent reddish color and those with shaded cara-
paces. Like other crustaceans, they have purple blood.
The tiny creatures, which are commonly found in crem, are also known as "storm's leavings".
They scatter at the first sign of danger, retreating to their cracks and burrows. They are com-
monly used synchronously with "coward" as a derogatory term. Rotting wood and stagnant
pools of water are good for growing cremling larvae.
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The First Ideal (the Shared Ideal of Each Order of the Knights Radiant) is "Life before death,
strength before weakness, journey before destination."
Life before death - The Radiant seeks to defend life, always. He never kills unnecessarily, and
never risks his own life for frivolous reasons. Living is harder than dying. The Radiant's duty is
to live free.
Strength before weakness - All men are weak at some time in their lives. The Radiant protects
those who are weak, and uses his strength for others. Strength does not make one capable of
rule; it makes one capable of service.
Journey before destination - There are always several ways to achieve a goal. Failure is prefer-
able to winning through unjust means. Protecting ten innocents is not worth killing one. In the
end, all men die. How you lived will be far more important to the Almighty than what you
accomplished.
Gambling - all gambling is done on games of Skill because trying to predict the future is con-
sidered to be of the Voidbringers.
Gemhearts - all Greatshells (massive creatures) and Parsh have Gemhearts which are
Gemstones which grow inside of them. These are not actual hearts (and they do not serve the
purpose of the existing heart). They instead serve some other unknown purposes which schol-
ars have filled books up with wild and calculated guesses on. Since Gems are the currency of
Roshar Greatshells normally get hunted for their hearts.
Greatshell - The Greatshell is a type of large crustacean-like creature, occupying many differ-
ent environments on Roshar. Greatshells have antennae, shells, and violet blood that smells
like mold. Many Greatshells are far larger than any crustacean should be able to grow.
Roshar's low gravity, high oxygen atmosphere contributes to their great size. They also have a
symbiotic relationship with a smoke-like spren, without which they could not attain such a
great size. These spren are sometimes seen around the bodies of recently dead chasmfiends.
Hierocracy - The Hierocracy had been a time when the ardents attempted to conquer the
world to control the people "for their own good." The Hierocracy is considered the failure of
Vorinism. Priests controlled what people learned, what religious paths they followed, and the
overall doctrine. The priests claimed to see visions and prophecy, and claimed that the com-
mon people could not understand theology.
"They were taught to follow the priests. Not the Almighty or the Heralds, but the priests. "
- Kadash
These priests were eventually cast down by the Sunmaker in the War of Loss and they split
into the devotaries.
Lighteyed or Darkeyed: Lighteye characters are in fact nobles (though their rank within the
nobility may be at the bottom amongst lighteyes, any character who is a lighteye will outrank a
darkeye any day of the week). A player starts at the lowest rank which is tenth Dahn (called
"Tenners") and have to work for a living.
Lighteyes represent only a small percentage of people yet due to millennia of religious beliefs
they have the authority to get away with outright murder of their darkeye subjects (even other
51
darkeyes will step aside or help them in these endeavors) any lighteye may be punished for
being cruel and unjust to their people if found out, but the normal penalty is to lower their
rank in lighteyes social circles.
Darkeye characters are more common. Darkeyes have their own ranking system which is called
"Nahn" where even the highest ranked Nahns (1 and 2) are treated as lesser to any Lighteye.
Mercenaries: can be found in all parts of Roshar and they often fill their ranks with Women
soldiers and commanders.
Military: The modern Alethi army is one of the strongest military forces on Roshar with well
over 100,000 troops and over thirty Shardbearers (most Shardbearers have multiple Shards).
Most of its troops are infantry spearmen and archers. They only have a very small amount of
cavalry (comparatively) due to the rarity of horses on Roshar.
Only the officers wield swords, because,according to Vorin traditions, the sword is regarded as
a lighteyed's weapon so no darkeyes are permitted to use them. Under most circumstances,
military service is voluntary, though the leaders of the army has the right of conscription for
darkeyes that do not provide an essential function to a community (e.g. a town's only sur-
geon). Lighteyed officers that have the command of a branch of the army are usually referred
by their duties (e.g. cavalrylord, infantrylord).
Despite Alethkar being a monarchy, the king has very little actual say in how the military is run
and does not directly command any force other than the 250-strong King's Guard. The troops
are sworn to and led by their individual highprinces. In that sense, the Alethkar army is not
truly a unified force, but a loose coalition between ten smaller armies. Even in wartime, there
is constant in-fighting between the ten armies. Due to the competitive nature of Alethi cooper-
ation between the highprinces themselves are seen as signs of weakness. War itself is bol-
stered by the tenets of Vorinism that say the purpose of life is to prepare oneself to join the
Heralds in the afterlife for the fight to regain the Tranquiline Halls. This is further compounded
by the Alethi belief that everything is a competition in life.
Because of the immense size of the army and the difficulty of travel, Soulcasting plays a vital
role in supplying the army with wood, metal, food, and many other necessities, as well as
being used in building fortifications. The king controls most of the Soulcaster ardents; in fact,
manipulating the highprinces with his Soulcasters is one of the ways that the king maintains a
control over them.
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Chain of command
Unit Soldiers Typical Commander
subsquad 6-8 sergeant
squad ~25 squadleader
platoon ~50 captain/captainlord
company ~100 companylord
battalion ~1000 battalionlord
division ~2000 general
army - highprince
In companies made solely of lighteyes (archer companies are often mostly lighteyed), the rank
"lieutenant" is used as the equivalent of sergeant.
Literacy: Men in most countries are normally illiterate due to cultural religious (Vorin) beliefs
(can read a limited series of glyphs).
Female: Female characters maybe fully literate and can read their written language as well as
all of the common glyphs. All lighteyed women are literate.
Nightwatcher: The Nightwatcher is associated with the Old Magic. She gives, to those who
seek her, one desire and one curse. She doesn’t banter or bargain but she will ask questions to
try to attempt to better understand what you may be asking for. It is believed that she is some
kind of powerfully ancient Spren.
"The Nightwatcher doesn't trick you or twist your words. You ask a boon. She gives what she
feels you deserve, then gives you a curse to go along with it. Sometimes related, sometimes
not." -Av
Parsh: Parshmen are common to the whole of Roshar and used as slaves and servants. They
are thick-witted, but make excellent workers. They are docile and practically mute. They do
not fight.
Parshmen are regarded by their Parshendi brethren as slaveform parshmen with no soul.
Parshendi is an Alethi word that roughly translates to 'parshmen who can think'. Unlike their
docile cousins, the Parshendi are clever, accomplished warriors. They were first encountered by
Dalinar as he explored the Shattered Plains along with his brother Gavilar.
The Parshendi, as observed by Alethi warriors, have marbled black or white skin with red
patterns and very muscular builds, especially in the legs, the strength of which allows them to
leap the chasms of the Shattered Plains. They have orange-colored carapace-like armor which
appears to grow organically on their bodies. Parshendi men wear black-and-red beards woven
with small gemstones. They wear primitive clothing and carry their weapons, which are not
primitive and are on par with modern Alethi weaponry, on their backs.
The Parshendi sing chants in battle and for other important occasions. They always sing in
time with each other no matter how far they are separated, whether or not they can hear each
other, which suggests that the Parshendi can communicate telepathically. This singing has
been observed also in their kin, the much more docile and smaller parshmen, which might
explain why parshmen speak so rarely.
The Parshendi are known to have several Shardbearers, however, they are seen only rarely.
53
Princedoms (of Alethkar): Each Princedom is synonymous with the highprince who rules it.
54
Professions: Common professions: Craftsman, General Laborer, Healer, House Servant,
Merchant, Thief, Sailor, etc.
Professions of note:
Ardent: The priesthood of the Vorin religion are referred to as ardents. Ardents join devotaries
(sects) based on their beliefs. Both males and females can become an ardent. They are gener-
ally knowledgeable about the Vorin religion among other pursuits. Ardents typically shave their
heads bald and they are not expected to adhere to gender roles nor are they considered light
eyed or dark eyed.
Following the Hierocracy, the ardents are not allowed to own any property of any kind, and
they are directly owned by lighteyed lords, similar to slaves.
Soldier: A soldier is duty bound to follow orders of their brightlord. As such they have to follow
restrictions of Vorin Religion which means darkeyes aren't allowed to use swords and therefore
must use spears or other weapons in combat, and no darkeyes has ever been promoted to a
higher ran than Sergeant before.
Worldsinger: Worldsingers travel the kingdoms of Roshar, telling stories of its various lands
and peoples in order to fulfill the holy charge they believe has been handed down from the
Heralds to foster peace through understanding. - They may be of any culture or country and
either male or female. They may be from peasantry or nobility.
"I am not a foolish jester or storyteller. I do not 'give tales.' I spread knowledge of cultures,
peoples, thoughts, and dreams. I bring peace through understanding. It is the holy charge my
order received from the Heralds themselves."
-Sigzil on the Worldsingers
Safehand is an Alethi term for a female's left hand. According to Vorin cultural tradition, it is
obscene for a woman to leave her safehand uncovered. Upper class women adhere to this tra-
dition by wearing a sleeve that covers their left hand loosely. Often the sleeve has a safepouch
sewn on the inside for women to store personal objects. It is considered extremely rude to
open another woman's safepouch.
Lower class women wear a glove so they can use both hands freely, as do for example
Thaylen women and prostitutes provocatively wear no covering at all on their safehand. Some
prostitutes will wear fingerless gloves on their safehands in order to be provocative and show
others who they are before being hired out.
Soulcaster: A Soulcaster is usually (but not always) from a specialized branch of the Ardentia.
They are trained in the use of Fabrials which uses gemstones infused with stormlight to trans-
mute objects from one material to another.
Spren:
"Spren appear when something changes-when fear appears, or when it begins to rain. They
are the heart of change, and therefore the heart of all things. "
- Hesina
Spren are fragments of the powers of creation that have since then gained sentience through
the influence of sapient beings on Roshar. They are vastly varied in their appearances, charac-
55
teristics, and levels of intelligence. Most spren consist of the essences of Honor and
Cultivation, or a mixture of both that leans towards either one Shard or the other. Spren that
are attracted to emotions, like angerspren or fearspren, have more of Honor than Cultivation,
and the spren that are attracted to natural phenomena, like decayspren or windspren, vice
versa. There is also another spectrum of spren known as Voidspren.
They dwell mostly in the Cognitive Realm. It is where the powers of creation come alive. Spren
are shaped and given cognizance by the ideas and concepts from the collective experience of
sentient creatures. The transition of spren into the Physical Realm leaves holes in their memo-
ries, impairs their cognitive functions in some ways, and even alter their appearance. Once
they make the transition, they cannot affect the Physical Realm except in very minor ways.
Everything has a "spren" based on how it is viewed cognitively and how long it has been
viewed that way. These spren are the cognitive aspects of objects in the Physical Realm and
can be "spoken to" in the Cognitive Realm.
Larger spren have the ability to shape-shift often mimicking faces, as well as being able to
mimic voices. Apart from a few sentient sub-types, spren are not intelligent and therefore
speaking with them is an exercise in futility; a fact often learned as a child. Spren are often
ignored because of this.
There is said to be thousands of different types of spren, but generally most of them don't
show themselves to people. There are common spren such as angerspren, exhaustionspren,
gloryspren, etc. The causal link between spren and their namesakes are not fully understood
on Roshar. Some spren, such as rotspren, are said to cause their namesake, whereas others,
such as windspren, are merely attracted to it.
While spren are often invisible, they are said to be ever present and will appear around what
they are named for. The exception is in Shinovar, where no spren appear. Some spren are easi-
er to find than others, however even the most common will, at times, fail to appear.
There are Great Spren such as The Stormfather (who is said to be the cause of the high-
storms) as well as the simple spren such.
One type of simple Spren is the rainspren - a type of spren that appears most often during the
Weeping. The have the appearance of glowing, ankle-height, blue candles that, despite seem-
ing to melt, never grow shorter. They have a single eye at the top of their body. They often
stand in puddles and are often thought of as being creepy.
The Ten Essences: are seen as the elemental substances on Roshar. For the purposes of this
manual we will only list the relationship between the gemstones and their soulcasting proper-
ties which are:
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The Thrill: This is an almost euphoric form of bloodlust - where those who feel it immediately
lose a Fatigue level before their next combatant or group of foes. This has a bunch of hidden
downfalls and therefore the majority of it will be handled through roleplaying instead of
mechanics on paper.
The Unmade: Nine ancient Evil and powerful Spren which are said to still roam Roshar.
Voidbringers: Ancient enemies of mankind, said to be creatures of stone and smoke and fire.
Some of the legends even tell of voidbringers made out of liquid shadows. Thought to be
extinct as it has been over 4 millennium since the last Desolation.
Vorinism: is the primary religion in Alethkar, Jah Keved, and Kharbranth (known as the Vorin
kingdoms). It becomes less common further west in Roshar.
The traditional temples for Vorinism are are often filled with statues and pictures of the
Heralds and are circular and domed. The dome is exactly ten feet tall at its highest point.
In Vorin religion people believe in the Almighty, force of good, creator of mankind, and the
divine prism, with the ten facets representing his Heralds. It tells of a struggle between
mankind and the Voidbringers. When the Voidbringers, an embodiment of evil, had forced
mankind and the Heralds out of the Tranquiline Halls, into Roshar, the Voidbringers didn't stop
there, coming again and again in times known as Desolations, trying to force mankind off
Roshar as well, into Damnation.
On Roshar, mankind led by the Heralds and their chosen knights, fought them off ninety and
nine times. Until finally, Aharietiam came, the Last Desolation. The Voidbringers were defeated
and cast back into the Tranquiline Halls and the Heralds followed to force them out of heaven
as well and mankind entered the Era of Solitude.
People are expected to choose a Calling, their greatest talent, and those who grow to be the
very best at their Calling are chosen to join the Heralds in the fight to regain the Tranquiline
Halls when they die. Those who are the very best at farming in life become farmers for the
Heralds in death, and those who are the greatest at battle are chosen to fight beside the
Heralds. It is taught that those who do not achieve their greatest potential are given to a sort
of dreamless sleep, stuck in limbo-like eternity, and those who do horrible things will be cast
into Damnation.
In Vorinims Symmetry is considered holy, so many names are symmetrical such as Kalak, Asa,
Tennet, etc.
57
Nationality and Equipment: Prices outside of the listed Nation for an item may sell for dou-
ble the listed value below. It is a limited buyers market so the rarity level goes up.
Reach with Chain: A chain weapon with reach enables the wielder to opt to not do damage
to try to entangle an opponent. Opposed Fighting versus Agility. Success inflicts a -2 penalty
to Pace and skills linked to Strength and Agility. (As the Entangle Spell on page 130 of the
Savage Worlds Deluxe Explorers Edition.)
Rarity: Common 65% Availability rate, Uncommon 20%, Rare 10%, Extremely Rare 5%.
Alethi
Alethi Special Items:
Fabrials See Fabrials Section Uncommon to Rare
Prices vary by items, but the Alethi Fabrian Guild often produce new Fabrials before other
countries, save for Jah Keved.
Azish
Azish Armor:
Plated Robe 100 Diamond Chips Uncommon
Armor +1
These Robes comes in an assortment of colors, designs, and patterns, and have numerous
extra pouches designed to hold documents. The morally challenged have discovered that these
robes make excellent smuggling clothing as they provide a +2 bonus to hide small items from
pat downs and the like.
Azish Weapons:
Bola 5 Diamond Chips Uncommon
Str+1D4 Damage; ROF: 1 Range: 4/8/16.
Entangling a target requires a Throwing roll. Freeing oneself from a bola requires either an
opposed Strength or an Agility roll and an action.
This weapon is a polearm with a mechanical large claw at its tip. It enables its wielder to
attempt to entangle their opponent. Upon a successful attack the wielder of this weapon can
opt to not do damage in order to initiate a grapple at a +2. It is still a +2 with a raise on the
attack roll, but the weapon may do damage on top of grappling. See grappling page 82 of the
Savage Worlds Explorer Edition.
58
Throwing Net 20 Diamond Chips Uncommon
0 Damage; ROF: 1 Range: 4/8/16.
This entangles opponents in a SBT (Small Burst Template). Entangling a target requires a
Throwing roll. Freeing oneself from a bola requires either an opposed Strength or an Agility roll
at a -2 penalty and an action.
This musical instrument gives a +1 skill bonus to anyone playing it, and a +1 to the next die
roll to resist either fatigue or fear for anyone who’s heard a decent performance within the
past 24 hours. This bonus only applies once a game session.
Herdazian
Herdazian Armor:
Sparkly Cloak 3000 Diamond Chips Rare
Armor +0
This cloak is fashioned after the cloak featured in the most popular story about how the
Herdazian Royal Line won their Shard Set (and has since been banned from official duels). Of
course there are dozens of popular stories about that but this seems to be the least improba-
ble of them. This cloak looks normal until the wearer removes the inner lining and puts it on
inside out (which takes one action and may be done before combat if the wearer can stall his
opponent).
When properly used (during a bright day - a 1 in 6 chance on average) this cloak reflects light
from two thousand well placed and protected Diamond Chips (they are flawed in their cut so
they don’t hold Stormlight). Those within 6” of the wearer must make an Agility roll at -2 to
avoid being Shaken and to avoid a -2 Parry Penalty. If anyone rolls a 1 on their Agility Die then
they are blinded and suffer a -6 to all rolls and their Parry becomes a 2. Any melee or ranged
attack within 6” of the wearer (including the wearer’s own rolls) suffer a -2 penalty. This
affects friends and foes alike.
If the flawed Diamonds are covered in blood (wearer’s or foes’ etc.) or another dark material,
or if they are smashed (or the cloak is cut off the wearer) by a called shot at an additional -2
penalty, or if the light source goes away or gets dimmer, or the wearer just puts it away then
the effect ends.
Herdazian Weapons:
Fighting Fan 25 Diamond Chips Uncommon
Str+D4 Damage. +1 Parry.
+2 First Time Attack Bonus against individuals who didn’t realize this was a weapon.
59
Flying Crescent (half moon blade on chain) 50 Diamond Chips Rare
Str+D8 Damage. Reach 2” Chain.
This is either a file on a necklace or a ring which has file like surface which a Herdazian can
strike his nails against (works like Flint and Tinder).
Jah Kahved
Jah Kahved Armor:
Half-Shard shields 5000 Diamond Chips Rare
+2 Parry Bonus (including versus Shardblades). +2 Armor versus Ranged Shots that hit.
These Half-Shard shields are capable of stopping Shardblades (Shardblades cannot ignore their
+2 Parry Bonus). They have a distinctive diamond-like shape, are made of metal and are pow-
ered by a Stormlight infused gem in their backs, and are a type of “altering fabrial”.
Reshi
Reshi Armor:
Great Shell Armors Varies Common
The Reshi utilize Great Shell Armor which costs on average 25% more than the metal counter-
parts. The advantage is that the Great Shell Armors weigh half as much (all other stats as
their metal counter parts).
All Great Shell Armors are distinctive looking so most military units don’t utilize these (as most
armies prefer their soldiers to be uniform in appearances).
Reshi Weapons:
Climbing Claws (worn on both hands) 15 Diamond Chips (per pair)
Str+D4 Damage. Adds +1 to climbing rolls.
This produces a Small Burst Template Swarm (see Swarm on page 163 of the Savage Worlds
Deluxe Edition) of small vicious cremlings (insects). Keep in mind missing the throw can have
consequences (see Area Effect Attacks page 89 of the Savage Worlds Deluxe Edition). A
Cremling Pod is a one time use weapon which consists of a small dead seed pod filled with
aggressive cremlings. The pod is then sealed and stored away until used. These cremlings are
native to the Reshi Isles and can practically hibernate for up to six months at a time. They are
extremely hungry when they are released.
Shellclaw Bracer (as the Herdazian weapon) 100 Diamond Chips Uncommon
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Shin
Shin Weapons:
Kusari-Gama 200 Diamond Chips Uncommon
Str+D6 Damage. Reach 2” Chain.
A Kusari-Gama Ignores shield parry and cover bonuses.
Thaylen
Thaylen Weapons:
Blowgun 20 Diamond Chips Rare
1D6 + 1 + Poison (See page 103 of the Savage Worlds Deluxe Edition).
Chasmfiends are massive crustacean-like creatures, that grow up to fifty feet tall. They are
covered with a hard, protective exoskeleton of interlocking carapace and have 14 legs and 4
massive (horse-sized) claws which are capable of crushing a man in Shardplate. They have a
twisted, arrowhead-like face, uniform green eyes and a mouth full of barbed mandibles.
The chrysalis within which the chasmfiend pupates is like an enormous, oblong rockbud which
is fifteen feet tall and attached to the uneven stone of the Shattered Plains by something that
61
looks like crem. Plunging a Shardblade into it will kill the pupating creature, but it is best to
avoid the region with the valuable gemheart.
Whitespine
Agility: D8 Pace: 8 Fear: No Penalty but still requires a check
Smarts: D6 (A) Parry: 6 Spiked Armor: +2 Toughness
Spirit: D6 Toughness: 9 (2) Victim Stacking: +1 Shield Bonus per body
Strength: D8 It stacks on its body spines (can only
Vigor: D10 stack a max of two victims per area)
It can stack victims on its back and
Athletics: D6 limbs. -1 Pace per stacked victim.
Fighting: D8 Hardy: Does not take a wound from multiple
Intimidation: D6 Shaken results.
Notice: D6+2 Impale: On a damage raise a victim will be-
come stuck (impaled) on a
Whitespine’s spines unless they soak
at least one wound level.
Sweep: A Whitespine has partial sweep (all
things adjacent to its tail).
Claws/Teeth/Spines: Strength + D6 (so D8+D6)
A Whitespine can also make a tumbling attack (requires a run action which nets this attack a -
2 penalty) bowling through people in a straight 10 feet wide line for a distance of half their
Run Die value + 1. This does Strength + D6 damage.
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Like I said before: All of the pictures in here are done by the Author except for the sigils, some
of these pictures however are simply my attempts to redraw other art which I found online
which had no artist attributed to them.
If you are an artist who I did a crappy redraw of your art, feel free to contact me. I would like
to give you credit and when the time is right for me to do my own world as a sourcebook I
would like to contract out the art to you guys.
I outright copied and pasted the texture work I found onto my redrawing of the shardplate
and blade from the original picture which I redrew (sorry about that).
Some of this artwork is purely mine without attempting to redraw others’ works (done in
anime style from earlier projects and just repurposed for this).
I am not making money off of this (maybe one day I’ll make a Savage Worlds source book for
my science fiction universe https://www.amazon.com/Apex-Predators-Freelancer-Chronicles-
Book-ebook/dp/B007NQ8TTS - I am a somewhat decent author) but not today.
63