The Shadar, known to some by ancient names like Wayang, are a small, wiry species of humanoids whose very forms are extensions of the cosmic shadows they command. With skin ranging from ivory white to duskwood black, often adorned with intricate patterns of paint, and thick shadows that flit and dance like a second skin, they are masters of subtle movement and hidden artistry. Their faces carry a gravitas that belies their small stature, hinting at a long history of interplanar struggle. Ascending from a corrupted Rift-Plane – a "Netherworld" once idyllic, now distorted by a malevolent cosmic entity and its ruthless acolytes – the Shadar are diasporic sojourners, bringing their unique skills in "shadow-weaving" and esoteric arts to the chaotic reaches of the Starfall Galaxy.
Core Identity: Artistic Expression, Spiritual Reclamation, and Cosmic Subversion
Shadar are fundamentally driven by a profound spiritual introspection and a fierce dedication to reclaiming purity from corruption. They believe that true freedom lies in the individual's ability to draw strength and peace from their "inner darkness" – a philosophy they call the Dissolution. Every Yom is an opportunity for artistic expression and meditative introspection, every Dei a subtle victory against the unseen forces that seek to exploit mortal suffering across the multiverse. Their curious nature compels them to explore this sunlit world, so different from their home's occluded vistas, seeking new experiences to inspire their art and strengthen their resolve. They pursue an obscure, ongoing struggle against the despots of their corrupted homeworld, whose malignant influence seeks to harness galactic souls and negative emotions amplified by the Rift.
Societies Across the Spheres
Shadar society encompasses many tensions between communal and individualistic behaviors. While they organize into collectives modeled after seafaring crews or disciplined research teams, hermits and iconoclasts are also afforded special places. Their political universe is composed of multiple overlapping "mandalas" – concentrations of influence around central charismatic figures, which cohere around yet other figures famed for righteousness or wisdom. This structure allows their scattered diaspora to pursue independent journeys while retaining enough interdependence to respond to calls for help.
Outer Sphere (Nomadic Enclaves & Covert Artisans): Many Shadar communities exist as nomadic enclaves within the Outer Sphere, often operating from camouflaged vessels or hidden asteroid hollows. They act as visiting artisans, bearing handcrafted goods of exquisite quality that also provide potent supernatural protection against Rift-Entities and corrupted automatons. These items are offered freely only to those deemed "blessed by shadows" – individuals or factions capable of understanding their subtle motives in the Resource Wars. They discreetly aid potential allies against the invasive forces of darkness, hoping to subtly instruct them in the Dissolution.
Inner Sphere (Hidden Cells & Information Brokers): In the highly regulated Inner Sphere, Shadar maintain hidden cells within megacities and high-security installations. Their ability to move independently of their shadows, making them difficult to track, makes them invaluable as information brokers, covert agents, or cultural advisors for various cabals or even elements within the Commission or Kusar Dynasty. They meticulously observe how galactic suffering inadvertently empowers their ancient oppressors and work to purify pathways to the corrupted Rift-Plane, starving its despots of spiritual power from afar.
Frontier (Rift-Purifiers & Void-Walkers): The most dedicated Shadar venture into the uncharted Frontier, seeking out the deepest, darkest Rift-Burgs and areas of intense Planar Bleed. They are the "exorcists and curse-breakers" of the cosmos, attempting to purify Rift-Taint and sever the connections between the corrupted Rift-Plane and the mortal realms. They pursue obscure struggles against the Anomalous Cults and Rift-Entities that proliferate in the Maelstrom, understanding that "no world is free until all worlds are."
Connection to the Rift and Shadow-Mana
The Shadar's inherent connection to shadows and their "lightweaving" abilities are directly tied to the fundamental properties of the Rift. Their homeworld, a Shadow-Plane intricately linked to the Rift, was warped by the direct presence of a powerful, malevolent cosmic entity (akin to an elder god or supreme fiend) and its Kuthite-like adherents, resulting in the "Desecration." This catastrophe corrupted the very essence of darkness, turning it from a domain of artistic expression and spiritual introspection into one of malice and anguish.
The Rift-Storm Cataclysm further fractured the planar barriers, creating the very passageways that allowed the Shadar to escape. However, it also created new conduits for negative emotions across the galaxy to empower their oppressors. The Shadar's ability to draw strength and peace from their "inner darkness" (the Dissolution) is a unique form of Dark Mana manipulation – a way to reclaim the inherent power of shadow from its corrupted state, transforming despair into resilience and artistic energy. They are uniquely resistant to certain forms of Rift-Taint that feed on despair or distort perception, as their philosophy prepares them to confront and transform such influences.
Unique Shadar Traits
Shadar have wiry frames, often carrying themselves with a gravitas that belies their small stature (typically 3 feet tall). Their skin ranges from ivory white to duskwood black and is naturally resistant to harsh stellar radiation. Thick shadows flit and dance almost like a second layer of skin upon their bodies, sheltering them from glare. With concentration and training, Shadar can move their shadows independently of their body, an ability used by both warriors for ambushes and storytellers for illustrating performances. They tend to grow their hair long, constructing elaborate headdresses of salvaged materials, shells, or horn. They are creative, practice quiet benevolence, and pursue obscure struggles against dark forces, often appearing curious about the sunlit world.
Shadar Mechanics
Shadar are a Humanoid, Shadow, Shadar ancestry.
Hit Points: 8
Size: Small
Speed: 25 feet
Ability Boosts: Dexterity, Charisma, and one Free Ability Boost.
Ability Flaw: Constitution.
Languages: Common, Shadowtongue, Shadar. You can learn additional languages equal to your Intelligence modifier (if it's positive). Choose from D'ziriak, Diabolic, Minatan (Klaris), Nagaji (Serpenti), Thalassic (Phereon), Vudrani (Vanara), Yaksha, and any other languages to which you have access (such as the languages prevalent in your region).
Senses: Darkvision (You can see in darkness and dim light just as well as you can see in bright light.)
Traits: Humanoid, Shadow, Shadar
Shadar Heritages
At 1st level, choose one of the following Shadar heritages.
Shadow of the Courtier: Your shadow dances alongside you, reflecting your mastery of social influence. You gain the Impressive Performance skill feat, allowing you to Make an Impression using Performance instead of Diplomacy. Once per day, if you fail, but not critically fail, a check to Make an Impression, you can play it off as part of a performance, allowing you to reroll the check; this is a fortune effect.
Shadow of the Hermit: Your shadow seems somehow full of secrets and mysteries—secrets that it shares with you, derived from secluded contemplation of cosmic phenomena. Choose one cantrip from the occult spell list. You can cast this spell as an occult innate spell at will. A cantrip is heightened to a spell rank equal to half your level rounded up.
Shadow of the Void-Sailor: Your shadow flits across the surface of liquid methane, cosmic dust clouds, or volatile plasma, and so do you. You can walk on the surface of still, non-damaging liquids or loose solid surfaces (like dust or sand) in zero-gravity, moving at half your normal Speed. You can attempt to walk along the surface of flowing liquids or energetic streams (like plasma conduits) as well, still moving at half Speed, but to do so, you must succeed at an Acrobatics check to Balance using the DC of a Swim check to move through the medium; on a failure, you fall into the medium. This Acrobatics check doesn't use an action.
Shadow of the Star-Smith: Your shadow is thick and liquid, like it could quench the finest alien ore. You gain the Inscribe Shadow Pamor action.
Activate—Inscribe Shadow Pamor [one-action] (occult, shadow); Frequency once per minute; Effect You plunge your fist or weapon into your shadow, enveloping it in a rippling, damask-like pattern of darkness. If your next action is to Strike, the shadows cling to your foe with your attack, obscuring its vision. On a hit, the target of your Strike becomes dazzled until the start of your next turn. The target can use an Interact action to tear away the clinging shadows and remove the dazzled condition. On a critical hit, the shadows are particularly stubborn and can’t be torn away.
Shadow of the Wanderer: Your shadow blazes out ahead of you, clearing your path through various galactic terrains. Your Speed increases by 5 feet.
Shadar Ancestry Feats
You can select Shadar ancestry feats from the following options.
1st Level Feats
Aegis of the Dissolution (Common, Shadar) Feat 1: You are a friend of cosmic shadows and know how to avoid the troubles they bring. You gain a +1 circumstance bonus to saves against effects with the shadow trait and to flat checks to overcome the concealed condition when caused by non-magical darkness.
Dance of the Starlight-Mouser (Common, Illusion, Occult, Shadow, Visual, Shadar) Feat 1: You move your body in a pattern that evokes the small and clever cosmic mousedeer (a common folklore figure), misdirecting enemies and filling their vision with shadows to hide behind. As a single action, you can create a shifting pattern of shadows that grants you concealment until the start of your next turn.
Inherit the Dreaming Relic (Common, Shadar) Feat 1: Whether you always carried it or perhaps only recently inherited, you have a pusaka—a salvaged relic containing a latent AI fragment or psychic echo who you communicate with in your dreams, offering fragmented memories and cosmic insights.
Refined Motion in Darkness (Common, Shadar) Feat 1: The ability to move elegantly and undetected through darkness aided your people as they fled the corrupted Rift-Plane. You reduce the penalty for moving at full Speed while Sneaking in dim light or darkness from –5 to –2.
Shadar Lore (Common, Shadar) Feat 1: You can use your knowledge to enhance your performances or aid you in hiding, drawing upon the ancient wisdom of your people. You gain training in Shadar Lore. If you were already trained in Shadar Lore, you instead become an expert.
Shadar Weapon Familiarity (Common, Shadar) Feat 1: You learned to fight with weapons that help you keep your distance or make the most of striking from shadows. You gain access to all uncommon weapons with the shadar trait (e.g., razor-sharp shadow-blades, whispering sonic whips, phase-knives).
5th Level Feats
Dissolution's Clarity (Common, Shadar) Feat 5: The Dissolution teaches that darkness can bring clarity and focus, serenity and strength—and so you draw on nearby shadows to replenish your resolve. Once per day, as a free action, you can regain 1 Resolve Point (if you have them) or reroll a failed skill check.
Shadowplay (Common, Illusion, Occult, Shadow, Shadar) Feat 5: As your blow lands, you detach from your shadow to get the drop on your enemy. When you successfully hit with a melee Strike, you can immediately Stride 5 feet as a free action. This movement does not trigger reactions.
9th Level Feats
Dance of the Cosmic Tiger (Common, Emotion, Fear, Mental, Occult, Shadar) Feat 9: Tales tell of a cosmic Tiger stalking the Starlight-Mouser for days, hidden and instilling dread upon its prey. As a 2-action activity, you can attempt an Intimidation check to Demoralize a single creature within 60 feet. On a success, the creature is frightened 2.
Dissolution's Sight (Common, Occult, Shadar) Feat 9: Accepting your inner darkness means that no outer darkness can obscure your sight. You gain greater darkvision.
Rouse the Dreaming Relic (Common, Shadar) Feat 9: Prerequisites Inherit the Dreaming Relic. The spirit within your pusaka resonates with other powerful or mystical items in your possession. Once per day, as an action, you can touch another magic item or technological device you own. For 1 minute, that item functions as if it were a minor artifact or a prototype (GM's discretion), granting a temporary +1 bonus to its stats or unlocking a minor, temporary ability.
Shadow Tempo (Common, Shadar) Feat 9: As your ally moves past you, you match your movements to their rhythm, following them across the battlefield. When an adjacent ally Strides, you can use your reaction to Stride up to your Speed, provided you end your movement adjacent to them.
13th Level Feats
Dalang's Ally (Common, Occult, Shadow, Shadar) Feat 13: You move your shadow as a master puppeteer, allowing it to dance around your enemies and serve you in combat. As a 2-action activity, you can animate your shadow, giving it a Fly Speed equal to your normal Speed. You can command it to make unarmed Strikes against adjacent foes (using your unarmed attack statistics). It lasts for 1 minute or until you dismiss it.
Dance of the Galactic Jester (Common, Shadar) Feat 13: Through your incredible dance skill, you can embody the character of the Jester, able to subtly take control of the shadows of other players on the galactic stage. As a 3-action activity, you can force all enemies in a 30-foot emanation to succeed at a Will save against your Performance DC or become fascinated by your movements for 1 round.
Flat-World Silhouette (Palm-leaf Silhouette) (Common, Exploration, Extradimensional, Occult, Shadar) Feat 13: You can make yourself as flat as a paper doll or shadow, briefly stepping into a planar interstice. Once per day, as a single action, you can become incorporeal for 1 round. While incorporeal, you gain a Fly Speed equal to your normal Speed and can pass through objects. At the end of the round, you reappear in an unoccupied space.
Slay Giants Unseen (Common, Shadar) Feat 13: In the darkness, your attacks can bring any powerful, oppressive cosmic entity to their knees. When you are hidden or undetected by a creature of Large size or larger, your first Strike against them each round deals an additional 1d6 precision damage.
17th Level Feats
Dissolution's Sovereignty (Common, Shadar) Feat 17: With discipline born from a lifetime in darkness, you convince the shadow of an enemy to fight by your side. Once per day, as a 3-action activity, you can create a shadow duplicate of one creature within 30 feet that you can see. The duplicate has the statistics of a minion of a creature half your level, and acts on your turn. It lasts for 1 minute or until destroyed.
Sever the Dreaming Shadow (Common, Shadar) Feat 17: Prerequisites Inherit the Dreaming Relic. As you whisper to your pusaka, it attempts to cut away an enemy’s connection to their own vitality, leaving them vulnerable. Once per day, as a 2-action activity, you can target one creature within 60 feet. That creature must succeed at a Will save against your Spell DC or become doomed 1 and flat-footed for 1 round. On a critical success, they are immune to this effect for 24 hours.
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