Free PDF Contest details at the end of the review!
I recently received a review copy of a new Savage Worlds game setting called Winter Eternal. The book was created and developed by game designer, Morné Schaap. The setting is best described as a post-post-apocalyptic (yes double-post) fantasy world with a cool twist (pun intended). The world of Azegar was plunged into a frozen cataclysm when the sun exploded into a shell of its former self. With well over a century passing since that incident, the world has rebuilt itself into something far different from what it once was.
Winter Eternal uses the Savage Worlds game system. These are the core rules used in all of Pinnacle Entertainment Group’s current roleplaying games, such as Deadlands, 50 Fathoms, Weird Wars: Rome, and more. This will be a bonus to those who love the game system and a negative to those that don’t, but by simply using the Savage Worlds game system Winter Eternal comes with an immense amount of product backing. There are core rulebooks and numerous companion products already available for the system.
The defining characteristic of this game is its setting. The name, Winter Eternal, accurately describes the new state of the planet. Prior to the frozen cataclysm, Ehlerrac was a lush and green continent on the world of Azegar. The various races of the world enjoyed prosperity and contentment as the average citizen was blessed to live out a relatively happy life. Then for an unknown reason, the sun exploded into a wave of fire that incinerated one half of the planet and left the other half in frozen darkness.
With only a shard of the sun left, the remaining world was plunged into a variety of natural disasters including earthquakes, tsunamis, and meteor showers. Much of the planet’s population was destroyed and only two dwarven cities that were somewhat protected underground remained. With much of the population trying to get into the dwarven cities, they closed their doors leaving those outside to fend for themselves.
But the rumors began to circulate about new camps with food and heat that were springing up in the frozen wastelands. A mysterious group called The Green Council built five such camps, each started by in individual Nature Warden. These five camps became the basis for a new civilization, albeit a harsh one.
Eventually, additional areas began to grow. Archways were built to connect the cities and new technologies were discovered by Artificers with special crystals called ����sunshards����. Organizations began to develop and trade between the various settlements began to grow. Although the world is still a harsh place, 140 years after magical globes went up over the major cities, hope is starting to creep back into the minds of its people.
The game contains many of the classic fantasy races that players will recognize, as well as unique races specific to the Winter Eternal setting. Dwarves, Elves, Goblins, Humans, Half-Folk, and even the Ork-Tainted should be familiar to any experienced fantasy roleplayer. But the Grayns (fierce warrior dog-like race) and Mekellions (quiet and mysterious lizardmen) are races that add additional flavor you will only find in the Winter Eternal setting.
Although Savage Worlds games don’t use classes in the same way that many other roleplaying games do, there are classes (or archetypes) that players of fantasy games will be familiar with as well as unique ones. Classes like the Bard, Cleric, Thief, and Wizard will provide something very familiar to players. But there are also classes like the Follower of Frost, Ice Runner, Nature Warden, and The Voiceless that are setting specific. Overall there are well over a dozen classes that players will have to choose from, or they can make up something completely unique unto themselves.
This core book also provides information on commonly available gear, as well as setting specific gear. It also goes into detail about cities and civilization in the world, specifically the eight major cities that exist. There are also numerous organizations and NPCs provided, as well as information on several religions, ����The Three Hells����, a calendar with various festivals, magical powers, and a small bestiary.
The two major positives for me about the product are the incredibly unique game setting and use of the Savage Worlds system. If you read the entire book, the setting really sets itself apart from other fantasy offerings on the market. The book has many unique ideas that I’ve never run across in another fantasy game. The world is also unique enough that there are things that would occur in this world that don’t occur in other fantasy settings. Yet, the setting isn’t so obscure that it is difficult for new players or game masters to grasp.
I also like that it uses the Savage Worlds game system. This may be a turn-off for a few players that don’t like the system, but the benefits of using their system far outweigh the negatives. Using this system gives it instant recognition to many gamers. The system is also a very easy system to grasp and easy to run at conventions. This will allow the setting to be easily introduced to new players, which should contribute to the game’s long term success.
The two negatives that stand out to me for the game are the copy editing and inconsistent artwork. Throughout reading the book I found numerous spelling mistakes, grammar errors, and formatting issues. And although some of the artwork is awesome, the artwork as a whole is very disjointed and does not conform to any standard within the product. The art was clearly done by multiple artists that had no connection with what the other artists were doing or what their art would look like.
Things that I would love to see in the future for Winter Eternal would be city books going into detail about each major city, a source book on life outside the archways (in the ice), a monsters compendium with additional creatures, and a book that goes into further detail about the continent of Ehlerrac. In any future products, I’d also like to see the use of a professional copy editor and more consistency with the artwork.
Overall, I’m very impressed with Winter Eternal as a whole. I think it was a great choice to use the Savage Worlds game system, as it provided a recognizable and friendly framework for players of the game to use. This clearly allowed the game designer more time to work on the setting, which shows in the unique history and aspects in the world. The game is definitely one my friends and I plan to play (a friend of mine already backed the Winter Eternal Indiegogo campaign and is a featured NPC in the book). I hope that game designer Morné Schaap continues his work on Winter Eternal and develops more products out for the setting in the future. Check out Winter Eternal!
Free PDF Contest: As an added bonus, game designer, Morné Schaap, is offering up a free PDF copy of the game through DriveThruRPG to RPG Alchemy readers. All you have to do to enter the contest is comment on this review through RPG Alchemy’s social media channels. Either leave a comment of the review on the post at RPG Alchemy, or comment on the review via our Facebook page, Google+ page, or re-tweet on Twitter.
Each social media channel will count as one entry into the contest, so a single individual can have up to four entries in the contest (WordPress comment, Facebook page comment, Google+ page comment, or retweet on Twitter). In approximately one week from the review posting, we will post an interview with Morné Schaap. That will signal the end of the contest and a winner will be declared via random drawing. The winner will receive their PDF copy of Winter Eternal from Morné Schaap through DriveThruRPG.
Good luck!
I’m intrigued by this campaign setting. Thanks for taking the time to share your review. Would any of the content translate well to an existing Hellfrost campaign?
I watched this project with interest when it first appeared. I remember reading posts by the author on the Pinnacle and RPGnet forums, seeing who would be interested in a new fantasy setting. Although dead broke at the time, I was rooting for Winter Eternal to get funded. It’s nice to see it came through, and gives me a little hope for my own project. Great review!
@ Tim B – I found the setting to be very unique. I am aware of Hellfrost, but don’t own it and haven’t played it. So I can’t personally compare the two. The designer addresses that comparison in his interview and states that he doesn’t believe they have much of a similarity.
@ Chad B – A good friend of mine also followed the project and helped fund it. He’s a featured NPC in the game. I told him he needs to run it for me so I can try to kill him (in game of course!). And thanks for the comment on the review. We’re working hard to provide valuable reviews for readers and connect developers with players (like through these contests).
Samuel Van Der Wall recently posted…The Combat Experience – Don’t Forget the Environment!
Thanks for the quick reply! Would you mind sharing a link to the interview with the designer? I’d love to learn more.
@ Tim B – The interview will post next Tuesday the 21st. When that interview posts I’ll announce the randomly picked winner. I was considering doing a second more in-depth interview with him about the process of getting your game approved for Savage Worlds. I think readers would like to know about that process.
Samuel Van Der Wall recently posted…Review of Battlebards
Thanks, Samuel. I wasn’t thinking future tense. ������ I look forward to next week’s interview, and would enjoy hearing more about the approval process for Savage Worlds.
@Tim B Hi, what would you like to know and how can I help?
Morne Schaap recently posted…Print on demand
Hi Morne,
As someone who is familiar with the Hellfrost setting, as I suspect many Savage World players/GMs are, I think it would be helpful to understand what Eternal Winter content might be useful in a Hellfrost campaign (if any). Based on Samuel’s earlier comment, it sounds like it there may not be very many similarities at all, so perhaps a short explanation of how the settings contrast with one another, to make it clearer that they differ in more than the history of why a significant portion of the world is covered in ice.
Regarding the Savage World approval process, I always enjoy gaining more insight into the “inner workings” of the RPG industry. It would be interesting to learn what needs to be done, how time-consuming or challenging the requirements are, and what benefits are gained. I’m more familiar with the OGL than I am the Savage Worlds license, so this would be a learning experience for me.
Info on the Savage Worlds approval process is something that many people (including me) would be interested in knowing. There are a lot of RPGers out there looking to bring their own world to light, and I think using Savage Worlds is one solid way to accomplish that.
Samuel Van Der Wall recently posted…Review of Battlebards
To be honest, I don’t know the Hellfrost setting that well. Even after I discovered it, I didn’t want any outside influences creeping in, so I never read it. What I can tell you is that Winter Eternal is a mix of fantasy and early steam-punk. The environment is deadly and characters need special gear (or magic) to survive longer than a few minutes outside. The cities and a few small towns along the Archways are the only places anyone can live. The cities are cramped and busy and full to the brim.
There is a feeling of hope about the future and the world is starting to thrive again. I left the reason for the sun exploding a mystery, that is something game groups can explore.
Does this help at all? ������
Morne Schaap recently posted…Print on demand
Hi Morne,
Yes, it sure does. Thanks for taking the time to share that information.
One more question, if you don’t mind: how large are the archways? Are they essentially protected roads? Or are they far wider than that? When you said small villages exist on the archways, it sounded to me like they’re much wider than I’d originally assumed.
On the Approval process, I started with an “elevator pitch” that I sent through to Pinnacle Entertainment. Jodi Black looked at my idea. She is an awesome person to talk to.
They liked the idea and so I had to do a bit more write-up (so they could see I actually know how to write). They also needed to see some of my artwork, the book must have a certain standard that must be upheld. In the end and for the final “yes”, I had to show some of the final written and proofed text. It was’t the whole book and some mistakes slipped through, but after this I was accepted and could announce that I was an official licensee.
For more info, you could also mail Pinnacle, they are very helpful.
Morne Schaap recently posted…Print on demand
If a publisher isn’t an official licensee, what are the implications? Are you allowed to release Savage Worlds compatible materials without being able to use their logo on the cover? Or is it even more prohibitive than that? Are there publishers creating Savage Worlds content *without* being licensed?
The Archways are big enough for 2 wagons to pass each other with ease and are basically large, enclosed roads. There is a heat spell cast along it, so travelers need only winter clothes. The radius of the spell is larger than the Archway by a few feet and it is here where towns are built. A town can be a mile or 2 long, since they can’t build further out into the cold and rather build along the length of the Archway.
Interesting concept. Do you go into detail about how such a village arrangement affects the lives of its residents?
Not so much in the core book, I concentrate more on the cities, but that is a good idea for the gazetteer! ������
Looks like a great settings. It would be intesting to have a more in depth review of the specifics of the system like new edges/hinderances, how magic works, and any other setting rules and differences from the core Savage Worlds deluxe rules.
@Gil’Dashard I started out with a lot of ideas for Edges and Hindrances, but I used the advice from guys who knows the rules better than me and did not try to re-invent the wheel. Mostly it’s the Edges/Hindrances from the Core book. There are a few new ones like Frostbite (Hindrance), Suit Master (Edge) and Snow Walker (Edge).
With permission I also have a few Edges and Hindrances from Hellfrost. I have a list of Racial Edges and some more ideas, but that will be in the gazetteer.
The setting uses the Multiple Languages rule, but a GM can add if he wants to. The cold is already deadly, so I left Gritty Damage out as a default rule, but feel free to add it.
Morne Schaap recently posted…Print on demand
The only other way I know of is to get the “Fan ” license. You can produce material but aren’t allowed to charge for it.
I don ‘t know of any publishers creating Savage Worlds stuff without being licensed, though there might be. But if they like your idea at Pinnacle, it’s easy to get approved, if you plan on giving out a high standard product anyway.
What the implications might be if you aren’t a licensee, I have no idea.
Have a look on Pinnacles’ site, there is a link to getting a license. I tried to copy it in here, but then the message won’t go through.
Good to know. Thanks!
I would also like to add that I have somebody having a look at the book again and going through the text for me. I had it proofed and I went through it so many time, bit still some stuff slipped through. I will send out an updated pdf in a few weeks.
Awesome review, I wanna play this game so bad!
Thanks, Chris. I felt the review came out pretty well, but I also really enjoy reading the book. So that really helps when doing the review.
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I always love reading about new settings!
One thing I was wondering about was the level of technology before the explosion.
Are the people finding ancient super-tech or are they just getting back to approximately where they were before the explosion (which sounds like it is steampunk level)?
Also does the game play on any residual anti-dwarf sentiment, due to them closing their doors so long ago?
Hi Marc
Before the sun exploded, it was a basic medieval world. Though magic was more accessible to the masses and used in many of the day to day tasks. Given time the world would have exploded into an Industrial Age using magic and technology, but the explosion put an end to that. Magic assistance is still a day to day occurrence, but now that sun shards have been discovered, early steam-punk technology is only now starting to change the world.
There are no real animosity towards the dwarves (though you gave me an idea for a small group in the gazetteer). The Nature Wardens managed to help the refugees with their camps. Though one of the dwarven cities is a but intolerant of other races.
Morne Schaap recently posted…And the reviews are in…