Restless wanderers with a deep connection to the forces of fate and time.

Racial Traits

Avg. Height: 5’4” – 5’8”
Avg. Weight: 120 – 170 lbs

Ability Scores: +2 Charisma, +2 Wisdom
Size: Medium
Speed: 6
Vision: Low-Light

Languages: Ashvadan, Shavari, one additional language
Skill Bonuses: +2 Insight, +2 Streetwise
Shavari Weapon Proficiency: You gain proficiency with scimitars.
Musician: You are trained in one class of musical instrument, or voice.
Foresight: You gain +1 to initiative rolls.
Jack-of-all-Trades: You may select training in one additional non-class skill.
Unwound Fate: You gain the daily power Unwound Fate.

Unwound Fate
Shavari Racial Power
You disjoint the flow of time with a carefully stuttered exhalation.
Standard Action, Ranged 3
Effect: One non-dying ally in range (or yourself), along with any enemies engaged in melee combat with them, are restored to the health and status they had at the end of your previous turn. (This includes both beneficial and negative status effects.)

The shavaris have a deep love of music, dance, and song, and through these they connect with their more mystical fascination with time. Soothsaying is an ancient tradition among shavari clans, with the wisest elders being sought out by the wealthy and powerful to read their fates, though they rarely hear what they hoped to. They are a nomadic people, native to the semi-arid plains, hills, and forests of northeastern Ash-Hael, but infected with a wanderlust that drives them across the world, sometimes never to return. It is not rare in any part of the world to see the pinprick glow of a bonfire in the night, and hear the booming laughter of a shavari campsite mingling with the reels of violin and drum.

Physical Qualities

Shavaris have lithe, sinuous bodies which move quickly and with purpose. They are a handsome race, with warm brown skin and eyes in every possible hue of violet—females often paint their lips the same shade as their irises. Their hair is dark gray from birth, though as they age it will gradually turn white. Females wear it in a mixture of braids and loose tails, while the men cut it to short tufts, and sometimes grow short beards as well. The edges of their ears are broken into five segments as though intentionally cut, but in fact this is a natural feature, and they often augment it with jewelry.
Shavari culture has an inordinate fondness for gaudy clothing and large amounts of jewelry, and although high quality is not particularly sought after, some level of aesthetic cohesion is usually maintained. They are also often found with sand-goggles and headwraps around their neck for the desert, even when far from Ashvada, as a token of their homeland.

Playing a Shavari

Shavaris are naturally inquisitive about the world, and tend to view most choices as an opportunity to broaden their self-knowledge and experience. They are deeply enamored with humor of any sort, and often joke and play pranks if no-one will be the worse for it (sometimes, even then).
They are quick to make friends with their companions, and equally quick to let their passions get the better of them and break into short-lived but furious outbursts. They rarely take these outbursts seriously, though, and afterwards will be surprised if anyone else did. They encourage and inspire their companions in combat, or let their fury loose on the unfortunate foe—they are drawn to the striker and leader roles, particularly the classes of rogue, bard, ranger, and sorcerer.
The shavari worship a three-in-one divinity they refer to as the Weavers, depicted as three figures working an infinite loom or spindle, weaving the history of the world. Worship, however, may be an inappropriate term—the Weavers have no priests and no temples, and no rituals other than the fortune-telling traditions passed through shavari generations. Their only prayers are muttered curses or pleadings as a shavari stands at the brink of some great choice. Fortune-telling and time-manipulation are the principle manifestations of shavari magic-practice; however, more general magical study is not unusual among them, and arcane power users are accepted by shavari society, unlike most of the rest of Rahymn.
Shavari enjoy a unique liberty within the Ashvadan Caliphate, able to travel without restrictions or questioning, and having almost complete autonomy within their province. The reason for this is unclear; one legend has it that Ahriman designated the shavaris to be protected as his own people, while another holds that the first Caliph, Fatima I, employed shavari soothsayers as advisors in her campaign to unite the desert tribes, and rewarded them with rank and self-rule. Another legend still has it that Suleiman II was tricked into signing what he thought was a shavari thief’s death warrant, but was in fact a proclamation of the liberties enjoyed today, which the Caliph was too embarrassed to recant.
Whatever the case, in their homeland as well as throughout the caliphate, they occupy a special position which can afford them both respect and jealousy, depending on who they are talking to. They are generally viewed as outsiders wherever they are, a judgment which doesn’t bother them overmuch, though they will often respond by trying to show their commonality through humor or music. They would be more perturbed by some people’s assumption that they are all thieves, if they didn’t know quite well that many of them are. What offends them is implying that they would steal butter or a sheep, rather than ornate jewels or a king’s dentures.

Shavari Characteristics: Free-spirited, curious, unpredictable, humorous, mystical, loyal, passionate, disingenuous, sardonic, persistent, wild, active, proud, quick.

Shavari Adventurers

Below are descriptions of three sample shavari adventurers.
Rephan is a shavari bard who traveled widely through the Free Cities with his extended family when he was young, making their living by performing in inns and selling fortunes. When he was sixteen their campsite was attacked by a group of drunken local youths who accused them of trying to steal their women, and in the fire almost all of his family were killed. Rephan hunted down the attackers and slew them in vengeance, against his uncle’s orders. Unwilling to return to his people until he’d come to grips with what he had been through, he stole a violin and set out alone. He is affable and friendly in the inns and markets he performs in, but those who catch him unawares often find his eyes vacant and sad, staring into the distance—or, if they are less fortunate, playing heartbreaking melodies on his violin, as he remembers those he lost.
Shara is a shavari sorcerer who grew up in the homelands, among orange groves and long golden hills of wheat, going sailing with her father when the weather was good. She was marked at an early age as a seer, and has received extensive tutelage in the mysteries of time and fate under the watchful eyes of shavari grandmothers. After harnessing some of her magical capabilities and nearly burning her house down, she decided to set off into the desert with a departing caravan (to her parents’ mild relief), to seek out the ruins of the Lost Empire and further understanding into her strange gifts. After a catastrophic incident in one of the ruins, she fell in with a band of adventurers who saved her incautious life, and has travelled with them since.
Hallioq is a ranger who practices the traditional shavari martial art of t’lal, wielding twin scimitars he inherited from his grandfather. His family’s caravan has not returned to the homeland since his great-grandfather’s time, and since his birth they have been travelling between the colonies and trading ports of Ghat. He has developed a strong affinity for the humid vitality of the rainforest, and moves through it as naturally as the native lush elves and tieflings. On a wandering one day he ran into a small party of archeologists about to cannibalized; with some diplomacy and a tactfully placed swordpoint he effected their rescue, and on a whim accepted their offer to hire him as a guide. After the expedition had ended he chose to remain with the band of adventurers they’d hired as guards, in whom he found kindred spirits, and sent a message to the caravan saying he’d be back… eventually.


The Redemption of Rahymn NestingJavelina