WHAT WORKS: Even if you have no desire to play Shaintar, if you're running a fantasy game in Savage Worlds, there's some heavy duty stuff to strip-mine here. At least a few Edges will make their way into my Savage Midnight game, and maybe even a couple of the Setting Rules. A lot of it feels very familiar, sure, but there's a lot of cool tweaks (like the Korindians having their own martial art), and the ready made excuses to put folks together (like Grayson's Gray Rangers). I would also be doing the book an injustice if I failed to point out that it's gorgeous, with an absolutely amazing cover by Tomasz Tworek. Did I mention there's not a laundry list of "More Powerful Than Your PCs" NPCs to have to explain your way around? Although, they may be coming in the next book for all I know. (See? Told you I'm not in the loop.)
WHAT DOESN'T WORK: The Talisman Studios version had a really sweet random adventure generator that used cards that this one lacked. Not that I won't just swipe that from that book, of course...but YOU don't have access to it. In MY copy of the PDF, there were still a lot of "see page XXX" left, which may have been corrected by now (and which will hopefully be corrected by print for sure). The information for the setting itself gets painted in pretty broad strokes, which some folks are going to hate and some folks are going to love. Given that I'm just really getting started with one Savage Worlds fantasy game, I doubt I'll get to actually run Shaintar myself anytime soon.
CONCLUSION: For Pete's Sake, at least get the Player's Guide so you can rip liberally for your own Savage Worlds fantasy games. Then if it looks good enough, there's the full version of the book and the Kickstarter to consider. I love a lot of the tinkering Sean did with the Savage Worlds rules, and I seriously cannot wait to see what happens with Legends Unleashed and how it opens up magic to fit an "epic high fantasy" feel.
For my full review, please visit http://mostunreadblogev-
[5 of 5 Stars!]