Looks good. The art and layout are very nice. Plus, a few good ideas for some twists on the Savage Worlds rules.
Unfortunately, the setting itself is very derivative. A designer can pull off a typical fantasy setting if she instills enough personality and quirkiness into it to make it interesting. But Shaintar just doesn't have it. At least for me. Everything here I've seen before, many times, and often better. The closest the author comes to originality are the races, but even these are just superficial revisions of standard fantasy fare. There's nothing that makes Shaintar stand out for me as a setting I would want to GM or play in.
Which doesn't mean there's nothing here for someone else. If you like the Savage Worlds rules and want to play in a standard, D&D-style fantasy setting, this is probably perfect for you (I believe it's actually the only typical fantasy setting for Savage Worlds on the market).
Also note: this is my impression of just the Player's Guide. The PG left me cold enough that I'm not going to spend my time or money on the rest of Shaintar, but that could be my loss: the full Shaintar: Immortal Legends book contains expanded setting info and a plot-point campaign which might add the depth and personality that I found lacking here. (But, the designers would have a loooooooooong way to go to impress me.)
I'll also admit, a large part of my negative reaction stems from what seem to be the author's repeated, strained attempts to convince me that Shaintar is a highly original, inspired setting that should be capturing my imagination, when in fact I find it a hackneyed and occasionally insipid setting that captured nothing more than $11.96 of my money.
And whose idea was it to include those two bits of godawful fiction at the beginning and end? They do add flavor--something akin to brussels sprouts dipped in motor oil and simmered over flaming cow dung.
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