You live in the Third Age, where the Dragon has been reborn and the Pattern strains toward Tarmon Gai'don. You are not a bystander. You are a channeler hiding your spark, a Warder sworn to a sister, an Aiel spear-sister far from the Waste, a Seanchan officer questioning the Return.
This game runs on Savage Worlds Adventure Edition: Wild Cards, Bennies, Shaken and Wounds, Action Cards for initiative. Channeling uses the effort reserve in Channeling the One Power — not spells-per-day, not superpowers. Steel, bows, and Shadowspawn follow core SWADE combat.
What you need
A Savage Worlds core book, a deck of playing cards, a fistful of d4 through d12, and Bennies. Everything else is in these chapters.
The core loop
The Marshall deals Action Cards. You declare weaves, draw steel, or work the Game of Houses. When the Pattern wills it — and it will — the Wheel weaves you into a ta'veren moment, and the whole table bends around your choice.
Roll your Trait die plus the Wild Die if you are a Wild Card, and count raises. A crafty plan, a well-placed arrow, or a single well-chosen weave matters more than raw damage dice. That is intentional — heroes here are capable but mortal, as in the books.
What the books cover
The Player's Handbook teaches you to make a hero, channel the One Power, fight Shadowspawn, and survive madness and duty. The Builder's Manual teaches your Marshall to run the Last Battle, price ter'angreal, field Seanchan beasts, and weave the White Tower's politics without drowning the table in paperwork.