WHAT WORKS: A few very original twists on the standard fantasy world. "The Bad Guys Won" has been done before, but rarely with the twist of "and then they became kinda good". I really liked the art, as it had an evocative style, kinda comic-booky, but not in a "kids" way.
WHAT DOESN'T WORK: The overpowering of the Edges and the construction of the races will limit the utility of this for anyone who might want to pluck from this for another Savage Worlds game. Some of the Call-En powers sure seem like they could be overpowered in comparison to the other Arcane Backgrounds. The editing and proofreading could have been a lot tighter as well, given outright contradictions at points in the book.
CONCLUSION: I like the setting quite a bit, as there's a lot of potential there. However, I think the book could seriously do with a revision bringing it more in line with the Savage Worlds rules in regards to Race creation and the strength of the Edges. I'm not a super big stickler for "game balance", but you are asking for trouble when you obviously set up one option as being mechanically superior to others, and folding the required Edges and Hindrances into racial packages would then allow more flexibility at character creation (and keep one from being an obviously better deal than the others). The Call-En feel a LOT like AD&D2e Psionics to me, which I was actually a huge fan of, and the addition of the aliens and the tech reminds me of Tale of the Comet, which I was also a huge fan of. As I said above, the setting has some great potential, with the powderkeg between the Daeorcs and Yaena, the hostility of the "uncivilized races" and the conflict between The Strangers and Nuclarine...I do suspect that bits like the overpowered Edges won't be a huge issue as they are contained to the setting, but I would still love to see it line up better with Savage Worlds Deluxe Edition.
For my full review, please visit http://mostunreadblogever.blog-
[4 of 5 Stars!]