Erathes

==Erathes, The Tomorrow Lands==
Erathes is an American Wild West-inspired frontier world; technologically it is a Late-Napoleonic era Earthlike-world with a new Magipunk mineral fueling an Industrial Revolution. Where we find ourselves on Erathes is the Far Northwest of the Red Coast, a desert, characterized by wide vistas, cacti, tumbleweeds, rattlesnakes, canyons, railroads, small wooden towns, and many other Wild West tropes. Everything familiar from Earth is powered on Erathes by - at least at some level - magic; for example, Dracanthracite steam locomotives replace coal boilers, and Lawpersons & Outlaws shoot bolts from Empyreal Slings instead of firing guns. Winter on Erathes is thunderstorm season, when Grandfather Thunder rouses from his slumber and terrorizes the desert with rain both hard and sudden. Themes include: Colonialism & conservation, humor & horror, gentlemen & gamblers, leftover magic & looming technology, pirates & priests, robber-barons & red-light-districts, spellmen & 'slingers, tinkers & thieves, Wild Wild West & wealthy big balls.
Erathes is the third planet in the Solar System - orbiting a star called SOL INVICTUS. This star system is in the Corkscrew Galaxy of the Three Galaxies, one of millions of inhabited worlds, the youngest known galaxy in the universe. Stars and planets in the Corkscrew Galaxy more metallurgically dense and diverse than currently understood Population I stars, which leads to a greater number of naturally occurring stable heavy elements, including Mythrill, Adamantine, & Toven.
Erathes formed from an accretion disc revolving around the young Sol Invictus, with complex organic compounds necessary for life having formed in the protoplanetary disk of cosmic dust grains surrounding it before the formation of the Erathes itself. There is a great crystalline lattice of the metal Toven in the composition of the core of Erathes. So, much like Earth's iron core creates a protective magnetic fields, Erathes also has a naturally occurring magical field. Erathes is not what most people would consider normal; a place where magic, technology, and super powers coexist and create volatile mixtures.
==Points of Light==
Most of Erathes is wilderness; a cosmic waypoint dotted by a variety of intelligent species, strange monsters from other planes, ruins of ancient empires, and so on. The Erathes have lived in isolated pockets scattered across a big, dangerous world and look upon the unkempt lands with dread. Not simply carved up between nation-states jealously enforcing their borders, most City-States didn't even have roads linking to neighbors. It might be safe enough within an hour's travel from town, but go beyond and anything could be waiting down that old overgrown path… and whatever is out there is most likely hungry and hostile: infested marches, haunted barrowfields, desolate hills, and monster-haunted badlands. Striking off into untraveled lands is something only Adventurers do.
All of this being said, those who can afford it travel by way of the Interstices, large, fixed portals where the intervening space between places and the interval of time elapsed to cross said space are simultaneously reduced to nearly zero. But there is a rumor that the Interstices... leak. It's said some of the most villainous of the Multiverse can hijack the Insterstices to travel to Erathes through the Elemental Aether. 
== History ==
Deep Time
Timeline
== GAME SYSTEM RULES ==
“This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com.
 
Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group.
 
Used with permission.
 
Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.”
The following Savage Worlds setting Rules apply to Erathes.
BORN A HERO: Player characters ignore Rank requirements for Edges during character creation.
DESPERATE ATTACK: Attacker adds to any Fighting roll and subtracts a like amount from damage if he hits.
DIFFICULT HEALING: A caster only has one chance to heal a particular Wound. 
DOWNTIME: Adventurers will have time between their quests to spend ion activities.
DYNAMIC BACKLASH: A Critical Failure on an arcane skill roll forces the player to roll on a special table with various chaotic results.
GIANT FOES: Creatures 2 or more Scales smaller than another may attempt to climb up the larger foe.
HEROES NEVER DIE: Heroes and named villains rarely actually die but return in some way after being defeated.
PRANA BENNIES: Benny rules are replaced with the rules for using the colored Prana of Erathes.
UNARMORED HERO: Wild Cards without armor add +2 to their Soak rolls.