Codex Arcanis

Simon Collins

Explorer
Beware! This review contains major spoilers.

Format: Softcover
Page Count: 192
Price: $24.99
Price per page: About 8 cents per page

Front Cover: A colourful pastiche of images of reasonable quality.

Back Cover: Introduction and overview to Arcanis, the World of Shattered Empires. Also, two black and white drawings of characters, slightly cartoonish but again of reasonable quality.

Inside Covers: Both blank although the main map is stuck to the inside back cover.
Other Pages: Page 1 and 2 are credits and contents, the last two pages are the OGL and an advert.

Internal Artwork: There are lots of black and white sketches of the peoples of Arcanis, all of which are good quality. There are several full-page black and white drawings, one of which is average, a couple good and a couple superb.

Maps: Maps are basic and would benefit from more detail and clearer political boundaries. Black and white maps of regions accompany their appropriate sections and there is a pull-out colour map at the back of the book, with two blobs of a nifty sticky material that so far seems infinitely re-usable to stick the map back in after viewing with no bad eefects on the paper.

Text Density: The text density is excellent with a little white space and no margins.

Text Style: The sourcebook attempts to give a perspective on each of the nations of Arcanis from the viewpoint of a certain character (a Coryani centurion speaking to child slaves, a set of scrolls recovered from the mummified remains of an explorer, etc.). I found that the style of some of these characters was verbose, dry and academic - more like a real history book than an RPG sourcebook - the disadvantage of using some of the characters they chose was that it doesn't always make entertaining reading. In addition, the number of typos was frightening, and ended up interfering with my appreciation of the text - Paradigm seriously need a decent editor.

Whats Inside:

Codex Arcanis is a sourcebook covering the major nations and races of Arcanis, the World of Shattered Empires, the fantasy campaign setting that forms the basis of Paradigm Concepts' previously released adventures, and is also the newest RPGA 'Living' setting (which I understand is currently not available to play in Europe).

The sourcebook gets off to an interesting start (10 pages). 'Religion' is first on the agenda, and we are introduced to a new slant on things with the concept that none of the gods of Arcanis have alignments - only their clerics do. Thus you can have clerics from all the alignments each following different aspects of the same god. After a bit of history, and a section on resurrection, 'The Gods Of Arcanis' details each deity including information on a secret society linked to each god, which are great for adventure ideas. The next section introduces us to the concept of 'Vals' - families that have inherited the bloodlines of certain gods, gaining special powers and responsibilities. The section ends with a brief timeline.

The first nation dealt with is the Coryani Empire (20 pages), lying at the heart of the continent of Onara (which is the focus of the Arcanis setting) . An 11-page detailed history of the Empire is given, from the viewpoint of a Coryani Centurion as he rescues child slaves from the Canceri. If I had been one of the children, I would pesonally have gutted him to stop the monotony of his speech. It would practically have sufficed to say "There were a lot of wars, against everybody". Further sections detail Family Life In The Empire, Social Classes, Imperial Government, and The Legions Of The Empire. The Geographical Overview section details the main Coryani provinces, with stats for the major city in each province; also in each section are sidebars that give a more detailed explanantion on a certain aspect of the province (e.g. the allergic reaction of elves to the incense that permeates the city of Sweet Savona in the province of Cafela thus causing them to wear headscarves that cover their faces - this in turn has led to others disguising themselves as elves in the city). The section finishes with a 'Who's Who In Coryan' detailing 3 important NPCs and the Coryani attitude towards the other nations in the sourcebook. The Coryani Empire and the historical Roman Empire have a lot in common, and much can be deduced of the content of this section if you are at all versed in Roman history.

The next nation is The Blessed Lands (5 pages), lying to the north west of Coryani. The section is offered up as a series of short essays by a temple scribe to brief the Patriarch of Coryan on the nature of the region. At the centre of The Blessed Lands, both geographically and spiritually, is The First City - think of it as similar to Jerusalem during the Crusades, except ruined and uninhabited (at least by civilised peoples). Each person is expected to make a pilgrimage to the First City sometime during their lifetime, and the equivalent of Knights Templars have developed to protect the pilgrims in this harsh and dangerous land. West of the First City is an enormous flood plain, invaded by the sea at seasonal intervals. A couple of other locations, the strange Lanzhou Island and the ruins of the ancient Cyclops nation of Saam-Ur, are also detailed.

The Western Lands section (12 pages) is presented as the teachings of a native of the region to a foreigner who has inherited land in the area. Also known as The League of Princes, this jungle region is split into six smaller regions with varying types of government. The main race in the area are known as Kio, humans who legend tells once lived in cities in the sky. They are pale and long-lived with an alien mindset that other humans find hard to grasp. When they first arrived in the area, many centuries ago, they took the lands from a less civilised race, the Undir, who are reputedly descended from a tribe of humans who mated with undines (water spirits). The Undir still remain in the area though they have been heavily affected by the Kio ways. The section also details the unknown lands of Uggur to the west of The Western Lands and the mysterious city-states that may lie within its borders - Hegoch (a humanoid mountainous city-state) and Quagga (a subterranean city-state run by an ex-Coryani half-orc Centurion). A Who's Who Of The Western Lands details 3 of the major NPCs of the area.

Milandir (14 pages), to the north of Coryani, is a lawful land built upon chivalry and faith. The section has 7 pages of tedious military history. The section then gives information on the ruling Vals of the region, the church and the Freemen (slavery and bondage is, uniquely, abolished in Milandir). The Milandir are focused towards the Arts (sub-sections on literature, music, dance, theatre, and opera) but have military might too (sub-sections on the navy, the king's guard, the knightly orders, and conscripts). There is a geographical overview of Milandir with stats on the major cities, 3 NPCs are detailed in the Who's Who section and the section finishes with details of relations with other nations (they hate the Canceri with a vengeance).

The Republic of Altheria (10 pages) lies in the south east of the continent of Onara. The Altherians are the chosen people of Althares, the god of knowledge and artificers. When their land was threatened centuries ago, the Altherians prayed to Althares for help. He granted them three gifts but warned that the gifts would bring pain and, through pain, spiritual growth. The first gift was magnetism. The culmination of this gift was that The Altherians built a floating city which, after being attacked by opposing armies and storms, eventually crashed into the mountains and thus the new capital of the Altherians was born. The second gift was blastpowder (gunpowder), which is currently a developing but restricted means of firepower in Altheria and a few other places that have strong links with Altheria. Due to the problems that the first two gifts have caused, the Altherians have not yet dared ask for the Third Gift from Althares. Presently, they use their knowledge to remain neutral though they are severely threatened by the serpentmen nation of Ssethregore. This section, presented as if by the Altherian ambassador to Coryani, ends with information on the Altherians faith, the capital of Altheria, and the threats from Ssethregore and elsewhere, as well as attitudes to the other nations of Onara.

The Hinterlands (20 pages) lie north east of Milandir. These hostile lands hold diverse cultures and they are explored as if through the remnants of scrolls recovered from the mummified body of one explorer who met his death whilst investigating this diversity. The indigenous peoples of the area the four tribes of the Yhing Hir horsemen who survive in the harsh desert climate of the area. Several sections describe the geography and ecology of slightly differing regions in The Hinterlands (mesa valleys, sand dunes, cactus forests, etc.). An overview of the city of Sicaris is given (introduced in The Bloody Sands of Sicaris adventure), as is some information on a college of sculptors defended by angelic statues. A number of locations and peoples in The Haunted Wastes are covered (The Chalk Seers and the Plain of Falling Stars, The Sorcerer Stones, The Veil Of Doom, The She'haulk Mountains and the Wall of the Gods, Erduk and The Mouth of the Nier, The Fire Dwarves, and Ni'huk Ma, the Ehtzara, and the Cult of the Jackal) and give plenty of fascinating adventure ideas - one of the best sections of the book. This quality is continued in the next section The Northern Desert which includes sub-sections on the Domain of the Hyena Queen, The Silt Sea and Bone Black, The Knights of the Order of the Holy Pillar, The Valley of Glass, The Hidden Canyon of Zhu, The Bleak Coast, Pearlspar, Jappa and the Takomir, The Keepers of the Well, and a detailed sub-section on the free city of Censure and the Six Noble Guild Houses. 3 important NPCs are detailed in the Who's Who section.

The Theocracy Of Canceri (10 pages) lies directly north of Milandir. Its story is related by a vampire to a Milandir thief in Canceri who has been given as punishment to the vampire to do what it will - the vampire wishes to talk of Canceri. We are treated to a sidebar discussing playing Canceri as PCs and using Canceri in a campaign. There follows a short and interesting history section discussing the coming of the Devil-Kings and the rise of the Church of the Dark Triumvirate (the Canceri essentially worship only three of the pantheon of gods of Arcanis - Neroth (god of the dead), Nier (god of destruction) and Sarish (the demon god). The text then deals with Canceri society (the people, nobility, and the church). Several locations are detailed (the Cold Plains, the Vosewalden (a cursed forest), Nier's Spine and the Holds of the val'Virdan, the Necropolises, and the Cities of the Red March). 5 NPCs are dealt with in the Who's Who section and the vampire's thoughts on the other nations of Onara conclude this section.

The Pirate Isles (9 pages) lie off the north eastern coast of Onara. A short history leads into a brief discussion of Freeport (Green Ronin's pirate city which is situated in the Arcanis setting, due to a ground-breaking partnership between the two companies). The other islands in the archipelago are dealt with in much the same manner, all introduced as if from a secret journal written by an ex-slave of the pirates, now turned Coryani cleric. The other sub-sections deal with Garundi, Fortress of the Crimson Slavers, Naori: The Island of Fire, and Magra: The Stronghold of the Pirate King. Each section has a 'Secrets' sidebar that gives the reader information that the author of the journal did not know, all great adventure seeds.

The Lament of the Dwarves (10 pages) gives an account of the dwarves of the Arcanis setting through the journal of an Altherian librarian joining a dwarf on the dwarf's return to his homeland. We learn of dwarven physiology, trade, hospitality, and settlements. The History sub-section reveals that the dwarves were once Celestial Giants. Cursed by the god Iliir, their leaders turned to stone (and the leaders' hearts to gems). However, the dwarves were promised possible freedom from the curse by the god Sarish, who promised to lift the curse for those who forge a perfect object and bathe it in the light of the glowing heart-gems of their stone ex-leaders. In addition, the dwarves must themselves occasionally bathe in this light to stop them rapidly aging. Since the stone ex-leaders are all underground, thus the dwarves live underground. Another fascinating aspect of the dwarves is when they die, they transmigrate their souls into crystal shards in the hope that they will be admitted into the paradise of Iliir once the curse is lifted (their souls do not presently reincarnate due to the curse). In a particular magical chamber, the souls of these shards can communicate with the living. However, since this practice has been followed, there has been a concerning downturn in the number of dwarven births. Seven dwarven enclaves are then detailed in the text, and there is a discussion of gnomes - in Arcanis, gnomes are actually half-dwarfs, the twisted result of interbreeding between the cursed dwarves and humans.

The Bright Nations of the Elorii (12 pages) deal with the elves of Arcanis, who are portrayed as being part elemental-, part nature-spirit, imbued into flesh, and with sharp teeth. It is presented as a study by a sage given as a present to the King of Milandir. The elves worship different gods than the humans and each elf is affected by the bloodline of these five elemental gods, four of whom have now been destroyed by humans. The History section explains how this came about and the tragic circumstances that led to humans slaughtering thousands of elves at the behest of the humans gods after the humans first came to Onara (elves lived in Onara long before humans arrived). Th elves retreated into the forest waiting for vengeance against the humans gods (the remaining elven goddess prophesied that the humans themselves would one day be needed by the elves in help to "beat back the silent darkness", though some elves still hate humans and kill them on sight). Some elves have recently re-emerged. The section goes on to deal with Family and Bloodkine (detailing the five sub-races of elves - there are no half-elves), the art and craft of the elves, government and religion, and the Elluwe' (sacred pools much like druid groves but with magical powers). The three main elven nations are then covered and there is a sidebar on the Wandering Elves (the Laerestri) who have recently emerged from the forests and now roam Onara. The section concludes with the Laerestri view of the other nations of Onara (they don't automatically dislike dwarves).

The Menace Of Ssethregore (8 pages) deatils the various reptilian races of Ssethregore, which lies to the south of Altheria. The Serpent Men are the oldest of these races and in fact are the oldest race of Onara (they created the elves to be their slaves, but the elves rose up and destroyed their wicked society). Sub-sections also include Troglodytes, Ss'ressen (Lizardfolk), a forgotten Reptile God, and information on the slaadi that interact with the reptilian races, the use of fear and loathing in the reptilian forces, and some brief information on The Swamplands that the reptilian races call home.

The Magocracy Of Ymandragore (10 pages) is based on the city of Ymandragore which is built on the Isle of Tears of the east coast of Onara. The Magocracy is ruled by the mysterious Sorcerer-King who seeks to attain godhood, and seems to be not originally from the world of Arcanis at all. After a short history section (which discusses how the Sorcerer-King's 'Harvesters' seek to kidnap those with magical talent and bring them back to Ymandragore), the geography of the land is covered in terms of some interesting locations with useful adventure ideas. Ymandrake society is then dealt with, discussing the native goblinoids and the various races the Sorcerer-King has brought to Ymandragore. Various magical societies are then discussed including some who work on the mainland (such as the Harvesters). 3 Ymandrake NPCs conclude this chapter and the main text.

Appendix 1 gives stats for the races of Arcanis. Interesting changes to the basic races are:
* Gnomes, due to their origin, are medium-size
* Dwarves have additional abilities including Weight of the Curse (deals with soul shards and reincarnation problems), and Search for Perfection (focus on Item Creation)
* Elves are immortal, and the five subraces each have different Ability Adjustments and Racial Abilities
* There are three new races: Dark-Kin (think half-fiend), Ss'ressen (Lizardfolk) and Val (powers and responsibilities linked to bloodlines, psionic abilities and legal ability to own an Altherian firearm are restricted to Vals only.
A note on classes tells us that humans in Arcanis cannot be sorcerers and confirms that only Vals can be Psions or Psionic warriors

Appendix 2 has lots of new feats: Alien (undead/infernal) Understanding, Avoidance, Born to the Saddle, Church Education, Combat Firing, Conscript, Divinity's Presence (Val Cha bonus), Elorii Bloodline (broken down into elemental lines), Empower Blood (Canceri blood sacrifice to empower magic), Fishmonger (actually an actor), Gentry, Hawk Eyed, Honeyed Tongue, Improved Quick Draw, Improved Ride-by Attack, Judge of Character, Knowledge of the Past, Know Terrain, Lay of the Land, Legionnaire, (Cunning) Linguist, Master of the Tops (climb rigging bonuses), Quick Reload, Saddle warrior, Strength of the Coryani Heart, Tactical Leadership, tail Attack, Trick Shot, and Visions of Lives Past. Many of these feats are particular to characters from certain nations or races. They vary in quality. There are also four new skills: Examine Technique (allows you to discover what your opponents combat modifiers are), and three Knowledge-based skills (disease, planar species and thanatology (study of death, funerals, mummification, etc.)

Appendix 3 has 10 new prestige classes: The Altherian Sharp Shooter, Brethren of the Order of St. Theomund the Missionary, Dancer of the Elements (elven spiritual warrior), The Blight Bearer (Neroth disease cleric), val'Mehan Emissary (diplomat/interrogator/spy), Order of the Emerald Flame (Ymandragore magical society) , Society Of Ordained Seekers (another Ymandragore magical society), The Wine Drinkers (another Ymandragore magical society), The warriors of the Eternal Flame (Canceri soldier), and the Ehtzara (Hinterland tribal sorcerer-shamans).

Appendix 4 details the unique weapons and armour of Arcanis, including Altherian firearms and a disc crossbow.

Appendix 5 gives a summary of the Pantheon of Arcanis with old and new clerical domains and the deities they relate to.

Appendix 6 details 23 unique spells of Arcanis, a magical plague called Betrayer's Fever, and three new magic items.

Appendix 7 gives the Val Bloodline powers.

Appendix 8 details the Coryani Lunar Calendar.


The High Points: This sourcebook reflects the enormous amount of work that must have gone into it. It is full of information on the setting of Arcanis, invaluable if you want to run a Living character in the RPGA games, very useful as background reference for developing your own adventures in Arcanis, and useful for understanding the background behind Paradigm's excellent adventures. In the latter chapters, there are a wealth of adventure ideas. The view on races, particularly the elves, dwarves and Vals, was creative, but the human subraces are also given life and sparkle. There is a very detailed world here and some excellent sources for adventures and ideas for your own campaign world. There was plenty of statistical information in the appendices to allow the DM and player to put these ideas into practice.

The Low Points: The editing was shocking. The earlier chapters in particular (Coryani and Milandir for example) were boring - I found myself skipping through sections as I read them. In fact, right throughout the book there were patches that went into information overkill, usually in the history sections, that seemed to have little use for DMs except as a link to the next paragraph about another war with somebody. Quite a few of the feats and one of the skills I found unnecessary or bland. This work, due to its size, clearly needs a decent index, and there is none to be found. Its a shame that the chapters later in the book (e.g. The Hinterlands and Ymandragore) were not used as templates for some of the earlier chapters - the details of interesting locations and secret societies with brief history sections would have better served the chapters on Coryani and Milandir.

Conclusion: Invaluable as a sourcebook for those interested in Arcanis, Codex Arcanis does not succeed in entertaining from start to finish as Paradigm's previous releases have. This should be seen as a SERIOUS BOOK, both in terms of style and in terms of the amount of information it offers. It is not for the academically-challenged. For this reason, I have had a hard time rating it. It is appalling in editing, poor in light entertainment value, average in terms of crunchy bits, good in terms of adventure ideas, and superb for reference. I was close to giving this an average rating as a measure of this range of value, but the amount of work that has gone into this is truly stunning and I just can't be that cruel. So take my rating as an indicator of its overall usefulness rather than its level of interest.
 

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The scions of the great noble houses harken to the blood of the ancient
Valinor in their veins, blood that binds them to serve the gods by ruling
over the rest of humanity. Plots born from an ancient treachery begin to
reach fruition in the present machinations of emperors and kings. Welcome to the world of Arcanis, the world of shattered empires. Codex Arcanis overviews the continent of Onara, a setting for the D20 System.

Arcanis is a world of adventure, menace and intrigue. Players and Game
Masters alike will start their campaigns here with an insightful tour of the mighty kingdoms and empires of Onara.
 

Von Ether

Legend
Don’t laugh in the world of Onara. This world is not for those who put their tongue firmly in cheek. This is a place where no one has gotten any slack or handholding -- even the Gods get the short end of the stick. I guess they don’t call it the World of the Shattered Empires for nothing

As a quick aside, the Codex is the first sourcebook I know of that has incorporated Green Ronin's City of Freeport setting into its world. After reading the Codex and Freeport, it seems that the two have a great meshed background story. Paradigm didn’t just simply drop the city onto the map and said “X marks the spot.” Anyone who owns both products will have almost no legwork on getting these two books to dovetail into each other.

This world is detailed in Team Paradigm’s Codex Arcanis. The $24.99 softbound book has 192 pages with black and white illustrations of art with varying degrees of quality, some good and some lame. The cover shows several men in various unique costumes defending a cannon from some lizardfolk-like critters. One dark man with a strange hat is using mystic force to aim the cannon as a flock of large birds use special handles to deliver cannon balls.

The interior art ranges from average to good and there is an attractive world map. This map, however, that could have used some political boundaries.

The book doesn’t waste much time holding your hand with a long introduction that tries to get the reader intrigued or excited about the world of Onara.. The Paradigm Concepts crew goes right into the discussion that the gods humanity worship have different aspects that allows them to take on followers of different alignments. A god of disease could have two completely different clerics who serve him. One cleric could be a healer of disease; meanwhile his college could be spreading disease. The idea seems to lend itself to the idea that crusades and jihads happen often in this world just among people of the same “faith,” never mind the other 11 deities. This is not a game world for beginners or those who want a black and white view of morality.

This more realistic approach to fantasy in the Codex shines the best in the 147 pages of the various nations of the known world in Onara. Unlike most fantasy worlds where the individual nations live a vacuum until a world spanning threat appears, the World of the Shattered Empires has seen constant strife as nations form into one empire or another and then split off to war over territory for the simple motives of resources and ambition. One easily has a dozen excuses to make this world seem to be a living thing with more mundane threats than demon hordes, not to say that hasn’t happened once or twice in Onara already. If you like Geroge R.R. Martin’s “Song of Fire and Ice” series, you’ll probably embrace a lot the Codex. There is, however, a problem.

The various writers of the Codex are presenting facts and histories of nations, not plot lines and characters. The reading of the Codex is more akin to a twisted history book or scholarly material than one of GRRM’s works. This may add some vermisitude for some; others are going to need a lot more coffee.

Oddly enough, I’ll start with the nation in the back of the book first, since it has a very active foreign policy. “The Magocracy of Mandragore” chapter sends out men called “Harvesters” who hunt for people with fledgling arcane talent. In some countries, the job is easy since these new talents are considered a tithe to placate the god-like Sorcerer King. Other kingdoms have stood their ground and defended their citizens against such recruiters. Right now, these braver nations have been spared the witch-king’s wrath since he is currently cursed not physically step onto the mainland. It is also know the king is not from another world.

Continuing from back to front, the next section deals with the “The Menace Of Ssethregore.” Bucking the cliché of the elves being the first born of a fantasy world, The Codex details the rise and fall of a race of Snake men who created the elves as mind-controlled slaves (it seems that Onara is a very humbling world for everyone in it.). The elves escaped of course, but only to be abused by humanity later. The section details various reptilian races of Ssethregore, Naga, Troglodytes, Ss'ressen (Lizardfolk), a forgotten god, and the new worship of the Slaadi. Scattered in a couple of paragraphs throughout the Codex, we also learn that one tribe of Ss’ressen somehow escaped their Snake men masters and are now a “good” race that is open for PC play and that bare bones information PC Ss'ressen info is in Appendix I in the back of the book. The big changes are that it seems Ss’ressen get a bonus to Dex instead of Str (imagine a lanky lizard instead of Croc Man) and favor class in Ranger.

Third from back is the “Bright Nations of the Elorii,” or the elven lands. The name is ironic considering that they have had a very dark history as victims of persecution up to the point that humanity’s gods demanded the death of the elves and their gods. The forces unleashed in this deiticide were used to trap a being named “He Who Waits In Darkness.” Afterwards, there was a prophecy from an elven goddess that the humans would one day will need he elves in help to "beat back the silent darkness." Yeah, most elves shoot humans on sight and for good cause. As almost an apology by the Codex, Elves happen to have special powers from five different bloodlines in Appendix I. And there is no such things as half-elves, Mr. Spock.

The previous chapter is about dwarfs -- who still live in mountain ranges and craft beautiful items in Onara. So at first it would seem that Paradigm left the dwarfs to their own devices, until you read the title of the chapter, “The Lament of the Dwarves.” Like I said, everyone gets rubber hose in this Codex. It turns out that dwarves are dwarves because they had been cursed for their high aspirations of godhood in their previous form as celestial giants. Their leaders were turned to stone and the giants were transformed into the dwarven race. This curse can be lifted if the dwarves can craft a perfect item and then show it to the light of one of the heart gems that reside in the petrified kings. Sort of makes sense in a way. The book also makes interesting use of something that is usually glossed over in most DND world, the long life span of a dwarf. That the great suit of mail that is a heirloom in your family may have come with a price that your son will have to pay one day. In the fear of death before the curse is lifted, the race also transfers their essences into crystals that can still communicate with the living. This chapter also deals with gnomes, who happen to be twisted half-breeds that are despised and reviled. The writers thrashed on the gnomes so hard that I was tempted to think that someone at the company was beaten as a child by tinker gnomes.

“The Pirate Isles” is the ending chapter of the mostly human lands in Onara. One interesting bit about a tribe of fire resistant people is mentioned, and then disappointingly not statted out in the races section in Appendix I. This is also where Green Ronin's Freeport is and as I mentioned in the beginning, the two settings mesh very well. The two companies did a great collaboration. There could be worse worlds to sail off to compared to the in-depth world of Onara.

The beginning chapters of the Codex are mostly filled with human lands, though some may not seem so human or humane. The leaders in the human lands lead by a literal divine right. This sub race is called the Vals (which also happens to be a prefix for entitlements, such as the Germanic Vons, Dutch Vans and the Dons of Italy) has the blood of the “Valinar” who are a celestial race serving the human Gods. These Vals are the only legal psionic race in the Codex and also replace the human free feat with “bloodline” powers that can grow in levels. Sort of reminds me of the old Birthright campaign without half the rules hassle.

The last human country to be discussed in the book is the “The Theocracy Of Canceri” chapter. It is a barren land where outcasts eked out a living until they formed a religion that worships death and lichdom. For all the juicy bits we read about in this original necrotic nation in Paradigm’s adventure series from the year before, the actual chapter in the world book seems tame. I can understand the urge not to duplicate much so some didn’t feel like they paid double for the same content, but best bits for Canceri are in the great trilogy of adventures called the Canceri Chronicles.

“The Hinterlands” seems to be an arid area where a lot of strange geographical features lie around for scenery and various cultures from the steppes of Asia, the Savanna of Africa and various barbarian cultures such as Vikings and Mongols reside in sort of a melting pot steppes land.

It seemed at this point that the middle section of the book was the blandest part of the product; things were stronger in the front and the back. This is where the dry writing styles hurt the most.

But things were going strongly in the “The Republic of Altheria” chapter. It seems that the only Onara country that can make gunpowder thinks the myth that its capitol fell out of the sky is just a fairy tale. Truth be told, the myths are right. It seems that the Altherian god is a Prometheus character with the usual Arcanis twist; his gifts come with a price. He gave his people electricity and they created magnetic repulsion plate mail and levitation stations for flying cities. Then the country was feared for it outright display of technology and unwillingness to share the “magic.” But all of that is forgotten and their god has now given them gunpowder, which they only give out to allies, but keep production to themselves. History repeats itself even though the Altheria is a fairly original creation.

You love Camelot, you’ll like “Milandir.” This is a nation of art, culture and chivalry. The real twist will be for those who know their European history; one can see that the company took a new slant by basing the culture off of Switzerland and Poland instead of the cookie cutter British version. Best yet, Canceri is their neighbor, GMs will have fun with that one I am sure.

“The Western Lands” chapter offers a set of city-states in more tropic climate, in another oversight, Paradigm’s crew mentions two more human subraces, the Kio and the Undir, and yet offers no guidance on how to play them. This seems strange because the chapter’s history section is rife with mention of these “alien” like people.

The Codex continues to avoid cliché by offering the “Blessed Lands” section. This is sort of a “Jerusalem in ancient ruins” setting. Templars and pilgrims roam the land as a dead sea bed fills up to be a temporary ocean once a season. This (un?)dead sea supposedly fills with all sorts of weird creatures at high tide and then drains to deposit ancient wrecked hulls on the floor of the drying plain. There also hints of shape changing fish men, very cool.

The first chapter is the “Coryan Empire” the seat of the original empire that held all human lands in sway until the final prayer of it’s emperor caused a mountain range (Wall of the Gods) to rise up and defend humans from a demonic invasion. There are some cool bits that seem very natural. The perfect example is how one city beautifies it’s streets by burning incense. Visiting elves are allergic to the smell, so they veil themselves to stop the fumes. Now a days, anyone who wants to go incognito dresses like a masked elf. The only low point on the chapter is that this one is a big offender of dry writing so grab a cup of coffee.

Jumping to the rear of the book, the dry style pays off in the crunchy bits of the Appendixes. As mentioned before, Appendix 1 gives stats for the races of Arcanis.

Appendix 2 has more than 30 feats: Alien Understanding, Avoidance, Born to the Saddle, Church Education, Combat Firing, Conscript, Divinity's Presence Elorii Bloodline, Empower Blood, Fishmonger, Gentry, Hawk Eyed, Honeyed Tongue, Improved Quick Draw, Improved Ride-by Attack, Judge of Character, Knowledge of the Past, Know Terrain, Lay of the Land, Legionnaire,Linguist, Master of the Tops, Quick Reload, Saddle warrior, Strength of the Coryani Heart, Tactical Leadership, tail Attack, Trick Shot, and Visions of Lives Past. Many of these feats are particular to characters from certain nations or races. They vary in quality. There are also four new skills: Examine Technique.

Appendix 3 has 10 new prestige classes: The Altherian Sharp Shooter, Brethren of the Order of St. Theomund the Missionary, Dancer of the Elements, The Blight Bearer, val'Mehan Emissary, Order of the Emerald Flame, Society Of Ordained Seekers, The Wine Drinkers, The warriors of the Eternal Flame, and the Ehtzara.

This book is full of stuff that one could use in other campaigns or as is. There were some minor problems with dry readings and some teasers for races that given a lot of text, but not stats and then a race that gets a rare mention and then has the bare minimum stat block.

Overall, I wish there was a 4.5 or 4.75 rating because these guys are on track and I’m hoping with a little more spit and polish, they’ll continue to give us some excellent product. On the other hand, I have heard way too little about this book on the ‘Net. Codex Arcanis has to be the most undervalued book on the market today for fantasy gaming. I’m going to give these guys a perfect score in hopes that others will pick up the book and add their feedback to the reviews section and hope Paradigm Concepts will listen.
 

Clint

Journeyman Linguist
Hi, Von Ether.

Thanks for your review, I liked it. It was very detailed and informative.

However, when you give a different number grade than how much you enjoyed the product, you're doing it, and your review, a disservice. Tell me that you thought it was a 4.5-4.75 and the product leaned close enough to 5 to get it, but don't tell me that you gave it a 5 because you want people to look at it. That you want people to look at it isn't part of the grade of the quality of the product. When you say something like that, it makes me rethink how I took the rest of your review.

Please, start a conversation in the messageboards about the product if you want to talk about it or generate some interest in it. But it doesn't help it at all to skew the review just to get attention.
 

Von Ether,

Thanks for the good review.

I just want to point out that the Kio and Undir are not races, they are ethnicities. Both the Kio and the Undir are human, though the Kio are certainly.... different.

Eric Wiener
Paradigm Concepts, Inc.
www.paradigmconcepts.com
www.livingarcanis.com
 

Von Ether

Legend
"However, when you give a different number grade than how much you enjoyed the product, you're doing it, and your review, a disservice."

Ironic I read this just after I got a "scolding" for giving Blood Reign a 4 when I also thought it should have had a 4.5 or 4.75. It brings up the question about what does a better service, rounding up or down.

ON the Kio and Undir, the comments made the races sound exotic enough that I was convinced they were something more than an ethnicity. But what about the fire-resistant Naori? Are they an ethnic or racial division?
 

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