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<blockquote data-quote="Von Ether" data-source="post: 2009121" data-attributes="member: 15582"><p>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</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>“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.</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p> “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. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>“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.</p><p> </p><p>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. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Von Ether, post: 2009121, member: 15582"] 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. [/QUOTE]
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