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<blockquote data-quote="Ylis" data-source="post: 1501204" data-attributes="member: 16749"><p>I really enjoy ElfClash: Realm of Lanai by Khan's Press. It's not as well-known as some of those mentioned before, but it offers a great setting. A bit of warning: it is a little more high-powered of a world than standard D&D and it's quite addictive (my players and I have been playing it non-stop since it came out in January).</p><p></p><p>Overview of the world:</p><p>The world is highly detailed. In a nutshell, the world is overrun with elves, though NOT the normal pansy type elves you're used to seeing. There are the main elf race, Gold Elves, which have taken over the world and have pretty much made it similar to Nazi Germany (with other races being the Jews). Magic and religion are banned, as are halfbreeds, though these things exist (they just earn you a death sentence if you're caught). There are winged elves, a floating continent, and an underground continent. There's a resistance to the Gold Elves building up that is there to eventually wage war with them, though they're too weak at the moment to attack them outright (they do make Gold Elves miserable, though). It's pretty much dangerous to do anything "out of the ordinary" in the world, so characters tend to always have a high level of fear in the game, and keep themselves in check.</p><p></p><p>How it differs from standard D&D:</p><p>Almost all the races and classes are different, and better. Halflings, for example, are no longer the roguish-Kender types they normally are in standard D&D (they're scholarly). There are different types of Elves, as stated before, no gnomes (though halflings are sort of like gnomes), humans, dwarves, etc. There are very few of certain races (such as dwarves), and many of others (such as Gold Elves).</p><p></p><p>For the classes, there are two new magic systems, one of which runs off of skills. The Cleric is the only one that keeps the old magic system. Many of the classes that used to have cheesy magic (bards, paladins, rangers) no longer do, but they are built up with much better abilities. The Druids are magic-less, but are kind of a cross between a monk and a druid, with some additional abilities. I think the Rogue is pretty much the only class untouched in the game. </p><p></p><p>So, if you want a game where stepping out of the safety of your home town equals an adventure, this is it. </p><p></p><p>I think you can find the PDF on sale on <a href="http://www.rpgnow.com" target="_blank">http://www.rpgnow.com</a> under Khan's Press. I think it's down to $6 or so (from $10). It's definitely worth the money (over 200 pages).</p></blockquote><p></p>
[QUOTE="Ylis, post: 1501204, member: 16749"] I really enjoy ElfClash: Realm of Lanai by Khan's Press. It's not as well-known as some of those mentioned before, but it offers a great setting. A bit of warning: it is a little more high-powered of a world than standard D&D and it's quite addictive (my players and I have been playing it non-stop since it came out in January). Overview of the world: The world is highly detailed. In a nutshell, the world is overrun with elves, though NOT the normal pansy type elves you're used to seeing. There are the main elf race, Gold Elves, which have taken over the world and have pretty much made it similar to Nazi Germany (with other races being the Jews). Magic and religion are banned, as are halfbreeds, though these things exist (they just earn you a death sentence if you're caught). There are winged elves, a floating continent, and an underground continent. There's a resistance to the Gold Elves building up that is there to eventually wage war with them, though they're too weak at the moment to attack them outright (they do make Gold Elves miserable, though). It's pretty much dangerous to do anything "out of the ordinary" in the world, so characters tend to always have a high level of fear in the game, and keep themselves in check. How it differs from standard D&D: Almost all the races and classes are different, and better. Halflings, for example, are no longer the roguish-Kender types they normally are in standard D&D (they're scholarly). There are different types of Elves, as stated before, no gnomes (though halflings are sort of like gnomes), humans, dwarves, etc. There are very few of certain races (such as dwarves), and many of others (such as Gold Elves). For the classes, there are two new magic systems, one of which runs off of skills. The Cleric is the only one that keeps the old magic system. Many of the classes that used to have cheesy magic (bards, paladins, rangers) no longer do, but they are built up with much better abilities. The Druids are magic-less, but are kind of a cross between a monk and a druid, with some additional abilities. I think the Rogue is pretty much the only class untouched in the game. So, if you want a game where stepping out of the safety of your home town equals an adventure, this is it. I think you can find the PDF on sale on [url]http://www.rpgnow.com[/url] under Khan's Press. I think it's down to $6 or so (from $10). It's definitely worth the money (over 200 pages). [/QUOTE]
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