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<blockquote data-quote="Ceresco" data-source="post: 446380" data-attributes="member: 8585"><p><strong>Arcanis: The World of Shattered Empires</strong></p><p></p><p>The reasons I've become a fan of this world and the publishers PCI is that it's a mature Role Players setting. It has the feel of history, a world that's never static. The depth that you feel comes from a densly text filled Codex Arcanis, the bible for the world. In it you get an introduction to 12 nations that make up the known continent of Onara. Each chapter reads from the perspective (and all the subjective prejudices that entails) of that nations people. </p><p></p><p>As is said in the Living version of Arcanis, the story is what's most important. This is proven by the fact there are none of the normal crunchy bits until you get to the Appendix where you find Arcanis specific PrCs, feats, skills, domains and spells. This is actually one of the most subtle things I like about their products, lots of story uniterrupted by numbers. The entire book is story driven and impressively written. </p><p></p><p>What else do I like about Arcanis? No fuzzy footed wee folk, they're just to jolly to survive. Elves are actually Elorii, created from the Elements and given Life by the Goddess Belisarda so they can be slaves to an ancient empire of cold blooded lizardfolk who then later revolt. Dwarves are under the burden of a Curse for betraying the Gods with only one chance at redemption, the creation of the Perfect Item. Gnomes exist, but are the unnatural offspring of a Human and Dwarven mating. Ss'ressen (read Lizardmen) have an awesome tail attack and trip oppurtunity. There are Dark Kin, the carriers of a genetic taint that springs up unexpectadly from time to time in a family that carries the Seeds of the Infernal who ruled the land during the Time of Terror. Though half orcs are around I haven't seen one played.</p><p></p><p>And you know what the best thing about the world of Arcanis is? Religion. For the first time I've seen a rpg treat religion in a realistic manner. I'll quote directly from the introduction of the Codex: " In an Arcanis campaign, Gods and religions differ from those of other RPG campaign settings in one very important way: <strong>Alingment is determined by the religious institution not the God itself.</strong> In other words, the Gods don't have alingments, the churches do."</p><p></p><p>This is the most inovative and realistic approach to fantasy worship I've ever seen. That more than anything else makes PCI my favorite publisher.</p><p></p><p>respectfully-</p><p></p><p>Edward J Kopp</p></blockquote><p></p>
[QUOTE="Ceresco, post: 446380, member: 8585"] [b]Arcanis: The World of Shattered Empires[/b] The reasons I've become a fan of this world and the publishers PCI is that it's a mature Role Players setting. It has the feel of history, a world that's never static. The depth that you feel comes from a densly text filled Codex Arcanis, the bible for the world. In it you get an introduction to 12 nations that make up the known continent of Onara. Each chapter reads from the perspective (and all the subjective prejudices that entails) of that nations people. As is said in the Living version of Arcanis, the story is what's most important. This is proven by the fact there are none of the normal crunchy bits until you get to the Appendix where you find Arcanis specific PrCs, feats, skills, domains and spells. This is actually one of the most subtle things I like about their products, lots of story uniterrupted by numbers. The entire book is story driven and impressively written. What else do I like about Arcanis? No fuzzy footed wee folk, they're just to jolly to survive. Elves are actually Elorii, created from the Elements and given Life by the Goddess Belisarda so they can be slaves to an ancient empire of cold blooded lizardfolk who then later revolt. Dwarves are under the burden of a Curse for betraying the Gods with only one chance at redemption, the creation of the Perfect Item. Gnomes exist, but are the unnatural offspring of a Human and Dwarven mating. Ss'ressen (read Lizardmen) have an awesome tail attack and trip oppurtunity. There are Dark Kin, the carriers of a genetic taint that springs up unexpectadly from time to time in a family that carries the Seeds of the Infernal who ruled the land during the Time of Terror. Though half orcs are around I haven't seen one played. And you know what the best thing about the world of Arcanis is? Religion. For the first time I've seen a rpg treat religion in a realistic manner. I'll quote directly from the introduction of the Codex: " In an Arcanis campaign, Gods and religions differ from those of other RPG campaign settings in one very important way: [B]Alingment is determined by the religious institution not the God itself.[/B] In other words, the Gods don't have alingments, the churches do." This is the most inovative and realistic approach to fantasy worship I've ever seen. That more than anything else makes PCI my favorite publisher. respectfully- Edward J Kopp [/QUOTE]
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