Getting Started

Ok, House Rules time. How to make your character!

Rolling up attributes.
Roll 4d6 (that's 4 six sided dice)
Drop the lowest number.
Do this 6 times.
Put the numbers where you want them.
Apply racial modifications.

If the bonuses before Racial Modifications are negative, you have the option of scrapping the set and starting again. However, because I'm not watching you roll, I'm trusting people to roll and be honest.

Pick your race.

Max Out Hit Dice for all lvls. This makes it easier on the players and the GM.

Characters start at 3rd Level. Again this gives you a bit more wiggle room and allows you to stat out what you want and how you want it.

Volia, the easy part is done.

Now for the hard part, see all those books I've got listed Here? That's what you've got to work with. However be aware that Amethyst doesn't run like your normal D&D game. You don't start off as a paladin, ranger, uber god mage of death destruction and english literature major, you actually have to work for it. That's right, some classes, most notablely the Paladin and Ranger are prestige classes and how you get to them determines how the prestige class works out.

Player Characters will start out as Level 3, we will be using the fast experience table out of the Pathfinder RPG book. So yes, you could very well wind up being Level 20 before this is over. I plan to run one Full Story Arc from start to finish. If we find leveling it to fast and not rewarding enough, we'll drop back to the standard method and go from there.

Starting Cash: Starting cash is 3000 gold/credits/silver spoons/whatever.

VITAL STATISTICS

AGE

You can choose or randomly generate your character's age. If you choose it, it should be at least the minimum age for the character's race and class (see Table: Random Starting Ages). Your character's minimum starting age should be the adulthood age of his or her race plus the number of dice indicated in the entry corresponding to the character's race and class on Table: Random Starting Ages.

With age, a character's physical ability scores decrease and his or her mental ability scores increase (see Table: Aging Effects). The effects of each aging step are cumulative. None of a character's ability scores can be reduced below 1 in this way.

When a character reaches venerable age, secretly roll his or her maximum age, which is the number from the Venerable column on Table: Aging Effects plus the result of the dice roll indicated on the Maximum Age column on that table, and record the result, which the player does not know. A character that reaches his or her maximum age dies of old age at some time during the following year. The maximum ages are for player characters. Most people in the world die from pestilence, accidents, infections, or violence before getting to their venerable age.

Table: Random Starting Ages Optional
Race Adulthood Barbarian, Rogue Fighter Cleric, Druid, Monk, Mage
Chaparran 90 years +4d6 +6d6 +8d6
Damaskan 80 years +3d6 +3d6 +4d6
Gimfen 40 years +4d6 +6d6 +9d6
Half-Fey 20 years +1d6 +2d6 +3d6
Human 15 years +1d4 +1d6 +2d6
Laudenian 110 years +4d6 +6d6 +10d6
Narros 70 years +3d6 +5d6 +7d6
Tenenbri 50 years +3d6 +4d6 +6d6
Tilen 30 years +4d6 +6d6 +9d6

Generally, techan humans live out their full lifespans due to advances in medicine and the overall quality of life. Many echan humans fall victim to their environment (plagues or predators) so their average natural life is reduced. There is no actual difference with humans in regards to their aging. Echan humans living in major cities or in areas blessed with positive magic have the same lifespans as techans. There are, however, ways to extend a human’s life with magic. There are no known ways in techa to do likewise. Fey lifespans are wildly different depending on the race. The rate of maturity also changes with each species. Some reach adulthood nearly the same as humans while others make take a century or more to develop to adulthood. Generally, the oldest species have the longest lifespans, but they also reproduce at an extremely reduced rate. This characteristic is reversed with younger species. The two major exceptions to these rules are pagus and tilen.

Table: Aging Effects
Race Middle Age 1 Old 2 Venerable 3 Maximum Age
Chaparran 400 years 800 years 2500 years +4d% years
Damaskan 300 years 500 years 1000 years +4d% years
Gimfen 100 years 300 years 400 years +3d% years
Half-Fey 62 years 150 years 250 years +5d20 years
Human 35 years 53 years 80 years +2d20 years
Laudenian 500 years 1000 years 5000 years +4d% years
Narros 250 years 400 years 900 years +2d% years
Tenenbri 200 Years 300 years 500 years +4d% years
Tilen 300 years 400 years 500 years +3d% years

1 At middle age, –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
2 At old age, –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
3 At venerable age, –3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

HEIGHT AND WEIGHT

The dice roll given in the Height Modifier column determines the character's extra height beyond the base height. That same number multiplied by the dice roll or quantity given in the Weight Modifier column determines the character's extra weight beyond the base weight.

Fey have a normal looking physique though they actually weighing far less. This is due to many factors amplified by magic. They are far stronger than they look with even the most forceful fey looking merely above average in muscle. With the narros, this attribute is reversed, weighing much more than they appear. The pagus, stout and endowed with muscle, are still stronger than they look.

Table: Random Height and Weight Optional
Race Base Height Height Modifier Base Weight Weight Modifier
Chaparran male 4´ 8˝ +2d6 70 lb. × (1d6) lb.
Chaparran female 4´ 8˝ +2d6 65 lb. × (1d6) lb.
Damaskan male 4´ 5˝ +2d6 60 lb. × (1d6) lb.
Damaskan female 4´ 5˝ +2d6 50 lb. × (1d6) lb.
Gimfen male 3´ 0˝ +2d4 30 lb. × (1d6) lb.
Gimfen female 2´ 10˝ +2d4 25 lb. × (1d6) lb.
Half-Fey male 4´ 7˝ +2d8 80 lb. × (2d4) lb.
Half-Fey female 4´ 5˝ +2d8 60 lb. × (2d4) lb.
Human male 4´ 10˝ +2d10 120 lb. × (2d4) lb.
Human female 4´ 5˝ +2d10 85 lb. × (2d4) lb.
Laudenian male 5´ 5˝ +2d6 45 lb. × (1d6) lb.
Laudenian female 5´ 0˝ +2d6 35 lb. × (1d6) lb.
Narros male 3´ 9˝ +2d4 110 lb. × (2d6) lb.
Narros female 3´ 7˝ +2d4 90 lb. × (2d6) lb.
Tenenbri male 4´ 0˝ +2d6 55 lb. x (1d6) lb.
Tenenbri female 4´ 0˝ +2d6 45 lb. × (1d6) lb.
Tilen male 5´ 0˝ +2d6 55 lb. x (1d6) lb.
Tilen female 5´ 4˝ +2d6 40 lb. × (1d6) lb.

OTHER OPTIONS

It is important to note that many more races exist in this world. A player may wish to play a satyr, an ogre, or a goblin. They may wish to even play one of the meta-plot races in Amethyst (races that alter the story as a whole). A DM should only allow their inclusion if he wishes to reveal major plot secrets to the group. The DM holds no obligation to explain what these races are in Amethyst or what importance they hold.

FEY DESCENDANTS

After dragons, the first species born on Earth were the fey. No one remembers what they originally looked like or how many they were. Their susceptibility to magic altered their original form and they broke off into dozens of smaller offshoots rather quickly. These offshoots remain genetically compatible and physically similar in basic ways. They are usually bipeds with 10 fingers and toes, stereoscopic vision, and sexual reproduction. Human scientists, after a few centuries of searching, stopped trying to figure out how they could resemble evolved apes so much. Creationists (those believing in a creation by God) had their answer and their proof. It became known as Corpus Continuity. This belief, held by many echan and techans, postulates that similarities in enchanted species of fey and the evolved species of man prove the existence of God. The humanoid form, consisting of binocular vision, binaural hearing, base ten appendages, erect stature, and mammalian physiology, matched the fey species exactly, a species not evolved from primate but formed from magic itself. With the exception of the pointed ears and the variations of fey species when they adapt to their environment, there still remains remarkable similarities scientists cannot explain. Because fey arose first, many believers in Corpus Continuity also subscribe to Echalogical Influence. Many of faith on both sides discovered the other and realized that, to them, God liked the humanoid form. He simply tried different ways to succeed at it. Scientists refuse to acknowledge this and believe a genetic reason exists for the similarity.

The last original fey vanished hundreds of thousands of years before the first Hammer struck. A few of their dominant features, like their pointed ears and sharp features, still survive with all their descendants.

Humans in the modern age barely refer to the fey races by their chosen names, opting to replace them with fantasy stereotypes. Humans call gimfen either halflings or gnomes depending on the mentality; they call all narros dwarves. They call the others elves. In some situations, the races don't mind the term as it usually refers to noble creatures in human literature. Others races like laudenians and chaparrans frown upon it.

The fey all share several common qualities. They are all peaceful within their own species (Ie: laudenians never fight laudenians). They believe in the lasting bond of marriage, so divorce is virtually non-existent. Adding to that, they are also monogamous (deploring polygamy) and loyal to their mates. When single, however, they are also known to be somewhat promiscuous, open about their bodies and their expression. Even the laudenians, with their strict heritage and tradition, do not consider sex for pleasure either sinful or immoral between consenting non-bonded adults. Although they denounce the use of sex slaves by human masters, fey races often do not prohibit pre-bonded (pre-marital) sex. Prostitution is rare given their sexual freedom, but it has been known to occur. There are virtually no crimes dealing with vices in elf cultures. They gamble, some smoke (narros mostly), and never gain an addiction to these choices. Fey believe in freedom of opinion. They are all brutally honest and seldom lie for any reason.

They also don't consider homosexuality a sin and bonded same sex couples do occur openly in all fey communities. Some observers have claimed elves are all pansexual, though this is not entirely the case. Some human nations frown on these freedoms and expressions, especially those still insisting on using religion as a device of fear to keep the population in line, a technique used exclusively by humans.

These rules apply when the fey cultures are allowed to govern themselves. In some locations where elves are not in places of authority but do occupy the population base, they are forced to abide by the rules of the nation they inhabit. With the pagus, they are run almost entirely by either dragons or demons and are seldom permitted to rule themselves. These situations only occur when they escape or their rulers are killed.

There are several features applying to all of the fey descendants:
•Immunities: Fey are immune to all mortal disease. Fey are resistant to such annoying ailments as the flu, measles, and polio. They are unaffected by all genetic diseases but not mutated genes from radiation or enchanted viruses. They are immune to all transmitted diseases in human history. They cannot be carriers or infected in anyway. They never contractcancer naturally but external forces (chemicals, radiation, or magic) may still infect them. •All fey gain a +3 racial bonus to all Knowledge (History) rolls.

•Sleep: All fey races require little sleep and they jostle awake with surprising ease. This is in alteration to the entry in the D&D PHB. Elves require little in the form of comfort to doze. They can sleep either lying down or just leaning back. This is due do a subconscious effort to maintain balance. This allows elves to sleep comfortably on branches or cliff edges. Humans require a lengthy unbroken sleep period but elves do not. They constantly stir in their sleep and are easy to startle, almost as skittish as prey in the wilderness, surrounded by predators. Elves require only 4 hours of total sleep every 24 hours but do not require them in one solid period. Fey races require REM sleep like all living creatures and must lie down and be comfortable to do so but only require 4 hours of sleep in this state to be satisfied every few days. If a fey is not allowed comfortable sleep in order to reach a REM state, sleep deprivation will eventually set in. An elf can sleep in medium or heavy armor for three days before fatigue sets in. They gain a +5 racial bonus against sleep effects and can make Listen skill checks while asleep without penalty.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License