Introduction

Amethyst evolves.

Cities collapse, heroes rise, and the future falls into the hands of a few. As they travel the world, it alters, grows, and plummets into shadow. They encounter their greatest fears and challenge true evil in all forms. They find depth in an easy situation, complexity in a single idea. Locations they thought would slide by fill their time with adventure.

Welcome to Amethyst.

A world that changes around a band of adventurers. A setting with a point and a climax. A world where an ending waits. Solve it and discover the truth. Fail and the planet crumbles underneath

Remember, the world is what you make of it.

Amethyst presents a unique angle on the traditional fantasy setting. The first and most important aspect being it's placement on Earth and not a fictional world bearing remarkable similarities to our own. Further, this is OUR Earth, not some stylized pseudo-ideal of Earth. A future spreads from the world we know—a world where books and movies written about fantasy existed. It forced many to question the familiarities of the world around with the fictional tomes of old, including famous works from legendary authors or the ramblings of teenagers sitting around a table rolling dice.

The second unique aspect with Amethyst relies on its clash between magic and technology. Many fantasy settings blend the two, usually with magic gaining the foothold and technology falling behind. Almost all still deal with a mixing of the two worlds. Amethyst presents a setting where the two sides stand almost at war and from a metaphysical point of view, actively disrupt each other's existence.

The game itself uses the D20 Pathfinder rules setting found by purchasing the Piazo publications PHB, DMG, and MM. These books are not required for play, but do make things easier. Amethyst requires some basic knowledge of roleplaying games. It does not go into details about the basics of gaming or the concepts of role-playing. Readers of this book are assumed to have some gaming experience and some semblance of what role-playing is really about. This is a game with a quest. The setting at the end of the game differs from its beginning. It diverges greatly from other settings in these regards.

When comparing it to traditional Dungeons and Dragons, several large points emerge that differ Amethyst from the norm.

ALIGNMENTS

Even though alignments remain a staple of basic fantasy role-playing, Amethyst wishes to reduce the fanatical approach to defined personalities. This game wishes to encourage broad character arcs and more than clichéd archetypes. Players choose an alignment as normal, but these represent the paths their characters deem the preferred path. Only when he or she continually disregards their calling would an alignment change be in order. Of course, the game does showcase absolutes, as an evil character may think him good but actions speak louder than words. A Lawful Evil character may not believe them wholly evil. They may simply consider their action righteous, as killing those against their belief is not really murder nor is it evil. D&D deals with absolutes so even though these characters may declare their actions in whatever way they chose; it does not detract the truth of their actions. This moral issue does appear frequently throughout the game. Because a character believing himself to be good is actually evil, he will still be struck down by holy strikes.

To reflect this ambiguity, alignment restrictions on certain classes have been loosened to allow a broader range. It should also be added that Amethyst's core story and mythos depends on players making heroes. They may be vengeance driven and internally torn between issues, balancing close to the edge of darkness, but heroes they will ultimately remain. Amethyst does not prohibit the use of creating evil Players for a game based on selfish and/or sadistic activity, but further adventures continually support the ideal of heroes banding together to save the world.

ALTERED MAGIC

Amethyst is devoid of high level spells, many major magic items, and many artifacts save for the ones included here. Characters may gain several powerful spells during the course of the game but these come in the form of Foundation spells, which are rare, costly to cast, and time consuming to quest for. Certain spells are notably absent; especially those involving direct divine intervention or offer themselves as shortcuts around distances and quests. As a result, easy access transport spells are absent.

In addition, all resurrection spells are absent save for two and one commits a heinously evil act upon its casting. This places the fear of death back into the player's hearts, where it belongs.

Spell casters also underwent a major change. Spell casting techniques are unique depending on the caster. Spell lists are completely altered. Mages are a melding of sorcerer and wizard with a new edge not seen before. Clerics gain their power directly from Attricana, claiming the gate bestows power from a divine creator, which may or may not live on the other side. This may simply be drawing energy into one's soul as at least one nation on Earth declares similar abilities while claiming atheism, throwing doubt of an intelligent creator and maintaining god's ambiguity. Druids also obtain their power from the gate, though not directly. They receive their abilities from a conduit, namely the Earth. They worship nature and the world around. In their belief, the world channels the power from the gate and casters gain their power from below, not from above. Druids harness the wind, earth, fire, and water as well as the animals and plants around them, shaping and controlling them as they wish.

Mages disregard channeling and mysticism, approaching the gate with an almost scientific eye. They claim while clerics and druids blind themselves to the mysteries of the gate, they dive head first, taunting the cosmos to reveal its darkest secrets. Long before man or even elves, the first power from the gates channeled through the immense capacity of the draconic language. This practice continues today and remains the most popular form of spell casting. Anyone dedicated enough holds the potential to cast basic spells. Only with lifelong persistence and an innate gift for understanding such intricate mysteries, can the extremely rare few channel anything more than simple cantrips.

Although many of these casters respect the other, some animosity exists. Some clerics claim druids are blasphemers while both claim mages shortcut any belief and accuse them as heretics or infidels. Some mages meanwhile accuse the other two as delusional and since the most powerful spells derive from mages, they carry some tendency to be arrogant about the fact.

DIFFERENT RACES

There are three types of races: heritage, spawn, and evolved. There are no rule differentiations per say. Heritage races derive from the 1st epoch, in the time before man, leading up until the exodus. These are almost all fey derived species like damaskan, pagus, laudenians, and narros. Spawns are spontaneous life forms created from the sea of magic. They all have a short history and lack defined cultures. Most live their lives as mindless beasts. The majority of enemies encountered in the world are spawns. Only a tiny fraction gained the intelligence to better themselves. Evolves are the remaining animals that survived to the present day, the most notable example being man. Magic has pushed a few into greater or more grotesque forms but they more or less resemble their ancestors. Dire animals are the most common
magically influence creatures.

Discrimination between ethnic groups within races seldom occurs in the face of truly foreign outsiders. No negative feelings exist between the damasian and limshau damaskan elves, for example. This is also is the case for narros of Finer and Fargon. Even humans, encompassing a wide spectrum of beliefs and ethnic groups learned to coexist. Nothing unites a people more than finding a common enemy. Unfortunately, these tempered feelings begot increased intolerance in other races.

MAGIC vs. TECHNOLOGY

Rules are in place detailing how these two forces clash. Technology allows players refusing magic to offset their eficiency. The more advanced technology suffers the greatest chance of interference. Techan characters venturing into the world must temper their aggressiveness, lest they lose all their equipment and weapons to the first magical beast they encounter. Many magical effects can be replicated in technology, but the higher the technology, the harder it will be to find and maintain.

RELIGION

Do not expect dozens of faiths and many new fictional gods. The fey descendants brought only a handful with them, the most significant being the deities of Erufu and Oaken. Some worship dragons while others pray directly to the gates themselves.

Outside of those, many human faiths survived virtually unaltered. Players would gain an opportunity to play a cleric bound to Islam or Christianity or even Buddhism or Sikhism. One choosing these faiths (although described briefly here) is expected to honor their ideals and commit the proper research to do them justice.

In all cases, expect God to be as silent as he is today.

STORY

Amethyst presents a changing story where the game alters each time one plays it depending on when someone plays and what side they play on. Further adventures not only detail an evolving story but the setting changes as the game progresses. The final setting may look somewhat different from where it all began. Events beginning at point A move to point B. They don't revolve back to A. The game holds secrets only the Game Master should know, secrets no player should read. They explain the setting in detail and answer many of the questions presented in the following pages, though not all of them.

CLASS FOCUS

Instead of including a hundred prestige classes for a dozen nations in Amethyst, classes presented include paths a PC may take that slightly alter the primary class. Some add light color to a monochromatic class while others greatly alter the result. Others represent a unique take on an idea while others simply assist certain classes into diving into prestige classes sooner by adding beneficial abilities able to meet the requirements of said classes. The prestige classes listed characterize a unique regional or racial path while class focus is a direction any player may take. Certain locations in Canam and the rest of the world endorse specific paths. They are not required nor are they exclusive.

Beyond that, it’s not the goal of Amethyst to re-write the book of fantasy but simply bend the mirror in such a way to create a situation where a fantasy world is literally forced upon our society. Would we all embrace magic or would we hide in our secured homes, content with sanitation and calculators that work? If the fantasy setting appears unoriginal (with traditional classes and races) it is because it was intended.

RACES IN AMETHYST

The names of the races and their racial traits are designated as Open Game Content. The background descriptions in this chapter are designated as closed content.

Earth remains a crowded place. Millions of humans survived the holocaust many say they assisted in bringing. Unlike traditional fantasy, the new world opened doors to more than simple elves and dwarves. Since all advanced races started with the same starting point, the fey, all descendant races share similar traits. Their human-like proportions and pointed ears remain even though the rest of their physique altered in numerous ways. Some contest that the tall, frail laudenians
resemble the ancient race the most. Many of the descendant races fall into the category of elf, a summary some of them disapprove of. A few of the races broke off so early, and developed so long on their own, that they seldom are referred to as elves or even descendants of the fey. A few radical branches, like satyrs and centaurs, split off so drastically, that any connection with their heritage disappeared long ago.

In truth, the quantity of descendants races of the fey number in the dozens but most either die off, are absorbed by other races, or are so few in number to not matter in these pages. Where on Earth the specific game is played should influence the choice of what race a character decides to take. Tenenbri live primarily in Southam, so their appearance in Indoaus would warrant suspicion. Only the damaskan elves, humans, and pagus appear in virtually every corner of the planet.

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