TEXT:  
  “A L L   T H A T   Y O U   C A N   I M A G I N E ” 
   
   
   
  “Time heals all wounds, but scars always remain.  Mine run deep.  They appear only 
  under my skin.  When I close my eyes, I see them.  Scars carry memories—pits and wells of trauma.  When 
  I close my eyes, I see the past, long ago, before man, before science…a time ruled by enchantment…by the 
  surreal…by magic.  I remember… because I lived it.  I watched patiently as I do the Elves and the war with 
  the Orcs, the forces of Darkness pushing from the depths into the light and the victories of Dwarven 
  armies against them.  I saw it all…and I saw it all end… 
   
   
  …We called it the “Hammer of God” 
   
   
   
     
          …We knew our time was over.  Led by the oldest and wisest dragon, Amethyst, the doors to the great 
  realm of enchantment ended.  Everything imbued with the power of magic left, into the realm of trances 
  and dreams, a world devoid of form and time to most.  A land many called Attricana, others called it 
  Heaven.  The doors would close, reopening when the spirit of Earth healed from the disaster to come.  I left 
  to, the last through the door, I watched as Amethyst stayed behind, so powerful was he, that even with the 
  
   
  2
  door closed, he would not fall into dust 
  like so many other enchanted 
  creatures incapable of the voyage.  He 
  would remain…to open the door 
  again… 
   
  However, Amethyst was 
  betrayed.  The Demons from the dark 
  rose up and struck down the great 
  Dragon.  They would not flee into their 
  realm.  Ill prepared for the mighty 
  retribution for the attack, the evil 
  forces, bent on taking Earth for 
  themselves, watched helpless as the 
  black gate into the underworld 
  collapsed a final blow from Amethyst.  
  Earth would belong to no one… 
   
  The Hammer fell; the doors 
  closed; Earth was orphaned.   
   
              The story…began… 
   
   
  Soon, under the guidance of 
  science, mammals grew into men, and 
  thus began the uncontested drive of 
  evolution, of industry, of technology.  
  Humanity, obsessed with power and 
  growth, blinded by greed and 
  selfishness, broke the sacred vows 
  made on their behalf when God gave 
  them the ability to dream and build.  
  Retribution came swift and severe… 
   
   
   
  …They called it the “Hammer 
  of God…” 
   
   
  Records never revealed what 
  came first, the great Hammer or the 
  scorching of the Earth by weapons of 
  science.  It did not matter.  What did…happened after.  Where the Hammer struck, the black gate saw 
  daylight and the forces of evil spread forth.  Soon after, the virtuous emerged, and in a great rupture, the 
  great doorway opened in the sky…a wave of magic swept the globe, removing all traces of industry, 
  technology, and pollution…and we returned.  However, Earth was not the same the remnants of mankind 
  raised up, wielding the great knowledge of technology and science.   
   
  I sit…observing as before.  Patiently waiting.  Two thousand years have passed.  Will man regain 
  his world, or will Magic rule forever?  Looking to the stars, I realize the answer may come sooner than I 
  thought… 
   
  …The door was closing… 
   
   
  I watch the Sky Galleons depart from the City of York.  Months await my journey across 
  the nameless lands to the City of Angel, the largest Bastion mankind built.  Here, I 
  will get the answers I seek.  Pursuing a career in wizardry, in “Echa,” make men like 
  me shunned by the people of “Techa.”  Many sympathize them; many condemn them.   
   
  I read all the ancient tomes about the history of man before the wave that 
  washed the planet clean.  How Earth finally struck back at man for centuries of abuse.  
  Man would not submit, however.  Soon, all the remaining vestiges of knowledge 
  coalesced into groups, groups became towns, became cities, became Bastions--the last 
  great sanctuaries of Technology.  These few places grew fast and powerful.  Isolated 
  from others like themselves, each Bastion developed its own unique culture and power 
  base.  Some depended on wind, some on water, others on the power of the sun.  Some 
   
  
   
  3
  could defy gravity; others took to the sky, while others vanished under the Earth.  
  Rumors even held that the few out of Earth escaped the wave, starting anew on a 
  distant world.  But here, only those with the memory of past greatness, the knowledge 
  of science, were allowed to enter the Bastions.  The many others found themselves 
  banished into the enchanted lands, forced to survive on their own, without machines, 
  without hope.  Many died at the hands of the new beasts roaming the lands.  Others 
  found solace with the new races appearing:  The Elves, the Dwarves, and the Halflings.  
  Many discovered they to could learn the ways of magic and became enchanted themselves.  
   
  I even know of a couple of men and women, content with their amnesty within a 
  Bastion, that left their homes of technology, to pursue a path calling to them.  I 
  only know of a few.  I being one.  The year is 2004 AE.  Mankind reaches an impasse…  
  Which will gain dominance: the Bastions of man’s once great mechanical empire OR the 
  ever-growing expanse of mystical energies and unexplained forces.   
   
  I board a Feng-Fu Flyer bound for Limshau, half way to Angel on the other side 
  of the Continent, to meet an old friend.  I ponder the voyage that lay ahead, of the 
  help I will need.  I ponder the jewel that hangs from my neck, a strange purple gem 
  glowing of immense power.  Maybe my tutor in Genai will shed some light on this 
  conundrum… 
   
  INTRODUCTIONS 
   
   
  Amethyst is a RPG conversion utilizing the 
  new Dungeons & Dragons D20 system (3.5).  
  Some elements from the D20 Modern systems 
  have been incorporated.  However, that tome is 
  not required to play.  All that you need to play 
  Amethyst is: 
   
  D&D Players Handbook 
  D&D Dungeons Masters Guide  
  D&D Monster Manual 
   
   
  All that anyone wanting to play D&D 
  needs.  Amethyst presents a new Earth set far in 
  the future.  This conversion is large and breaks up 
  into several Chapters… 
   
  D20 Rule Changes – Very few and most 
  just open doors for incorporating D20 Modern 
  and for fitting the eccentricities of the Amethyst 
  universe into standard D&D. 
   
  History of the Earth:  Brief background 
  information and setting detail.  Also a map of 
  modern Earth.   
   
  The World of “Echa”:  The Enchanted 
  Earth.  New basic and prestige classes, skills, 
  feats, and equipment.  In addition, the magic in 
  the map is explored—detailing the enchanted 
  areas of Earth. 
   
  The World of “Techa”:  The Mechanical 
  Earth.  It explores the Bastions, the technology 
  they keep, the people that live in them, new 
  classes that evolve from them, new feats and 
  new equipment they build, and how this world 
  effects the outside realm of Magic. 
   
  Encounters in Amethyst (DM eyes):  The 
  few new monsters, the Mortal Gods, new 
  magical items, and most of all, the artifacts in the 
  game…the 12 gems of Amethyst. 
   
  GLOSSARY: 
   
  When someone ventures into Amethyst, 
  several slangs will emerge that need explaining.  
  This will also help prepare for the rules changes 
  below… 
  A.E. (After Enchantment):  The progress of time in 
   
  this new era.  The game begins for 
   
  many in the year 2004 A.E., just a little 
   
  over two thousand years from when the 
   
  White gate opened. 
  Africa:  The same region occupied by the old 
   
  Continent of old Earth. 
  Alternate Quantum Vibrational States:  The 
   
  generic title to any physical state out of 
   
  phase with our own.  “Echans” or 
   
  magical folk call this state Etherealness—
   
  being of this world but not, where you 
   
  can observe the real world, but exist 
   
  separately.  The real world may or may 
   
  not detect you and may of may not be 
   
  able to interact.  “Techans” or Techa-
   
  Folk progressed little in this field.  A Few 
   
  bastions discovered a way for machines 
   
  to enter this state so that they could pass 
   
  through walls and slip past guard towers 
   
  without detection.  This is advantageous 
   
  over simply being invisible because 
   
  Etherealness displaces the subject out of 
   
  the material reality altogether.  
  Astral Sea:  The magical term given to the 
   
  dimension scientists call Hyperspace, a 
   
  parallel to our universe where faster than 
  
   
  4
   
  light travel is possible.  Spells Teleport 
   
  utilize this. 
  Attricana:  The term given to the Enchanted 
   
  Realm existing beyond the white portal.  
   
  Going by several names, this title is the 
   
  preference of many enchanted 
   
  intelligent creatures, save for some 
   
  clerics and wizards.  The neutral and 
   
  good spirits of worship reside in this area 
   
  along with the Attricana celestials. 
  Bastions:  Sanctuaries of man’s old ways.  
   
  Technological cities, usually heavily 
   
  fortified and condensely populated.  
   
  Most are Echaphobic and forbid its use 
   
  in their walls.  Each Bastion stands its own 
   
  country, with very little to no contact 
   
  with the outside world or even other 
   
  Bastions. 
  Blinder:  A common derogative nickname 
   
  Sorcerers and other magically imbued 
   
  individuals call Techans. 
  Canam:  The continent previously occupied by 
   
  Canada, The USA, and Mexico.  It is 
   
  commonly separated into Eastern 
   
  Canam and Western Canam. 
  “Echa”:  The slang given to Magic or 
   
  ‘Enchantment’.  It often refers to visual 
   
  use of magic (spells and magically 
   
  infused items). 
  EDF – Enchanted Disruption Field:  The 
   
  Enchantment Disruption Field prevents 
   
  radio communication and disrupts 
   
  electronic circuits like an electro-
   
  magnetic pulse when extremely 
   
  powerful magic is nearby. 
  Etherealness:  Another way of existence.  Being 
   
  Ethereal means to enter a state that is off 
   
  center from the rest of the Material, 
   
  reality, and our home dimension.  One 
   
  can view the real world to an extent and 
   
  be immune from most dangers from the 
   
  real world, but ones impression on this 
   
  world is also extremely limited.  A few 
   
  spells utilize this.  The Bastions call 
   
  these Alternate Quantum Vibrational 
   
  States. 
  Etherspace:  What the “Techa” folk usually call 
   
  the realm beyond the great portal.  
   
  Some wizards also refer to this realm by 
   
  this title. 
  Euras:  The term given to the region covering all 
   
  of old Europe and Western Slavic 
   
  countries. 
  First Hammer:  The first impact that destroyed the 
   
  dinosaurs and ended the first reign of 
   
  magic.  It struck what would be called 
   
  later Mexico. 
  Gaia:  What many non-human Echans call Earth. 
  Heaven:  Is Heaven Attricana?  Some people 
   
  think so.  Some people believe, save for 
   
  a gate spell, the only way to rise to portal 
   
  is to die.  Many others believe this to be 
   
  wrong and that the true Heaven is run by 
   
  the one God in an area of Shadow- 
   
  space no one dares to look into. 
  Hell:  Unlike the misconception of Attricana, 
   
  some believe Ixindar may be the 
   
  physical realization of Hell.  Demons and 
   
  Devils emerge from within its abyss, why 
   
  not?   
  Hyperspace / Subpace:  The scientific / “Techa” 
   
  term referring to a dimension of space 
   
  slightly off ours allowing faster than 
   
  light travel.  Many Bastions have been 
   
  able to detect and measure this 
   
  existence but only a few cultures (The 
   
  Saints, The Bastion of Porto) successfully 
   
  harnessed this science.  It allows FTL 
   
  travel, Teleportation, time travel, and the 
   
  creations of wormholes.  Currently, no 
   
  one has been able to harness the last 
   
  two. 
  India:  The only region along with Africa to 
   
  maintain its original name.  It 
   
  occupies the areas surrounding as well. 
  Indoaus:  The region of land previously occupied 
   
  by Australia and Indonesia. 
  Ixindar:  The name given to the realm existing 
   
  through the black gate, where evil lurks.  
   
  Like the enchantments that fled through 
   
  the White gate / Great Portal, Demons, 
   
  Devils, and many evil creatures fled 
   
  through the black gate…or so we 
   
  thought.  However, Amethyst buried the 
   
  Black gate millions of years ago under a 
   
  rock that could not be broken, only for it 
   
  to re-awaken with the second Hammer.   
   
  The evil spirits of worship reside inside the 
   
  gate while the evil Fiends set up a nation 
   
  around the gate.  
  Lanchia Mountains:  The taller version of the 
   
  Appalachians in Eastern Canam. 
  Portal, The / Great Portal, The:  The great gate 
   
  beyond the Moon emanating power 
   
  and saturating the world with positive 
   
  magic.  Those wishing to enter Attricana 
   
  / Etherspace must pass through this 
   
  gate. 
  Range of Rock, The:  The taller and larger Rocky 
   
  Mountain of North America. 
  Saudi:  The region of Earth occupied by old 
   
  Muslim states including Iraq, Iran, Turkey, 
   
  Saudi Arabia, and Syria. 
  Second Hammer:  The second impact that 
   
  destroyed the technological empire 
   
  of man.  It struck Siberia. 
  
   
  5
  ShadowSpace:  Another alternative quantum 
   
  vibrational state, but one Techans have 
   
  yet to discover.  Where Hyperspace/ 
   
  Astral Sea exists as energy filled 
   
  compression of the normal universe, 
   
  Shadowspace expands out further, 
   
  creating a void of nothingness.  Magical 
   
  uses include the bags of holding and 
   
  portable holes.  It is also rumored that 
   
  Attricana and Ixindar both rest in the 
   
  abyss of Shadowspace.   
  Slav:  Often separated into Western and Eastern 
   
  Slav, this region on Earth covers the 
   
  majority of China and the entire Russian / 
   
  Slavic region. 
  Southam:  The region of Earth occupied by 
   
  Central and South America 
   “Techa”:  The slang term given to the 
   
  Technology of man and usually 
   
  reserved for the Bastions and their 
   
  machines. 
   
   
  ____________________________________________________________________________________ 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  6
   
   
  Thankfully, this is a short chapter.  The Earth 
  as we know it fell into the realm of magic …very 
  little has remained untouched.  However, it still does 
  not exactly resemble the world of a standard 
  Dungeons & Dragons campaign.  A few points stick 
  out that most people will notice if they were to sit in 
  on a session.   
   
   
  NO PLANES 
   
  Simply put, the astral plane mutated from 
  the D20 explanation into a dimension that both 
  magic and science tap into.  Anything trying to 
  “travel” from one location to another uses the Astral 
  Sea, a compressed reality one can step in and step 
  out further away without needing to take as long. 
   
  Only the Gate spell or other similarly 
  powerful effects can take you to the other realms 
  of Ixindar and Attricana.  Other states of being are 
  possible however.  Those of Techa speak of things 
  like 'alternate quantum vibrational states' and 
  Hyperspace.  Magic users refer them as the Astral 
  Sea, Etherealness, and Shadowspace.  The spells 
  and other effects using them mostly work as pre-
  defined in the Player’s Handbook.  The main 
  differences being they only intersect with our world 
  and don't connect to anywhere else.  Astral Sea 
  and Shadowspace are not separate places from 
  the normal world.  They exist parallel to our planet in 
  a similar fashion to the Etherealness.  This does not 
  affect most monsters.  Any creature native to the 
  elemental planes simple exists here, making a 
  crowded planet.  A few monsters however, cannot 
  appear unless the DM modifies the setting: 
   
  Formians 
   
  Salamanders 
   
  Slaads 
  A few “outsiders” exist but in a new state: 
   
  Celestials:  Celestials are spirits waiting 
  advancement to hierarchy to the spirit world where 
  those of faith pray for wonders.  They are the only 
  remaining corporeal beings living inside Attricana.  
  They seldom leave unless summoned. 
   
  Fiends:  A term referring to the two forces of 
  pure evil, Law and Chaos, Devils and Demons, 
  Fiends no longer live within Ixindar (although many 
  scholars think the gate is simply too small to permit 
  the truly enormous creatures from entering our 
  world).   
   
  Planetouched:  Aasimars and Teiflings are 
  extremely rare, but do exist.  These occur, as the 
  rules state, when a Fiend or Celestial donates to the 
  bloodlines of normal mortals.  Of course, these 
  bloodlines can only be traced with locals within the 
  2000 years magic existed unless their bloodlines 
  came through the gate with everyone else. 
   
  NOTE:  So where did 
  all the monsters come from?  
  Ahh…good question.  Those 
  that didn’t escape to the 
  two realms of Ixindar and 
  Attricana de-evolved to 
  simple creatures or died 
  when the enchantment left 
  at the closure of the portals.  
  Major magical beasts simply 
  fell into dust.  Many simple 
  creatures escaped via the 
  might of more powerful 
  creatures out of mercy or 
  out of the need of a power 
  base or slave army.  When 
  they portals re-opened 65 
  million years later, all the 
  escaped creatures 
  returned.  However, the 
  magical energy the flowed 
  to earth started the 
  enchanted evolution over 
  again.  New and old 
  magical beasts rose from 
  the earth and birthed from 
  the clouds to resume their 
  instinctual traditions. 
   
  Back to spells, the 
  only major change relies 
  with summoning spells and 
  teleportation.   There exist 
  no alternate realms to pull 
  the creatures from.   
  The following spells are altered as follows: 
   
  Attricana / Ixindar Ally (Planar Ally):  
  Instead of summoning any planar ally, now the spell 
  draws an individual from one of the two realms.  So 
  summoning an Attricana ally draws forth a 
  Celestial; summoning an Ixindar ally obtains a devil 
  or demon. 
   
  Arcane Eye:  The eye appears at your 
  location. 
   
  Astral Projection:  This spell can only 
  transport you to another spot on Earth.  In many 
  ways, it works as typical Teleportation since the 
  Teleportation spell has been truncated substantially.  
  When using this spell, refer to Teleportation.  It has 
  an unlimited range and can teleport you and either 
  50 lbs per level or 1 additional person per 2 levels. 
   
  Banishment:  Since there are no planes, this 
  spell is really only useful for teleporting Demons and 
  Devils back into Ixindar or Celestials back to 
  Attricana.  This spell only affects them. 
   
  Blink:  Works as described in Players 
  Handbook. 
  D20 RULE CHANGES &
   HOW TO READ THIS BOOK 
  
   
  7
   
  Clairaudience/Clairvoyance:  The Range 
  of this spell is reduced by ½.  It is now 200 ft + 20 feet 
  per level. 
   
  Commune:  Commune is now a 6th level 
  spell.  It also cannot offer any answers contained 
  within the Encounters section of this book (DM eyes 
  only)…unless the DM is feeling really charitable 
   
  Comprehend Languages:  As normal 
  except that Ancient Draconic is beyond the field of 
  any spell and must be learned as a skill. 
   
  Contact Ixindar/Attricana (Contact Other 
  Plane):  Can be used to contact fiends or celestials 
  in the two realms of mention.  They must be chosen 
  as separate spells.  Contacting either realm counts 
  as contacting the Outer Plane and with addressing 
  a Lesser Deity.  
   
  Detect Magic:  Casting on any Amethyst 
  artifact, regardless of their power level responds 
  with overwhelming aura. 
   
  Dimensional Anchor:  Operates now as a 
  third level spell. 
   
  Dimension door:  Works as described in 
  Players Handbook except the range is halved.  It is 
  now 200 ft + 20 feet per level. 
   
  Dimension Lock:  Now a 7th level spell. 
   
  Discern Location:  Does not work on any 
  artifacts contained in this book. 
   
  Dispel Magic / Greater Dispel Magic:  
  Artifacts in this book cannot be suppressed. 
   
  Drawmij’s Instant Summons:  Artifacts are 
  immune to this spell. 
   
  Elemental Swarm:  The Swarm is created 
  before ones eyes.  Elementals are dumb and their 
  creation is to serve their caller.  They vanish into 
  nothing when their time is up. 
   
  Ethereal Jaunt:  Works as described in 
  Players Handbook. 
   
  Etherealness:  Works as described in Players 
  Handbook. 
   
  Gate:  A very powerful spell allowing you to 
  create a portal to either Attricana or Ixindar.  Its 
  details are unique and are explained much later. 
   
  GM note:  Traversing a PC into a realm 
  greatly effects the concept of the game (refer to 
  Encounters section). 
   
  Greater Attricana / Ixindar Ally (Summon 
  Greater Planar Ally):  Same as above. 
   
  Lesser Attricana / Ixindar Ally (Summon 
  Lesser Planar Ally):  Same as above. 
   
  Maze:  Works as described in Players 
  Handbook. 
   
  Plane Shift:  Does not work. 
   
  Scry:  Works as described in Players 
  Handbook. 
   
  Shadow Walk:  Works for traveling to 
  different locations on Earth, but not into 
  Shadowspace or other planes even though it used 
  Shadowspace to accomplish the spell.  An 
  additional advantage over Etherealness, because 
  Bags of Holding and Portable Holes utilize 
  Shadowspace, someone Shadow Walking could 
  potentially loot these reservoirs into this space 
  without someone knowing it. 
   
  Planar Binding:  Works the same as the spell 
  in Player’s Handbook except it only summons Fiends 
  and Celestials from the two enchanted realms.  
  (DMs Note—They don’t often take to being 
  compelled) 
   
  Planar Binding (Lesser):  Same as above. 
   
  Planar Binding (Greater):  Same as above.   
   
  Summon Monster I - IX:  These draw 
  creatures from the existing world to the spellcasters 
  location to assist him.  Still refer to the tables on 
  Page 288 of the Players Handbook for summoning.  
  Demons, Devils, and Celestials cannot be 
  summoned in this fashion.  The GM may replace 
  any of the summoned creatures listed on page 288 
  with something of correct alignment and 
  equivalent hit dice.  They still emerge Fiendish or 
  Celestial, as they exist on this planet. 
   
  Summon Nature’s Ally I - IX:  Unchanged 
  but operates the same as the Summon Monster 
  spell above.    
   
  Teleport:  Only works to take you to place 
  you have personally been to and studied.  In 
  addition, it can only carry the caster and his 
  load…period.  However, is takes up lower spell slot 
  now. 
   
  Teleport Object:  Same restrictions as 
  Teleport.  May teleport 5 lbs / caster and 1 cu ft. / 
  level. 
   
  Teleport/ Greater:  Same restrictions as 
  teleport.  This spell can teleport more people (1 
  additional per 3 caster levels) but the distance 
  restrictions (100 miles / caster level) still apply. 
   
  Teleportation Circle:  Same restrictions as 
  Greater Teleport. 
   
  Transport via Plants:  Only works to take you 
  to a plant you have personally seen and studied 
  carefully. 
   
  Tree Stride:  Works as described in Players 
  Handbook. 
   
     
  TECHA/ECHA SKILLS 
   
  In a standard D&D game, skills fall into two 
  categories:  Class Skills and Cross Class Skills.  
  However, that is assuming everyone grew up 
  around the same base culture.  However, the 
  Technological culture exists independently from the 
  world of Magic.  There is no frame of reference for a 
  fantasy character to train in a field dealing with 
  Technology he has no access to.  It would be like 
  training a bushman to program a VCR.  As a result, 
  a D&D class cannot take any Cross Culture Skill 
  without incurring an x3 penalty.  On the flipside, 
  
   
  8
  Techa Classes cannot choose Cross Fantasy skills 
  without suffering the same penalty.  Therefore, as 
  Cross Class skills usually cost 2 points per level, Cross 
  Culture Skills require 3 points per level.  Techa skills 
  are listed later.  The max skill rank is character’s level 
  (the +3 and –3 negate) 
   
  An argument can be made that humans 
  raised in a bastion and left that life for Echa contain 
  the cultural experience.  However, this argument is 
  moot to any non-human races.  A dwarf just cannot 
  learn to fly a plane.  A Halfling just cannot build a 
  robot.  
   
  There are two exceptions: 
  Limshau Elves 
  Tech-Gnomes 
    
   
  Both races have embraced technology at 
  least in a small degree and don’t suffer the 
  penalties as other races. 
   
  The Cross Culture Techa skills follow: 
  Computer Use 
  Craft: 
  Chemical 
   
  Electronic 
   
  Mechanical 
   
  Pharmaceutical 
   
  Structural 
  Demolitions 
  Drive 
  Knowledge  
   
  Behavioral Science 
   
  Earth & Life Science 
   
  Physical Science 
   
  Technology 
  Pilot (Bastion Specific) 
  Repair (Bastion Specific) 
  Treat Injury (Techa-based medicine) 
   
  The Cross Culture Echa Skills Follow: 
  Alchemy (when identifying magical potions) 
  Animal Empathy 
  Knowledge Arcana 
  Spellcraft 
  Use Magical Device 
   
  Similar restrictions apply to feats as well, but 
  they are explained later… 
    
   
  AGE OF AGES 
   
  Magical species in Amethyst are 
  substantially long lived, more than published ages in 
  Player’s Handbook.  With the offset of Techa 
  medicine in Bastions, the average lifespan of 
  humans now pushes over a century.  However, this 
  pales in comparison to other species… 
   
  Half-Orcs:  Regular Orcs barely make it past 
  50.  Luckily, Half-Orcs gain additional resilience, and 
  can reach 80 years. 
   
  Halflings:  Halflings grow up fast, reaching 
  maturity the same time as humans, but can live up 
  to 400 years. 
   
  Half Elves:  These Cross Breeds gain the 
  benefit of youthful appearance but not virtual 
  immortality.  They reach maturity like humans, 
  around 20.  They can live, however, to almost 800 
  years. 
   
  Gnomes:  Gnomes hardly keep track of 
  their ages, except that many add a new name 
  every 100 years.  The oldest is a scant 900 years.   
   
  Dwarves:  Dwarves can now live almost 
  1000 years; the oldest known Dwarf is 1200 years old 
  and lives in the Finer Fire Pits.  They still reach 
  adulthood at 50. 
   
  Elves:  Amazingly long lived, most High Elves 
  can live to 2000 years, reaching adulthood past 
  100.  The oldest currently living High Elf came 
  through the gate two thousand years ago as a 
  juvenile.  Wild elves live to about the same but their 
  hostile life usually brings their average age to only 
  1000 years.  Grey Elves snap the needle, living more 
  than 5000 years, with many of the leading council 
  aging past 7 000. 
   
  Dragons:  The only truly ageless creatures, 
  no Dragon has ever died from old age.  Some 
  simply vanish into the sky, never to return.  They 
  grow fast and quickly find a foothold in their 
  society, but the wisdom of the truly ancient is a 
  priceless commodity. 
   
  Category 
   
  Age (years) 
   
  Wyrmling 
   
  0 – 5 
   
  Very Young 
   
  6 – 15 
   
  Young  
   
  16 – 25 
   
  Juvenile  
   
  26 – 50 
   
  Young Adult 
   
  51 – 100 
   
  Adult 
   
   
  101 – 400 
   
  Mature Adult 
   
  401 – 1 000 
   
  Old 
   
   
  1 001 – 5 000 
   
  Very Old 
   
  5 001 – 10 000 
   
  Ancient  
   
  10 001 – 50 000 
   
  Wyrm 
   
   
  50 001 – 100 000 
   
  Great Wyrm 
   
  100 000 + 
   
  Many dragons that emerged from the 
  portal still live.  “Lazarus the Gold” maybe more 
  than a Million years old.  Older still is the first Dragon, 
  Amethyst himself.  At his slaying, rumors held him at 
  more than 125 Million years… 
   
  …This, of course, does not include the 
  ageless years they spent in Attricana… 
   
  For others, most magical beasts live about 
  %150 more than published. 
   
   
  THERE IS NO GODS… 
   
  Bad grammar aside, the fact is essentially 
  correct.  Not saying the deities in books no longer 
  exist, they do, but in a different form.  They are 
  simple spirits from the Enchanted realms, hearing 
  their worshiper’s prayers now that the portal 
  
   
  9
  opened.  Is there a God?  Yes.  He is never often 
  referred specifically as the Christian God…he could 
  be many interpretations of God, but even highly 
  evolved creatures, as Dragons believe that above 
  the “voices from beyond the door,” there exists a 
  “voice that never speaks.”   
   
  This Almighty wrote the rules of the Universe 
  that everyone follows.  Some say the only way to 
  hear this voice is beyond the grave.  Some say the 
  Spirits live around the edge of the ethereal realm, 
  looking out but rarely looking in.  Some say the 
  Almighty exists alone in the Astral Sea or 
  Shadowspace—the flotsam that keeps the universe 
  from flying apart.  Others think he lives within 
  Attricana, and he maybe the realm itself. 
   
  There is no right answer. 
   
   
  LANGUAGES OF THE 
  NEW WORLD 
   
  In standard Dungeons & Dragons, 
  languages have been simplified and all of 
  humanity stands united speaking one tongue:  
  Common.  Alas, the future looks far less bright.  With 
  the continents as far as ever, and communication 
  cut off from magical fields, distant cultures found 
  themselves growing further apart.  Where once a 
  dozen different languages voiced from a dozen 
  different countries a thousand kilometers abreast, 
  now only one remained.  The languages that 
  emerged sound like a mish-mash of several.  Usually 
  these languages grew from the Bastions and 
  spread to the outlying cultures.  Each language 
  must be taken separately like all D&D languages.  
  PCs (Optional GM rule) can pick two human 
  languages free to learn if the Player can justify why 
  the PC would know both.  GMs discretion whether 
  to offer the free second language in written form as 
  well. 
   
  All Bastions usually have Common as a 
  second language for all high-ranking officers and 
  diplomats.  Some Magic languages have also been 
  removed for ease and convenience.  Since there is 
  only one realm of darkness, only one language 
  emerged.  The demographics given are only 
  examples and the languages are spoken all around 
  the locations given. 
   
   
  New Language Listing 
  Common Languages and Their Alphabets 
  Language  Typical Speakers  
  Alphabet 
  Abyssal  
  Evil outsiders, Fire-based creatures 
  Infernal 
  Ancient 
  Draconic 
  Ancient Dragons (See below) 
  (See below) 
  Aquan  
  Water-based creatures  
  Elven 
  Asian 
  (Cantonese, Mandarin, Japanese, 
  Korean) 
  Cloud Folk, Genai, Svendalino Khay, 
  Asian 
  Shang 
  Attic 
  (Greek) 
  Haja O Que  
  Attic 
  Celestial  
  Good outsiders  
  Celestial 
  Common  
  (English, German, Danish, Swedish, 
  Norwegian, Flemish, Dutch, 
  Icelandic, Yiddish) 
  Western & Eastern Canam, Motego, 
  Hall of Beginnings, Myre, Rural of 
  Carefree, Svendalino Khay, Halflings, 
  Half-Elves, Half-orcs  
  Common 
  Draconic  
  Kobolds, Troglodytes, Lizardfolk, 
  Dragons, Air-Based creatures 
  Draconic 
  Druidic  
  Druids (only)  
  Druidic 
  Dwarven  
  Dwarves, Xorns, and other earth-
  based creatures 
  Dwarven 
  Elven  
  Elves, Drow 
  Elven 
  Giant  
  Ogres, giants  
  Dwarven 
  Gnome  
  Gnomes  
  Dwarven 
  Goblin  
  Goblins, hobgoblins, bugbears, 
  Gnolls 
  Dwarven 
  Halfling  
  Halflings  
  Common 
  Ignan  
  Fire-based creatures  
  Draconic 
  Indic 
  (Hindi, Punjabi, Urdu)  Matinal, 
  Estremoz 
  Indic 
  Orc  
  Orcs  
  Dwarven 
  Romance 
  (French, Italian, Portuguese, 
  Romanian, Spanish) 
  Porto, Hibernia, Harrapa, Bannitio 
  Romance 
  Scholar 
  Speak 
  (Ancient Hebrew, Latin, Sanskrit, 
  Ancient Greek) 
  Wizards, Scholars 
  Scholar 
  Speak 
  Semittic 
  (Acadian, Arabic, Aramaic, Hebrew) 
  Marisandra, Samba 
  Semittic 
  Slavic 
  (Belorussian, Bulgarian, Czech, 
  Polish, Russian, Serbo-Croatia, 
  Slovak, Ukrainian) 
  Cantis, Krebet, Svendalino Khay, 
  Gohurk, Ulaid 
  Slavic 
  Sylvan  
  Dryads, brownies, leprechauns  
  Elven 
  Tibeto 
  (Burmese, Sherpa, Tibetan) 
  Matinal, Svendalino Khay 
   
  Tibeto 
  Turkic 
  (Azerbaijani, Turkish, Uzbek) 
  Syomka, Dudak, El Sitiu 
  Turkic 
   
   
  Ancient Draconic falls separately from any 
  other language.  It must be purchased like a normal 
  skill: 
   
  ANCIENT DRACONIC  
   
  (INT; TRAINED ONLY) 
   
  Special:  The skill is trained only by dragons 
  to others to learn the ancient language known to 
  be the words spoken before time was time. 
   
  Dragons can only speak the language of 
  Ancient Draconic and no spell can simulate it 
  (PERIOD).  The written word of Ancient Draconic is 
  also unique but thankfully, others can learn it when 
  taught.  However, the language when written down 
  exhibits magical properties.  Letters of Ancient 
  Draconic seem to wave and float on pages.  A 
  single letter on a page can exhibit magical 
  properties (see later).  Ancient Draconic cannot be 
  
   
  10
  translated by any spell (PERIOD).  It must be taught 
  and deciphered the hard way. 
  Ancient Draconic 
  DC  
  Task 
  15 
  Decipher or write a proper 
  name 
  20 
  Write or text contains simple 
  text* 
  25 
  Write or text contains complex 
  words** 
  30 
  Magical Text*** 
  *   Nothing more than three syllables.  Includes 
  phrases and color text, and short sentences. 
  **  Complex Text:  Scrolls, Books,  
  ***  Magical Text:  Artifact Books 
   
  Action: Any Ancient Draconic sentence 
  requires a full minute to read.  A Scroll takes more 
  than an hour just to decipher.  A book can take 
  several days.  An attempt may take 10 and 20.  
  Taking 20 doubles the read time.  
   
  Try Again: Not immediately.  The Player 
  must advance the rank in the skill  (at least one 
  point) to try again.   
   
  Synergy: If you speak Draconic, you get a 
  +2 bonus to Decipher Ancient Draconic. 
   
  Untrained:  No. The skill must be taught 
   
   
  THE HUMAN RACE… 
   
   
  After two thousand years of living on 
  they’re own, mostly xenophobic of outsiders, the 
  citizens of Bastions can sometimes be looked upon 
  in a wholly different light than their magically 
  infused brothers and sisters outside the walls.  
  Techa-folk often fear magic; some claiming it steals 
  their souls.  It flows through your body and out and 
  changes you…that last part is right.  The use of 
  magic does change a human.  He stops being a 
  creation of science and falls into the same 
  classification as Elves, Dwarves, and Halflings.  
  Techa-Folk claims this removes them from the 
  human race.  Echa-Folk claims this is how man is 
  supposed to be.  They are both wrong…but that’s 
  beside the point.  
   
  The point is until a human is infused with 
  magic, either by embracing it as a wizard or 
  sorcerer, or wearing it as armor, or slaying with it 
  using a sword, a human has a choice whether or 
  not to let the enchanted into his spirit.  If he does 
  that, he looses a portion of his own sprit, in favor of 
  this infusion…this of course, is only a fluff description 
  to accommodate a simple rule. 
   
  If the GM so wishes, he can allow a Player 
  to create a PC that totally avoids magic.  A true 
  poster-child of the Bastion mentality.  He offsets this 
  with an array of useful skills of science and 
  technology.  To offer character classes from this 
  unique venue, this conversion borrows influence 
  from the d20 Modern rule system.  However, even 
  though the two systems are almost identical, there 
  are two major standouts. 
   
  1…Action Points – The classes offered in the 
  Techa section contain no mention of d20’s Actions 
  Points…so just forget them. 
   
  2…Inherent Defense Bonus – To offset the 
  major hit bonuses of high-level characters, PCs are 
  given a defense bonus dependant on their level 
  that is stacked onto existing bonuses.  This is a bonus 
  to AC that is not offered in D&D.  These bonuses 
  remain as long as the PC does not multi-class in 
  magic, hold magic, use magic, wield magic, or 
  protect himself with magic.  If this happens, the PC 
  will loose this bonus forever (unless the GM is feeling 
  generous).  If the PC is forced magic on his person 
  or if the GM wants to be kind, the PC can try to 
  avoid magic at all costs and gain 1 point of his 
  original Class bonus every day until filled again.   
   
  Even though the classes offered later in the 
  World of Techa are really the Advanced Classes in 
  the d20 Modern system, here, in Amethyst, there 
  are no requirements, and the PC can choose this 
  class initially.  They have been modified slightly. 
   
  3…EDF:  Enchantment Disruption Field – 
  Unlike other games that blend fantasy and science 
  fiction, Amethyst keeps these worlds very separate.  
  Above, we know the inherent defense bonus is 
  removed if the character utilizes magic.  This works 
  in reverse as well.   
   
  Magic emanates power that runs anthesis 
  to the energy systems of technology.  Technology, 
  from any source, failed to develop a process to 
  harness Magic energy to use in their machines.  
  Magic, a partial unexplained source, runs 
  chaotically in comparison to the organized 
  energies of Techa.  Magic leaks from batteries and 
  never allows itself to be bottled up by science.  
  More so, magic pushes itself into every crevice, 
  including every circuit techa attempts to seal off.   
   
  This results in technological devices of any 
  kind failing to work when nearby magical forces of 
  substantial intensity.  ED Fields radiate from any 
  magic item or spell cast.  EDF radiate from the 
  caster and the target hit if the spell is ranged.   
   
  Spell Caster:  Radiates 1 foot from the 
  caster per spell level.  Usually 2nd and 3rd level 
  spells only effect technology the caster is carrying.  
  0 and 1st level spells radiate no EDF.   
   
  Spell Target:  If the spell expands in a blast 
  radius (eg: Fireball), the EDF expands equally.  If the 
  spell strikes a specific target attack, the target’s 
  equipment must check for the EDF.  Only spells 2nd 
  level and above radiate enough energy to 
  consider rolling for EDF. 
   
  Magic Items:  Magic wands and scrolls that 
  are imbued with spells operate the same as the 
  
   
  11
  Spell level being cast.  Magic Weapons and armor 
  radiates EDF at 1ft per point of enchantment.  
   
  Wondrous Items:  Minor – 1ft, Medium – 5ft, 
  Major – 10ft  
   
  Artifacts – It has been established that only 
  artifacts in this book exist in this game but if the GM 
  makes an exception, then Artifacts radiate at 10 
  feet.   
   
  <Exception:  Because of circumstances 
  unique to this setting, the Amethyst artifacts do not 
  radiate EDFs> 
   
  Magical Beasts – Magical beasts radiate 
  EDFs at 1 foot per two Challenge Ratings. 
   
  If a techa item activates or operates within 
  one of these fields, the item must make a 
  percentage roll based on its Tech Level of origin.  
  The saving throw is %10 per Tech Level.  If under, the 
  battery shorts out.  The battery pack loses the 1d4 
  charges and cannot fire again for 24 hours.  
  Another roll is required if the first fails.  Another 
  failure results in the battery being rendered useless 
  and must be replaced.  Another roll is required with 
  the same difficulty if the previous fails.  Another 
  failure results in the items shorting out and fizzling 
  into nonfunction, resulting either a repair job or a 
  total replacement (GM’s decision).  Another roll 
  can then be made with the same difficulty.  
  Another failure results in the item power surging and 
  exploding and everyone within a certain range 
  (depending on the battery) must make a Ref save 
  (DC15) or take the damage depending on the 
  battery.  The Ref rolls for half damage. 
  Battery Type 
  Blast Range 
  Damage 
  B 
   
  5 feet 
   
  1d4 +1/5* 
  M 
   
  10 feet  
  1d6 +1/2* 
  H 
   
  20 feet  
  1d8 +1/1* 
  * The “/” indicates an increase of damage 
  dependant on how many charges are 
  remaining, divided by the number given above.  
  (Eg:  B5 battery with 25 charges left blows.  The 
  damage in the range is 1d4+5).   
   
  Obviously, Porto and the Saints are 
  especially vulnerable to resident magical energy.  
  Furthermore, ambient magic that covers the whole 
  planet may affect certain items.  Most bastions 
  simply forbid all magic within their walls, protecting 
  their interests.  Porto and Motego’s main reactors 
  are shielded and cannot be affected.  However, 
  since Saints evolved outside the range of the Gate, 
  they carry no such defenses.  Huge reactors, 
  especially Porto’s Phantom Drives and Saints Warp 
  Reactors, cannot shield their devices fully, and 
  when in the open (outside of Porto or when Saints 
  enter the Atmosphere), they constantly suffer a low 
  yield drain.  However, the extent and the details are 
  up to the GM.  Usually, Porto vessels will go dead 
  after a month in the open.  Saints vessels fair less, 
  drying up after usually only a week, requiring a 
  return to homeport to recharge. 
   
  Obviously, Tech items not utilizing batteries 
  are immune. 
   
  Examples of moments to roll:  
  Placing Batteries in Bags of Holding. 
  Casting True Strike on yourself before firing a 
   
  battery weapon. 
  Getting caught in a Fireball 
  Wielding a magic sword in combat. 
  Touching a magic sword against a battery-
   
  powered item. 
  Someone casting featherfall or fly on someone 
   
  holding batteries. 
  Resurrecting a subject who has Batteries  on his 
   
  person. 
  Someone carrying batteries casting a healing 
   
  spell on another. 
  Teleporting (the spell) someone with batteries. 
   
  Please note that only the cell and items 
  that generate power are affected.  A gunpowder 
  rifle does not roll for disruption (gunpowder is a rarity 
  in itself).  In addition, items that have had their cells 
  removed are unaffected but the cells themselves 
  are.  So if someone wants to protect his or her 
  weapon.  They came remove their energy clips.  
  They may lose their cells but the weapons may 
  avoid destruction.  Of course, it takes a round to 
  remove, replace, or slap in a cell. 
   
  All rolls must be made for each individual 
  cell.  However, if one cell explodes, it has a %50 of 
  destroying each cell in its Blast range.  That is 
  destroying, and not causing the other cells to 
  explode themselves. 
   
  After a roll is made, another roll cannot be 
  made for that device for another 24 hours.  
  Therefore, if one battery survives an EDF, it is safe for 
  a full day. 
   
  The Techa chapter does list ways to shield 
  batteries from Magical interference.  Both weapons 
  and Armor may be modified to protect themselves 
  and some Bastions have invented packs for 
  carrying batteries safely. 
   
   
  
   
  12
   
   
   
   
    
   
  It may be Earth, but few people today 
  would recognize it.  The Earth awoke when 
  humanity fell from grace.  The world changed.  
  From high up, the continents still look the same, 
  but the terrain itself stands an example of 
  extremes.  Rivers are longer, mountains are taller, 
  and cliffs are steeper.  Huge holes opened up to 
  the underworld.  When looking up at the night 
  sky, the Star of Magi shines down 
  upon them.  Beyond that, several examples exist 
  why this Earth feels foreign to most wanderers.    
   
   
  THE NIGHT SKY 
  When inhabitants in the future look up, they see 
  the moon, always present, always dominating 
   
  I look over the edge of the Feng-Fu, watching the Earth slide 
  underneath.  I observe the changing terrain, knowing the world men once 
  dominated looked far different.  Paved cement criss-crossed the globe.  
  The scars of industry cut huge swaths across the landscape.  The sky 
  would turn odd colors as the sun’s energy cast through clouds of 
  pollution.  Towers of pipe and steel scraped the heavens in a vain 
  attempt to touch God.  Could the use of great weapons of science destroy 
  it all?  I researched the energies of old man, energies that some 
  Bastions still employ.  They would leave a lasting impression of the 
  Earth and those who survived.  There is no trace of old man anywhere…no 
  old methods of transport, no artificial craters caused by the ravaging 
  mechanical mining machines, no radiation from a past madness.  Nothing.  
  However, the great crater of God remains, a massive graveyard where the 
  hammer struck.  Scientists, men of Techa I talked to about this subject, 
  had no explanation.  Perhaps because they are unwilling to see beyond 
  the equation.  I believe, as many other scholars of Echa do, that Gaia 
  herself is a living spirit, the sprit that Rangers look to for guidance.  
  This spirit witnessed the sins of man and decided to remove his 
  impression on the globe.  I wish I could see a map of old Earth.  
  Fragments of our past are harder to find than a Staff of Magi.  Not that 
  it would do any good.  I imagine the old Earth would have fewer 
  mountains, more valleys, and far less dungeons.   
  HISTORY AND FUTURE OF NEW-EARTH 
  
   
  13
  the night sky.  What 
  they do not know, 
  what few are aware 
  of, is its size 
  comparing to what 
  it once was.  Often 
  behind it, the Great 
  Portal resides, 
  seldom emerging 
  from behind its lunar 
  curtain.   
   
  When 
  Attricana opened, 
  the tremendous 
  energy pushed the 
  Moon closer to 
  Earth.  As long as 
  the gate sits on the 
  dark side, the Moon 
  will never resume its 
  current orbit (If left 
  alone, the Moon will 
  actually drift away 
  from the 
  Earth…given 
  enough time).  This 
  cataclysmic event 
  likely led to many of 
  the geographical 
  calamities on Earth.  
  Many scientists of Techa believe this caused all of 
  them…but most understand that a lunar shift 
  could not explain them all.   
   
  The moon still stands as a cultural icon in 
  many villages and towns across the world.  Many 
  worship it.  The fact that it floats %40 larger than it 
  used to helps support that belief.  It dominates 
  the night sky when rising, and seldom it is not 
  seen even upon the rise and fall of the sun.  
  Unfortunately, when raised, the moon totally 
  overpowers the constellations, making their 
  worship lessen in comparison. 
   
  Today, most do not even notice the 
  changes in the Earth due to the Moon’s 
  increased influence.  The ocean tides sweep the 
  shores larger and more pronounced than before.  
  Many cultures like the Bastion City of Porto have 
  created solutions to that problem (see later).  
  Beyond that, the moon sits as another reminder 
  why Man sometimes considers himself a stranger 
  in a strange land… 
   
   
  RESOURCES 
   
  Before man fell from the seat of power 
  on Earth, he did manage to strip Earth of almost 
  all unrenewable resources.  Virtually all fossil fuels 
  have been extinguished.  Even the Bastions 
  faced the need to develop alternate fuels.  
  Gasoline is a distant memory.   
   
  The biggest hurdle for Bastions or any 
  other formed authority is location.  Many centers 
  of Techa position themselves on the coast for 
  obvious reasons.  Some utilize the sinful energy of 
  the atom while most embrace cleaner resources 
  like geothermal, tidal, or solar.  Few are located 
  within reasonable distances to mines.  This leaves 
  most resources available in the hands of Echa 
  Cultures.  Of Course, the Dwarves run the majority 
  of them but some Echa Human settlements 
  appeared around mines as their only source of 
  income.  Few human villages sprouted up on 
  their own.  Other races erected communities 
  based on their own personal needs.  Most elves 
  live near or in large wooded areas. 
   
  The remaining resources are the 
  common elements most took for granted years 
  ago:  Copper, Silver, Gold, Platinum, Iron, Coal, 
  etc.  The Bastions often badly need resources 
  and secretly developed trade with outside 
  sources (often with other races).  Many have 
  developed plastics and other synthetic materials 
  and some even build entirely with stone. 
   
  Enemies in the last war of man targeted 
  many of the old storehouses kept in the past to 
  horde his treasures.  The ones that remained fell 
  into the Earth, swallowed by the woken Earth.  
  
   
  14
  Some have been discovered as rich mining 
  sources…others remain to be found... 
   
   
  WHEN ENCHANTMENTS 
  ATTACK… 
   
  Then the door opened, and a sweep of 
  magic washed across the planet.  Millions upon 
  millions of sentient forms found physicality again.  
  They rose from soil; they fell from heaven.  Many 
  knew of the great time that passed.  Others 
  continued their existences if nothing occurred.  
  Almost all realized though…they were back, but 
  the world had changed.  Oceans grew, lands 
  divided.  Flora and Fauna changed, but evil and 
  good remained and the unsung war for 
  dominance resumed. 
   
  Even though the portal emerged and 
  brought back everything enchanted back from 
  a long slumber, the Earth was not as it was 65 
  million years ago.  Tectonic plates aside, many 
  truly intelligent species discovered deserts where 
  forests once grew.  The southern continent lay 
  covered totally in ice.  Great mountains rose 
  where fields once spread to the horizon.  Many 
  cultures adapted…all had to rebuild.  Huge holes 
  emerged in the Earth.  Caves, caverns and 
  dungeons sprung up over the globe as Gaia 
  shifted and twisted with a waking spirit.  Man 
  might have had a head start, but many species 
  contain tenacious spirits with a singular purpose.  
  Communities sprouted instantly.  Cities soon 
  followed.  Dwarves dug into the Earth and found 
  riches again.  Elves wandered into the forest and 
  reconnected with nature.  Dragons perched 
  atop of mountains and watched.   
   
  In under a millennia, every major species, 
  Evil (Orcs, Goblins, Kobolds, Kuo-Toa, Yuan-Ti, 
  Gnolls) and Good (Elves, Dwarves, Halflings, 
  Gnomes) formed major municipalities across the 
  planet.  Mankind fled the encroaching magic 
  initially, which gave birth to many of the Bastions.  
  Others stayed and remain today, constantly in a 
  fight for survival.  Others found a symbiotic 
  relationship with their new neighbors…either for 
  good or evil.   
   
  Other new nations simply wished to be 
  left alone (Lizardfolk, Centaurs, Merfolk).  Either 
  way, they all discovered themselves crammed 
  into a new tiny world familiar, yet unknown to all. 
   
   
  THE CLASH OF MAGIC 
  AND SCIENCE 
   
  More often than not, the realms of Techa 
  and Echa seldom clash.  Everyone terrified one 
  will corrupt the other; they often slide past each 
  other like oil on water, never mixing.  However, 
  they often impede each other.  Magic currently 
  holds the upper hand.   
   
  The magical field from the portal rains 
  down on earth and covers every nick and 
  cranny.  It blocks all transmissions emanating 
  from Techa after only a few kilometers.  This 
  prevents the Bastions from allying with each 
  other.  It prevents the development of many 
  smaller communities.  It keeps technology at bay.  
  Energy transmissions (radio, microwave, etc) 
  cannot transmit more 50 kilometers from their 
  source.  Techa called it the Enchantment 
  Disruption Field and often refer to it as a 
  percentage of saturation.  Saints are especially 
  vulnerable to its power. 
   
  However, one remnant of man survived 
  in the wilderness of magic and soon found a 
  home with even the enchanted realms.  Sure, 
  many civilized cultures adopted the names of 
  the new Oceans and seas that exists in the new, 
  but the surprising feature is the adoption of the 
  metric system.  All Bastions and almost all human 
  cultures maintain the use of this age-old 
  measuring system.  Its perfection was so absolute 
  in comparison to the previous systems that many 
  cultures that traded with man soon found them 
  adopting the system as well.  In less than a 
  millennia, the metric system found it used 
  exclusively used in almost all Elvish and Halfling 
  cultures.  Dwarves all but abandoned previous 
  measuring systems.  Some deep miners still use 
  their own system but all surface dwarves utilize 
  the newer one because of heavy trade.  Certain 
  prominent cultures refuse to adapt however 
  (Grey Elves for example). 
   
   
  THE NEW EARTH 
   
  There exist so many treasures and 
  dangers across this new planet; not even the 
  dragons know them all.  Alas…neither will those 
  who explore this world seeking adventure.  
  Whoever runs this world must decide where the 
  story of our heroes will begin.  Those heroes 
  should have knowledge of that area…and none 
  else.  The rest of the world is an unknown.  Even 
  common knowledge of an area does not mean 
  that great dangers will be expected.  Some 
  areas are mysterious to all. 
   
  The maps contained in this book show 
  the largest areas of Earth.  Some smaller areas 
  are missing, the most obvious example being 
  Antarctica.  A GM is welcome to explore these 
  areas however he/she sees fit.  The Map is based 
  on the current state of Earth.  From the scale the 
  map is given, the extreme nature of the Earth 
  cannot be properly shown anyway, so using a 
  
   
  15
  detailed topographical map of old Earth 
  seemed the best choice.   
   
  The White: The Areas labeled in white are 
  specific locations punctuated with a dot.  The 
  size of text is only a factor of fitting it into the 
  map.  These are the larges cities and the few 
  empires that have sprouted.  The bastions are 
  also labeled.  These are explained in the sections 
  on Echa and Techa.  Most players know of the 
  white areas only if the GM wishes it or if in the 
  immediate area.   
   
  The Red:  The Red labels indicate areas 
  of control or areas of expanse of a single 
  geographical or specific feature.  This does not 
  exclude the possibilities that the species listed for 
  an area will not be found elsewhere.  This simply 
  states where they are most concentrated.  These 
  areas are explained below.  Most players know of 
  the red areas of the continent they are in but 
  may not have visited them personally. 
   
  The Numbers:  These are areas meant for 
  the eyes of the Games Master… 
   
  WESTERN CAN-AM 
   
  Alpine Fields:  Not controlled by any 
  species, the Alpine Fields forbid travelers from 
  making roots.  The immense wind washes the 
  landscape clean.  The force equals a 
  “windstorm” as found in DMG.  The only safe 
  haven resides atop the mountains around the 
  immense field.  Many ariel creatures perch nests 
  at the peaks.  The dangerous ones watch the 
  field below for hapless victims fallen prey to the 
  winds.  Almost all the winged beasts start huge, 
  as smaller ones cannot overcome the elements.      
   
  Arctic Bugbears:  Even though 
  Hobgoblins and Trolls have been spotted here 
  and Ice Monsters rampage the landscape, the 
  land’s dominant forms are the BugBears… 
  thousands upon thousands of Bugbears.  Many 
  have congregated in so high numbers, they 
  have emerged from their dungeon lairs and 
  created small communities on the surface, many 
  by the entrances to their underground lairs.
   
  Up North, White Dragons control and rule 
  over the Bugbear population.  The largest known 
  White Dragon, a “Very Old” creature known only 
  as “The Snow Devil” (350hp), lives here. 
   
  “Fargon” Dwarven Territory:  Dwarves 
  dug far and deep into the rock.  They fortified 
  themselves and created a nation of stone.  
  Almost every type of Dwarf can find a capitol 
  here.  Dwarves’ sworn enemies, Orcs and 
  Goblins, do not dare approach these lands 
  unless they arrive in the thousands in preparation 
  for war.  The only Dwarven location larger than 
  the cities of the North is the Finer Fire Pits. 
   
  "Larenau" Aquatic Elves:  Around heavily 
  volcanic series of islands, the xenophobic 
  Aquatic elves found a home.  They seldom travel 
  beyond this rich land and few ever dared to 
  travel that far from a mainland to reach it.  They 
  are not hostile to outsiders but do not often 
  welcome anyone.  Their villages sit at the various 
  beaches across the islands. 
   
  They are mostly Clerics and Rangers and 
  their leaders average Level 5. 
   
  Deep Pass at Dianaso:  In the center of 
  the Range of Rock resides a huge valley 
  surrounded by massive peaks stretching for 
  almost 800 kilometers.  It remains the only safe 
  way to cross to the Dwarven Territory to the North 
  from the South.  Any other route brings numerous 
  dangers from the variety of monsters around the 
  mountains.  However, new dangers encroach 
  upon the once safe journey.  The Kobold 
  civilizations reach spreads closer to the pass 
  every month, making the trek to the pass more 
  dangerous.  To the North, a variety of snow 
  dwellers wait for the unsuspecting travelers to 
  venture clear of the mountains.  It is unclear why 
  the pass remained safe for so long.  Some 
  believe a great river of evil-repelling magic flows 
  through, created by the elves of Laudina.  No 
  one is entirely sure…but most evil creatures break 
  off pursuit when prey escapes to the pass. 
   
  Goblin Raiders:  The greatest threat to 
  the city of Angel besides the encroaching Black 
  Dragon population are the rampaging Goblin 
  forces.  Thankfully, unlike the Kobolds to the 
  North, the Goblins show no signs of 
  amalgamating their forces.  They do prove a 
  nuisance to most travelers around Angel.  
  Sporadic attacks also reach toward the Wood 
  Elves.  Most caravans join to unify their power, as 
  most Goblin raiding parties are not large enough 
  to attack groups larger than 30 or attack fortified 
  opponents.  A demand arose recently in the 
  villages outside the major towns for bodyguards 
  for these smaller caravans traveling to and from 
  Angel.  Some consider this task extremely 
  dangerous.  Others consider it easy money. 
       Some meant to give orders, some meant to 
  take them.  Others, we hit with an axe.  Don't 
  think it as dying.  That's what it is, try not to 
  think about it.  Goblins need supplies.  We don’t 
  know enough to make our own, so we take… 
       …Yours… 
  Ilicrax Totrad 
  Goblin Commander 
    
  Kobold Controlled Land:  Kobolds are 
  amazing machines.  All they do is kill, eat, and 
  make more Kobolds.  Moreover, they make a lot 
  of them.  They are the fastest growing species to 
  emerge from the Gates.  Few managed to 
  escape through the portal.  Those that returned 
  took on the mission to repopulate the species at 
  
   
  16
  an alarming rate.  Kobolds spread across the 
  globe quickly but the highest concentration 
  remains where they first landed.  At least a dozen 
  surface and subterranean cities sprouted within 
  the first 500 years in this area.  Their growing 
  armies encroach upon the Bastion of Selkirk and 
  the Pass of Dianaso with each year.  With the 
  Bastions’ standard policy of non-involvement in 
  the realms of magic, it is left up to the remaining 
  species to keep the Kobold population down.  
  Dwarves and Elves had taken on the task of 
  clearing out the large concentration of those evil 
  little lizards when they occur.  However, the major 
  cities (none of which have ever been located by 
  the forces of good) remain intact.  The leaders of 
  these communities are actually substantial 
  fighters.  One, Nomak Seelee, is a 10th level 
  Fighter. 
   
  Sana Marsh:  A perpetual and 
  permanent fog spreads for hundreds of 
  kilometers in the land of Sana.  Few intelligent life 
  forms call this area home, reserving the 
  landscape for roaming evil.  The Marsh is clearly 
  the single most dangerous area of the continent.  
  Monstrous beasts can shuffle into the black 
  woods and vanish, waiting for an unsuspecting 
  foe.  Rumors hold that some terrible evil has built 
  a castle in hope of gathering the power of the 
  marsh towards it.  No one of any common sense 
  enters the Marsh.  Shortcuts be damned…its 
  simply too dangerous.  The Black Dragons call 
  the Marsh home and often return here to mate.  
  Many of the Dragons’ enemies attempted to 
  form an army to enter the Marsh and 
  exterminate the mating grounds.  A substantial 
  size has yet to form. 
   
  The king dragon here “Crudag the 
  Monster”, a huge “Old” female Black Dragon 
  (325hp) rules over all over species and even the 
  Black Dragons in the Marsh.  She is the most 
  powerful known Black Dragon on Earth. 
   
  EASTERN CAN-AM 
   
  Dunya Forest:  There exists a balance in 
  the universe.  Every Yin has a Yang.  Good and 
  evil seems always equal, with one no greater 
  than the other.  Dunya Forest and Trendane exist 
  on either sides of a single coin.  A clash of how 
  much evil nature can create and how much 
  good it can create.  To the elves, Dunya is holy 
  land…possibly the land they once emerged 
  from.  Many arrive here when the portal opened 
  two thousand years ago.  The trees sway and 
  whistle with a constant, soothing humm…but 
  they are not intelligent.  All good creatures heal 1 
  additional point a day per character level as 
  long as they exist in the forest.  Surprisingly few 
  Elves call Dunya home, preferring to live outside.  
  The more religious folk commit 
  to pilgrimages to Dunya to 
  renew their faith.  Their 
  greatest fear is that the 
  balance of the Universe will fail 
  and Dunya will fall to the 
  cursed woods of Trendane. 
   
  Dunya is beautiful and 
  tall and all sorts of benign 
  creatures call it home.  The 
  trees grow to unbelievable 
  heights.  Suffice to popular 
  opinion, few communities form 
  inside the woods.  After long 
  stretches of time, even the 
  most cultural based life forms 
  find a need to become 
  nomadic—one with the trees.  
  They vanish into the 
  vegetation and seldom seen 
  again.  Adventure parties 
  often avoid Dunya as much as 
  Trendane; fearful they will lose 
  their minds to the songs of the 
  trees. 
   
  Kuo-Toa Islands:  On 
  and around these old human 
  controlled volcanic islands 
  now lives the viscous race of 
  the Kuo-Toan.  They exist only 
  
   
  17
  to attack wandering ships and feed on anything 
  that happens into their waters.  They have 
  formed into a substantial civilization with major 
  cities on the shores of every island here. 
   
  Land of Orcs:  Along with the Kobolds, 
  the Orcs are slowly coalescing into a larger force.  
  Currently, more than a dozen armies have 
  formed.  Most follow the commands of the evil 
  Dragons to the North, blindly obeying all 
  commands of their superiors.  Orcs live in every 
  environment: dungeons, mountains, valleys, and 
  forests.  Orcs refuse to venture east into Dunya.  
  They have yet to push south to attack the Human 
  Bastions of York and Mann but many believe it is 
  only a matter of time.    
   
  The most well known Tribe leaders are: 
   
  Craz the insane:  5th level Barbarian / 3rd 
  level Fighter (Chaotic Evil) 
   
  Nerok the Gatherer:  4th level Fighter /  
  5th level Strength / War Cleric (Lawful Neutral) 
   
  Grum-rac:  11th level Barbarian (Neutral 
  Evil) 
   
  Rummash the Wise:  15th level Chaos / 
  Death Cleric.  (Lawful Evil) 
   
  Blood Scent:  15th level Barbarian.  
  (Chaotic Evil) 
   
  Gamash the Monster:  10th level 
  Barbarian / 9th level War / Death Cleric 
  (Chaotic Evil) 
  “Humans - You can't live with them, and their 
  little bones get stuck in your teeth.” 
  Blood Scent the Barbarian
  No idea how I know that quote 
   
  “Laurama” Wild Elves:  The Wild Elves 
  occupy a great forest and mountain range 
  that stretches as far north of Trendane.  Their 
  greatest fear is the encroaching evil in those 
  woods.  With little magical power, the Wild 
  Elves feel helpless, resulting in aggressive 
  tendencies to other life forms.  They often raid 
  travelers going to and from the Gather Market.  
  Their preferred targets of choice are human 
  parties, whom the Elves blame for infringing 
  Trendane.  Trendane didn’t exist in the time 
  before…the only wild cards are the humans.  
  Besides that, the Wild Elves keep to themselves 
  and wish no alliance with outsiders. 
   
  Their primary leader is Evan 
  Oakensheild, a Chaotic Good 18th level 
  Sorcerer who lives, seemingly, in random points 
  in their forest and could be surrounded by 10 – 
  1000 other Wild Elves of varying classes and 
  level. 
   
  Living Landscape of Atlantis:  There 
  exists an island between the two major 
  continents.  However, the majority of its 
  landmass is occupied by a growing mass of 
  living tissue.  Hardened and black, this growth 
  forms mountains, valleys, and even pockets 
  where lakes have appeared.  No vegetation 
  grows.  All boats traveling the Atlantic Ocean 
  refuse to venture near Atlantis, fearing the mass 
  would come alive and devour them.  Rumors 
  hold that boats landing there appeared later, 
  floating in the waters, missing its crewmembers.  
  Some say that those walking across its surface 
  could suddenly be devoured with no warning.  
  These stories may be accurate but in truth, the 
  formless mass has intelligence even though few 
  have encountered it directly.  It has full control of 
  all its faculties and could modify the terrain as it 
  sees fit.  It has no desire to live beyond its land 
  and can easily sustain itself indefinitely on the 
  land it lives on and the creatures that swim 
  around it  
   
  The Kuo-Toans worship this Island, calling 
  it Kous-Techoas and sail sacrifices there often.  
  Other animals call Atlantis home.  Some have 
  formed communities.  The landscape obviously 
  tolerates this, finding their activity curious and 
  even appealing, just as long as they don’t stain 
  the surface with actions it may find offensive like 
  attempting to destroy part of its body for 
  
   
  18
  whatever reason 
  or shedding 
  bloodshed it may 
  disagree with.  
  Any alignment 
  act may not 
  create a 
  response, the 
  Landscape 
  always finds 
  observing the acts 
  of smaller forms 
  intriguing, whether 
  the acts are good 
  or evil.   
   
  Realm of 
  Malign Dragons:  
  The land northeast 
  in Canam falls 
  under the control 
  of the evil 
  Chromatic 
  Dragons.  Mostly 
  only Red and Blue 
  reside here 
  however.  Red 
  Dragons sweep 
  across the skies 
  and their sight at 
  night is not 
  uncommon.  
  Often, Orc 
  followers capture 
  food to give offerings.  If they fail, they often are 
  picked up as food themselves.  The Blue Dragons 
  more or less keep to themselves.  The largest Blue 
  Dragon doesn’t live here, preferring to live in 
  Africa.  The largest here is “Reaver in Light,” a 
  very old male Blue (400 hp).  However, the oldest 
  Red, a female Wyrm, lives here, “Esgragon the 
  Great Fire”  (725 hp).  Strangely enough, this 
  almost dwarfs the truly old, Great Wyrm “Gelion 
  of Decay” (760 hp), a reserved and shockingly 
  shy male Green that barely leaves his vast cave 
  kingdom. 
   
  “Selman” Nation of the Titans:  Few 
  believe this land even exists.  Far north, beyond 
  the reach of most creatures, rumors tell of a land, 
  maybe even a city, of giant Titans.  They exist in 
  the ice, in the mountains, and underground.  
  Maybe all.  If someone were to venture over the 
  hazardous terrain to reach Selman, they would 
  encounter a green lush landscape, a side effect 
  of the Titan’s magic.  The Arctic Bugbears fear 
  the Titans and never venture north, but attack 
  most travelers trying to reach the giants.  The 
  people of Selman are kind, arrogant, but good 
  at heart.  They contain much magic and are 
  willing to trade even though their prices can 
  sometimes be extremely steep.  A traveler 
  reaching Selman can find lodging and safety 
  free initially.  Additional stays cost three times as 
  much of lodging anywhere else.  Magical items 
  cost at least twice as much but most items can 
  be found or made here.   
   
  Their leader is Selman the Wise (45 HD, 
  480 hp), a supremely powerful Wizard.  He sees 
  no mortals unless he wishes it.  He converses 
  usually with only other ancient Titans and has a 
  personal conduit of communication with Lazarus 
  the Gold far East.  All Titans in Amethyst are 
  good.  The first indication someone is close to 
  Titan ground is the monstrous sentinels the tower 
  over the land. 
   
  Trendane:  Twisted with evil, blackened 
  with chaos, Trendane stands with the Sana Marsh 
  as the most dangerous territory of Canam.  The 
  trees contain a curse and reach out to any good 
  creature within 5 feet to suck the energy from 
  them (+4 attack, equivalent to the Wight’s 
  Energy Drain – DC12 or receive one negative 
  level).  The trees beyond that are just trees.  A 
  good slash cuts them down.  The energy spreads 
  throughout the forest and feeds the whole.  
  
   
  19
  Trendane is not intelligent…it is simply cursed with 
  a heavy evil.  Some believe enemies of the elves 
  created the forest in hope the growing wood 
  would suffocate them.  Beyond the living growth, 
  many beasts call Trendane home, none of them 
  actual animals.  Anything made of meat is 
  quickly digested by the growth.  The only 
  exceptions are monsters with an immense 
  amount of magic to resist them.  Common 
  knowledge indicates only one creature claims 
  this title…Green Dragons.  The largest and ruler of 
  them all is the adult female, “Gorgan the Burn”  
  (235 hp).  Every year Trendane grows another 200 
  ft with no signs of retreating.  The whole forest is 
  covered in darkness, a side effect of the curse.  
  Trendane trees have no leaves.  They also do not 
  burn.  Their sap has the consistency, look, and 
  feel of blood. 
   
  EURAISIA 
   
  Centaur Lands:  In a vast growing 
  landscape of forest, Centaurs live peacefully, 
  unwilling to get involved in the events of the 
  world.  They commonly suffer attacks from the 
  dark forces from the east but have never sought 
  help from Western allies.   
   
    Shive:  Holy land to the Centaurs, Shive 
  falls with the Ice Forest as two of the only ways to 
  the Realm of Lawful Dragons that doesn’t pass 
  through hazardous lands.  The air is still and the 
  waves are non-existent in the peaceful land.  
  Centaurs believe this is where deities travel when 
  they wish to partake in physical pleasures.  There 
  is no ambient sound in Shive.  A whisper can be 
  heard miles away.  All listening rolls adds +10 
  however locating the sound will be difficult as it 
  could have originated miles away.  Even clouds 
  seem to sit still above the land or move 
  peacefully around it.  A battle, rare as they are, 
  can be heard anywhere.  The stillness of the lakes 
  gives the water a silvery mirror shine to it.  
  Travelers through Shive risk attacks from Centaurs 
  who view this land forbidden to anyone not 
  deified. 
   
  Ice Forest:  Travel through the ice forest is 
  long and difficult.  Beyond that, many dangerous 
  creatures walk through the sharp peaks.  The 
  forest contains no wood; rather the forest is 
  comprised of massive stone spires, some 
  hundreds of feet tall and sharp enough to impale 
  a dragon.  Most of the forest must be traversed 
  via boat.  Other areas require special footwear 
  to avoid sinking in soft snow.  Even with these 
  hazards, traveling through the forest appears 
       Never trust “Straight-backs”—those 
  unpredictable and annoying bipeds, feeling so 
  superior simply because they feel they mastered 
  balance.  Elves commonly maintain pure 
  thoughts but their insistence on conversing with 
  the ape-men corrupts them.  They all poisoned 
  Gaia with the first tree they cut.  They will not be 
  allowed to harm the land of Shive—The Mecca of 
  nature.  Our Satyr comrades wander 
  occasionally, asking us why we distrust “Straight-
  Backs” so much.  The answer is simple… 
       …They wield fire…  
  Saren-Terra 
  The Book of Wood 
  
   
  20
  easier to some rather than risking Centaur 
  punishment for passing through Shive.  The forest 
  peaks are shear, made of rock or ice and are 
  extremely difficult to climb (DC20 every 50 feet).  
  Several large winged predators fly overtop of the 
  forest, the largest being a pair of mated White 
  Dragons daring to hunt this close to Metallic 
  Dragon land.  They are the Adults “Flury of Hate” 
  (189 hp, Male) and “Mara of Hate” (225 hp, 
  Male). 
   
  Realm of Benign Dragons:  Those who 
  survive the journey here still face severe 
  challenges, for many dragons here, even though 
  many are benign, don’t take kindly to strangers.  
  Many keep to themselves, living peacefully in 
  seclusion in massive mountain keeps.  Some more 
  powerful ones keep mortal staff.  They serve the  
  Dragons and are kept in a good life, treated with 
  respect by their masters.  Good Dragons barely 
  associate themselves with anyone outside their 
  lands.  Further, they don’t wish to get involved in 
  the petty disputes of other races.  The only time 
  they can be compelled to act occurs when their 
  sworn chromatic enemies act in numbers.  
  However, the further away from their homeland, 
  the less chance Metallic dragons will intervene.  
  The realm by whole is beautiful with lush greenery 
  and cloudless skies.  Evil creatures dare not enter 
  this land. 
   
  The most powerful living Dragon, the 
  Great Wyrm “Lazarus the Gold” (900 hp) rules 
  over this land but not with an iron…claw.  He lets 
  individual Dragons carry out their own lives.  
  Lazarus only involves himself with issues that 
  affect the land of the whole.  Like Selman, 
  Lazarus never associates himself with mortals.  He 
  flies with a cadre of a half-dozen adult females 
  at all times.  Most other dragons are a bit more 
  socialable.  The most powerful Copper dragon 
  lives down south but the very tough Elder male 
  “Rustic the Aged” (350 hp Very Old) nomadically 
  wanders the land of the North.  Most of the 
  outlining lands here are guarded by the Bronze, 
  the largest being the Ancient “Kelto of the 
  Guard” (600 hp) – A stern and stout female 
  warrior.  The oldest Brass, “Adeimus of Dust” 
  remembers a long time before the Hammer, one 
  of the few dragons that do.  This Great Wyrm (706 
  hp) seldom leaves her Castle but entertains 
  anyone who finds and enters her realm. 
   
  AFRICA & SAUDI 
   
  Dudak:  The seemingly never-ending 
  sand dunes of Dudak rise and fall hourly like the 
  coastal tides.  Islands of rock rise from the ocean 
  of quicksand.  Beasts of varying sizes and 
  temperaments swim in and over the dunes.  The 
  almost water-like texture of the dust prevents any 
  normal travel by any legged life form.  The 
  nomadic people of Dudak (mostly Lotek humans 
  and Orcs) have created a variety of machines to 
  aid in their travels (See Sand Ships of Dudak in 
  “Techa”).  Given the expanse that is Dudak, few 
  travelers encounter each other on the “open 
  dust.”  When one ship encounters the other, the 
  chance one is a raider is quite high.  Few stable 
  civilizations exist.  The only real civility lives in the 
  Sand Ships.  Each vehicle contains one group / 
  one family and they hold very little loyalties 
  outside the walls of their craft.  Somewhere in this 
  land, the oldest Blue Dragon, an Ancient male 
  named “Ender the Scorched” (550 hp) rules a 
  small empire of Orc raiders.   
   
  The River of High:  The only stable 
  population outside of Syomka and the Bastion of 
  Samba are the villages along the River of High.  A 
  May god forgive me. 
  I wished not to die.  Amethyst, my greatest ally 
  and closest friend asked me to join him outside 
  the portal when it closed.  Only those immensely 
  powerful enchantments survive outside the 
  sealed portal, their powers substantially 
  diminished.  Amethyst informed me my age and 
  power permitted my survival when the eye 
  closed.  He wished a friend accompanied him for 
  the millions of ages alone in a world void of 
  magic.  Amethyst seldom chose mates, often 
  developing lasting and loyal friendships with 
  leaders of the greatest nations of Gaia.  I felt 
  fortunate to fall into that select group.  Even 
  more so when asked to stay with him, observing 
  the evolution of a new landscape. 
  I declined. 
  I feared a world without magic.  A world I 
  considered hopeless, I preferred living formless 
  in Attricana then wander a barren landscape 
  containing no miracles.  I feared loosing myself 
  to the new world, reduced to the level of dim-
  witted lizards already roaming the planet.  I 
  entered the portal.  Before the door closed, I 
  looked back and saw the realms of the 
  underworld open.  Genai told me I could not 
  have helped Amethyst; that I could not have 
  passed through the portal in time.  I don’t 
  believe him.  The Underworld betrayed 
  Amethyst.  My treachery feels worse.  I know 
  Amethyst’s spirit lives immortal, and only his 
  body fell slain.  However, I fear death before 
  seeing his greatness rise again. 
  I experience few pleasures in existence.  I am 
  old…worn out.  Mates attempt to enrich my life, 
  often failing.  I committed a sin.  God forgave 
  me.  I will never. 
  Amethyst is dead… 
  Long live Amethyst… 
  Lazarus
  The Gospel of Gold
  From “The Bible of Drasago” 
  
   
  21
  market along the water stretches for many 
  kilometers along the coast.  All roads follow the 
  curvature of the river.  Although not advanced 
  by any means, the people of the river keep 
  themselves away from danger by never 
  attempting any travel from the river.  Their lives 
  remain content living by the water.  Raids are 
  kept a minimum since few can survive the trek 
  across Dunya and no one dares attack through 
  Amanha to the North, leaving only a few 
  openings available to possible attack.  The final 
  ray of safety comes securely from “Greka of 
  Babel,” a beautiful and EXTREMILY talkative 
  female Wyrm Brass Dragon (980 hp).  She 
  commonly assumes human form and walks 
  among the towns of High, often going 
  unrecognized until her self-imposed duties of 
  protector comes into play.  No substantial force 
  has tried.  The people have maintained a 
  successful trade business and can easily sustain 
  themselves through the river and trade 
  indefinitely. 
   
  INDIA 
   
  “Behemah” Land of Abominations:  What 
  once was a growing civilization of man long ago 
  turned quickly into a mass of death and 
  madness.  Scholars named this once great land, 
  “Behemah”—The land where all the grotesque 
  monstrosities of nature exist.  Behemah contains 
  the largest concentrations of Dungeons and 
  Aberrations--A land of pure chaos.  Massive 
  grotesque forms wander the landscape, looking 
  for meals.  Behemah is not for the faint of heart.  
  Few normal minds leave unaffected.  Many that 
  do escape, depart insane.  Unfortunately, 
  travelers must skim the other veil of Behemah to 
  reach the Pass of Matinal.   
   
  Pass to Matinal:  Matinal prides itself hard 
  to reach.  High in the mountains of the same 
  name, few dare to make the trek to this magical 
  city.  However, to make this journey even a 
  fraction safer, many travelers detour around to 
  take the Pass.  The Pass stretches for miles and is 
  really only a large series of mountains lower than 
  the rest.  Still a hazardous climb, many 
  adventures died on the rocks far before they 
  even reach the outer rim.  However, the safest 
  route to the pass takes most journeys near the 
  veil of Behemah, making it that much more 
  dangerous.  Not taking the pass is pantomime to 
  suicide.  The rocks are shear and tower above 
  the clouds.  No one has successfully traveled 
  over the hard peaks of Matinal that didn’t take 
  the pass that did not have wings. 
   
  SOUTHAM 
   
  Delecoure – Land of the Giants:  Above 
  the deep jungles and under them live the 
  malevolent and benign giants.  Many keep to 
  themselves and some rival forces are known to 
  clash.  However, the land, as a whole, remains 
  totally under their dominance.  They often 
  employ dire creatures, also often seen in the 
  jungles of the South.  The Giants often consider 
  themselves isolated, even though many of them 
  do travel north, wandering for a kingdom to 
  
   
  22
  dominate.  However, few travel through the 
  gloom, 
   
  The most powerful Giant is “Conn 
  Stormshadow”, a 17th level Storm Giant Cleric, 
  who rules a substantial population of fellow 
  benign Giants.  The Hill Giant’s most ruthless 
  member is Grange Thumpfoot (10th Barbarian).  
  In the Mountains, “Jadda StoneArrow” (12th level 
  Fighter) rules a small band of raiders.  Further 
  south, on the other side of Skogra, “Rokert 
  Snowfellow” (12th level Chaos / War Cleric Frost 
  Giant) lives alone atop a great peak.  Under 
  another mountain in the same area, “Mavin 
  Magmar” (10th level War Cleric Fire Giant) plans 
  attacks on the Drow with this small army of loyal 
  Ogres.  Somewhere in Delecoure, the mighty 
  kingdom of the Sky is ruled by the Cloud Giant, 
  “Romag Soarspin” (15th level Strength / Good 
  Cleric, Neutral). 
   
  Drow Mountains:  In the deep mountains, 
  where few dare to tread, the Drow slowly grow.  
  Amassing power daily, they dig deeper into the 
  ground--deeper, and further.  Some estimate 
  they have webbed through the entire range, 
  eventually reaching The Gloom to the North.  
  Perhaps millions of Drow flourish under the 
  mountains, sprouting underground communities 
  monthly.  Since no opposition exists on the 
  majority of the entire continent, their expansion 
  continues unhindered.  They don’t move east so 
  Giants and Ogres care little.  If the Drow decide 
  to push north through the Gloom into the North, 
  they may be a force to be reckoned with.   
   
   
  The average underground village of 
  Drow stands between 50 and 100 elves.  They 
  seldom take survivors and those who enter the 
  multiple cave entrances along the mountain 
  rarely escape.  Some fall to the Drow but many 
  simply get lost in the labyrinth under the 
  mountains, a cave network seldom Drow 
  understand completely.  Every dungeon and 
  cave entrance sits an entry point to a huge 
  network of caverns…some tiny, some enormous, 
  but all connected.  No entrance leads to a dead 
  end.  Many snake around, splitting a hundred 
  times, rarely leading back into the surface.  The 
  Drow utilize this advantage to ensure any enemy 
  must deal with them on their own turf.  For 
  adventurers entering the caves, they face more 
  dangers than just dark elves.  The Drow employ 
  many beasts including the varying requisite 
  number of spiders to protect against foes.  Of 
  course, the temptation of great treasures in the 
  Drow mountains have tempted many seekers 
  willing to risk their lives.  Few succeed.  Maps of 
  even the smallest portion of the Dungeons fetch 
  a steep price and are a rarity indeed plus most 
  purchases come the risk that the acquisition is a 
  fake, dooming the party to the hands of the 
  Drow.  As always, they worship Lolth, although 
  her presence is not corporealized.  The most 
  noticed of the communities are the “Haishal,” 
  
   
  23
  brutal raiders led by the maniacal 10th level 
  Cleric / 5th level Rogue, “Sharaj Lamaclypse.” 
       Kill all surface dwellers…  No flesh smeared 
  with light shall be spared… 
  Sharaj Lamaclypse
  Only known quote… 
   
  The Gloom:  Isolating Southam from 
  Canam is The Gloom, a dark, depressing 
  landscape of blackness and fog.  A hazardous 
  trek, the Gloom’s dominating features resides 
  with its forest of rock.  Similar to the Ice Forest of 
  Eurasia, The Gloom, however, is shorter and more 
  tightly packed.  Further, a permanent bluish-
  green fog covers the expanse.  Many beasts sit in 
  stillness, waiting for the unlucky traveler to 
  venture into their trap.  The fog itself is a magical 
  creation.  Semi-intelligent, it attracts to all living 
  things, clouding around them, making sight 
  considerably hampered.  It blocks all normal and 
  darkvision.  Only creatures with blindsight avoid 
  this hampering.  Creatures beyond five feet have 
  one half concealment (%20 chance an attack 
  will miss).  Standard for fog but additionally, every 
  6 hours, the fog transforms itself depending on 
  who is in the group. 
   
  +1 to the roll for every 5 levels of the 
  group’s total levels.  (Eg:  4th level Wizard, 3rd 
  level Fighter, 2nd level Ranger = 9 total levels = +1 
  to the roll.) 
  ________1d10 
  Result__________________________ 
   
  1-2:   
  Cloud Kill = 5th level Wizard.   
   
   
  3-4: 
  Enervation = 5th level Wizard. 
   
  5-6:   
  Acid Fog = 5th level Wizard. 
   
  7-8: 
  Fear = 5th level Wizard.  
   
  9-10:   
  Solid Fog = 5th level Wizard. 
       Above 10: 
  Nothing Happens 
   
  Once an event has occurred, it does not 
  repeat.  Re-rolls are counted as nothing 
  happening.  In addition, there is also a %1 
  chance the Gloom will create exact duplicates 
  of the group over the evening.  These Neutral Evil 
  duplicates attempt to slay their mirrors, stealing 
  their identities and leaving the fog in their place 
  to wreak havoc on their home.  The duplicates 
  cannot leave the fog until their mirrors are slain.  If 
  slain themselves, they vanish into the fog and 
  never return.  There is no way to dispel the fog 
  although resistance to its effects still occurs. 
   
  “Skogra” Ogre Territory:  Ogres seldom 
  care about what occurs outside their land.  They 
  only care about hunting, killing, mating, and 
  eating.  Occasionally, some join giants north for 
  some great mission for evil.  Most Ogre villages 
  are run by an Ogre Mage and live near the river, 
  where they wait for unlikely travelers to venture 
  by.   
   
  Most Ogres feel threatened by the Drow 
  even though none of them has ever formed an 
  offensive front to the Dark Elves.  The Village 
  Ogres live near the east coast but have 
  expressed their hatred for the Drow and would 
  engage them in full war if the Drow pushed that 
  far east. 
   
  WESTERN SLAV 
   
  “Gregonliandra-Deepstone-
  Apogalotalopilis” / Gnomes:  The least 
  technologically advanced Gnomes are the ones 
  from the land of Greg…yes, Greg.  The sparse 
  towns and villages are so perfectly hidden in the 
  mountains that few enemies from up North can 
  ever locate them.  The Gnomes of Greg live 
  peacefully, just as long as you don’t say the 
  shortened name of their home in front of them.  
  They have established a good trading 
  relationship with Matinal and have dug a secret 
  underground highway from their network of 
  towns to the rear gate of the isolated city.  They 
  travel through the hundreds of miles of cavework 
  on guard for roaming beasts.  The Gnomes stand 
  ever vigilante against the forces of darkness of 
  the North.  Trading with the Gnomes can be 
  quite profitable.  They don’t trade very high 
  technology items, preferring to sell more 
  traditional Gnomish devices. 
   
  Ixindar - Land of Darkness:  Around the 
  point of impact, the door of the underworld 
  opened up and the lawful and chaotic forces of 
  evil swept up to take a foothold.  Near the lands 
  of the Gnomes sits the cursed lands of darkness, 
  controlled by the rulers themselves, devils.  The 
  whole landscape mutated into a twisted image 
  of the underworld:  Lakes of death, trees of blood 
  and armies and armies of evil.  They’ve erected 
  castles, dungeons, and vast kingdoms that seem 
  to change monthly as the terrain mutates.  River s 
  of lava sink mountains and create valleys.  The 
  sun never pushes through the opaque layer of 
  clouds overtop.  Those who enter take their 
  chances.  Most needing to travel through would 
  rather go north, through the Pass of Nothingness. 
   
  The most powerful Devils rule from their 
  own keeps.  These include “Kosgool” and 
  “Shiragoas,” both Large (18HD:  204hp / 156hp) 
  Gelegons, and “Laugclaos”  (21HD: 233hp), a 
  gargantuan Pit Fiend.  The largest known, 
  another Pit Fiend, is “Bahalman” (39HD: 377hp).  
  Bahalman rules from a towering mountain keep 
  surrounded by magma and guarded by 
  thousands of underlings including his general, 
  “Minorg”, a Geleguon (25HD: 260hp) sworn to 
  service. 
   
  “NecroSea” Realm of Death:  Beware; 
  few mortals enter the Realm of Death unless they 
  wish to join the immortal damned or train in the 
  arts of the Undead.  When the dark energy from 
  the portals of the underworld opened up, some 
  
   
  24
  force under the soil of this land awoke and the 
  restless spirits for a thousand kilometers rose.  
  More than just zombies and ghosts, some large 
  Vampires hold several keeps in this land.  The 
  most well known is Grissom Thalusva (15th level 
  Sorcerer).  However, the greatest danger comes 
  from the Necropolis.   
        
  Pass of Nothingness:  The Pass is a 
  dangerous and a tactically unsound route for 
  any wary traveler.  However, the only other 
  options rely with traveling through the cursed 
  lands populated by devils or demons.  The Pass 
  formed after the great hammer fell--a huge 
  crack in the Earth that stretched for miles.  This 
  narrow canyon keeps itself out of sight to the 
  lands of Darkness.  However, the Pass is by no 
  means safe.  It often falls victim to underground 
  beasts.   
   
  River of Lira:  Lira is a massive stretch of 
  water that appears to wander with few branches 
  as it flows towards the North.  In truth, Lira water 
  originates from deep underground reservoirs and 
  snakes underground for hundreds of miles before 
  emerging to the surface.  Many of these 
  branches originate this way.  In these 
  underground rivers, many civilizations have 
  sprouted, using the water for transport and food, 
  some benign but most not.  Besides Behemah, 
  Lira contains the largest number of dungeons, 
  however, most of these are accessible only 
  through the underground river entrances. 
   
  EASTERN SLAV 
   
  Cloud Folk:  Where a great 
  technological civilization once stood, now only 
  mountains rise.  This tragic landscape suffered 
  under tsunamis and massive earthquakes, 
  swallowing whole cities.  Mountains rose, leaving 
  no valley behind.  Many survivors abandoned 
  and fled, many to the Bastion of Shang.  The few 
  that refused to leave quickly learned to adapt to 
  their new environment.  Since beasts of varying 
  shapes covered the low canyons (mostly Trolls, 
  Ettins, and Athachs), the remaining humans built 
  over them, creating small towns and keeps atop 
  very narrow peaks.  Using a combination of 
  ingenuity and magic, the people stretched 
  massive bridges across these peaks, some fifty 
  kilometers across.  Protection from the hundreds 
  of peaks prevents harsh winds from battering the 
  sometimes-fragile constructs with some 
  permanent magic keeping others still.  Within a 
  thousand years, more than a five thousand 
  kilometers of bridgework crisscrosses the small 
  landscape, most above the protecting layer of 
  low clouds below.  The highest peak is reserved 
  for the Cloud Temple, where the people of the 
  Clouds worship one thing, Dragons.  Specifically 
  Oriental Dragons, the ones last to awake, 
  number the fewest.  These rare creatures seldom 
  travel and few people other than the Cloud Folk 
  ever see them.  The Oriental Dragons keep a 
  
   
  25
  watchful eye on their worshipers, keeping them 
  from harm from beasts that learn how to climb.   
   
  Most of the people of the Clouds are 
  mechanics, keeping and building the many 
  bridges of their land.  Others hunt through a series 
  of lifts that shuttle people below.  Many others 
  hunt via the air.  Wizardry is common here and 
  many peaks contain their own academies of 
  study.  For Clerical temples, all Cloud folk worship 
  Obad-Hai or Pelor and study the Air Domain.  
  Cloud folk are mostly human with a small number 
  of Elves mixed in.  The Cloud Temple’s leader is 
  Kodo Tikal (15th level Air Cleric, Chaotic Good). 
   
  Demon Lands:  Lawless and very chaotic, 
  the Demon lands are no longer really part of the 
  Natural Earth.  More like the lands here became 
  swallowed into the eternally damned abyss.  
  Most of the Demons, however, live underground, 
  in vast domains.  The Tanar’ri exert the only form 
  of any control in this area, but mostly, this land is 
  pure chaos, a hell on earth to encourage the 
  cliché.  The most powerful is “Karak’Tore,” an 
  immense Balor Demon (20HD, 212 hp) who rules 
  his portion of the landscape through two 
  generals, “Evanec” and “Madrog,” two Marilith 
  (13HD, 149 hp).  
   
  Kingdom of Svendalino Khay:  The largest 
  land controlled by a single force is Svendalino 
  Khay.  The self-appointed ruler of the same 
  name, Sven’s army quickly took control of lawless 
  land and expanded an area larger than almost 
  any other species.  Surprisingly enough, Khay 
  himself prides not being an evil man (Lawful 
  Neutral).  Rumors indicate he trained under the 
  Paladins of Myre and held promise to be a great 
  warrior, but the strict code of conduct and their 
  morale view of what to and not to interfere in 
  deviated from Sven’s own belief system.  
  Eventually divorcing himself from the Paladin 
  order, Sven continued his personal training and 
  began a new order, rebuilding civilization anew 
  with new hopes.  Sven’s belief holds that all of 
  peaceful races should be able to coexist 
  together under a single body of law.  Many 
  followers have come to his aid.  Soon, Sven 
  gathered a sizable force a built a city away from 
  many other kingdoms.  Many species flocked 
  towards this expanding city.  Soon more 
  communities formed and now Svendalino Khay 
  covers for more than 50 000 square kilometers.  
   
  Khay holds the distinction of being the 
  most integrated civilization on Earth.  Humans 
  only hold a slightly larger proportion and occupy 
  the brunt of the military force.  Elves rise a close 
  second with Dwarves, Halflings, and Gnomes 
  falling behind.  Amazingly enough, even usually 
  violent and aggressive species have been found 
  taking root in town and keeps in Sven-Khay.  The 
  most notable examples are Lizardfolk, some 
  Giants, Satyrs, and shockingly enough, Orcs.  
  They all must follow the strict laws of tolerance 
  put forth by Khay.  However, outbursts of past 
  prejudices often emerge and 
  quickly dealt with swiftly.  A 
  trader holds the potential of 
  great profit in SvenKhay.  To 
  gain admittance to any of the 
  fortified cities of SvenKhay, 
  one must: 
   
  --Speak Common. 
   
  --Not be evil. 
   
  --Pay a 50gp Entrance 
  Tax 
   
  --Not possess any 
  Bastion technology. 
   
  The latter is important, 
  as Khay believes man fell 
  because of his dependence 
  on technology and considers 
  their presence forbidden.  
  Monitors maintain order… 
     
  (See Echa chapter for 
  the prestige class “SvenKhay 
  Monitor”) 
   
  Their primary enemy is 
  the Yuan-Ti to the south.  
  Surprisingly enough, the 
  Kingdom of Svendalino Khay 
  suffers no attacks from the 
  
   
  26
  Demon and Devils to the North and West.  Sven 
  himself keeps a watchful eye on the town he lost, 
  Wyrmsoarkeep, in case their expansion proves 
  dangerous to his future.   
   
  Magic is common in SvenKhay and most 
  items can be found for whatever the price here.  
  Almost every service can be found and 
  Churches from almost every god sit in every city.  
  In many ways, SvenKhay is the future of 
  civilization on Earth…except for the conundrum 
  of Svendalino Khay himself.  People still swear 
  they see him and his directives come down 
  often.  However, Myre only allows humans in their 
  ranks, and the kingdom of SvenKhay is almost a 
  thousand years old.  Obviously there is something 
  wrong with this picture… 
   
  Woods of Blood:  Unlike Trendane which 
  is a living evil forest, the Woods of Blood is simply 
  cursed—A stretch of land where once a great 
  battle occurred.  No on knows when or who 
  fought but now the ground gained the 
  permanent pigment of blood.  Most of the trees 
  have died.  The land has become the spawning 
  ground of many magical beasts including 
  Chimeras, Cockatrices, Gorgons, and 
  Manticores.  Rumors hold that the last time a 
  Tarrasque was reported, it walked through these 
  Woods.  On the other side of these woods, in the 
  far east of Slav, a pure forest was spared the 
  curse of the rest.  Here, an island of good 
  survives, populated by Unicorns, Pegasi, Coutles, 
  and Lamashus.  No one has survived the trek 
  through the Blood Woods to make it there… 
   
  Yu-La-Renn / Yuan-Ti Forest:  Some are 
  unsure if the Yuan-Ti arrived here from the 
  gate…or that they were created from the native 
  populace.  Either way, the numbers grew at an 
  alarming rate until they gained total control of 
  the southern part of the continent.  They thrived 
  in their environment with no natural enemies.  
  They continued north, pillaging, and killing until 
  finally the armies of Svendalino Khay stopped 
  and pushed them back into the forest from 
  whence they came.  However, since an attack 
  waits, many fear the Yuan-Ti, without a natural 
  predator in their home habitat; continue to 
  reproduce in great numbers.  More than a 
  decade has passed without an attack and many 
  fear for the worst.  However, the Kingdom to the 
  North refuses to falter.  Even the bastion of Shang 
  recently bolstered their defenses to make sure 
  the pending siege would be short lived.  Once a 
  great force of Orcs landed on Yu-La-Renn’s 
  Eastern shore, looking for a fight.  The army barely 
  reached a mile into the woods before the 
  hundreds of traps the Yuan-Ti constructed cut 
  them down.  The traps dot the landscape and all 
  built to be lethal.  Only the Yuan-Ti knows them 
  all.  However, every group creates dissidents and 
  the Yuan-Ti is no different.  Some members 
  (mostly Purebloods mostly) left the forest and 
  went nomadic, wandering the lands.  Some are 
  evil, but some embraced a more positive outlook 
  on life.  These repenters stand steadfast against 
  all since most would rather attack then listen to 
  an explanation why this opponent would be the 
  exception rather than the rule.  Most of these 
  Nomads contain vital maps to the traps in Yu-La-
  Renn and use this knowledge for monetary gain 
  since the Yuan-Ti are rumored to hold many 
  riches in the deep forest.  However, it is so difficult 
  to determine which maps are legitimate and 
  which ones are not. 
   
  INDOAUS 
   
  “Reptilica” Kingdom of Reptiles:  A broad 
  term for a huge area.  Some nicknamed the land 
  “Reptilica” but that would denote some form of 
  authority here, which there is not.  The land falls 
  mostly under the reign of the Lizardfolk but not 
  even one of their cities maintains good relations 
  with the others.  In between these large 
  communities reside the lawless lands where 
  many other reptiles have found home.  The 
  whole country is a tiny world on its own, since 
  many creatures here don’t exist anywhere else 
  and seldom do any species leave this land for 
  any others.  Basilisks, Chuuls, and Ravids are all 
  unique to this land.  However, more common 
  creatures like Kobolds and Salamanders can 
  often be seen as well.  However, the two 
  dominant species are Troglodytes and Lizardfolk.  
  Even though both reptilian, they could not be 
  any further from the truth.  Both species remain to 
  this day engaged in a bitter war that result in 
  thousands dying every year.  The Kobolds survive 
  by developing scavenging and carrion duties.   
   
   
   
   
   
   
   
   
   
   
  Centaur 
  D 
   
   
    
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/Amethyst/Amethyst-Part1.pdf