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Dias Ex Machina and Amethyst D20 are born
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<blockquote data-quote="Dias Ex Machina" data-source="post: 3985706" data-attributes="member: 58907"><p>A M E T H Y S T </p><p></p><p>This tale shall not be forgotten.</p><p>It will not be glorified, nor its characters exaggerated.</p><p>I need not spin lies of victories or the heroes leading them.</p><p>I weave a tale of magic, of elves, and of dragons.</p><p>This legend tells of an enchanted world when both dreams and nightmares found form.</p><p>But this is not fantasy.</p><p>This is reality. . .</p><p>This is our world.</p><p></p><p>__________________________________________________</p><p></p><p> Imagine what would happen if a fantasy world of dragons, elves, and fairies suddenly appeared in our real world. How would humanity truly respond? This is not some stylized view of Earth like Harry Potter, or a fictionalized world like Middle Earth. This is our real world (with you, your family, Tolkein, and D&D) with all the problems both social and political intact.</p><p></p><p> How would religions like Christianity and Islam respond given such massive doubts to their dogma? Would we welcome the world of fantasy or would we fear their very presence? Now, on top of this dilemma, what if their magic disrupted our world of technology. Their very presence and the spells they flaunt shorts out our cars and computers. Would you embrace a world of wizardry and wonders in exchange for air conditioning, Internet, and cable TV? Would you fear or hate those that could harness such power? Would you hide in cities of pipe and steel, lights and heat, or venture in a landscape of goblins, dragons, swords, and sorcery?</p><p></p><p> Amethyst poses these questions, attempts to present situations where they are tested, and dares to explain how a fantasy world would actually interact with the real world. </p><p></p><p>__________________________________________________</p><p></p><p> Amethyst began as a simple modified setting for a D&D campaign based on a story idea Chris Dias had written down in 1992. It was developed as a short-term game with a handful of players meant to last no longer than six to ten months. What began in 2002 took a life of its own. Almost six years later, the final product resembles little of the original concept. </p><p></p><p> Almost 400 pages, with artwork from the best in the industry like Jason Engle, Nick Greenwood, Katherine Dinger, and Jaime Jones, Amethyst pushes for the highest end quality. </p><p></p><p>Features:</p><p>--9 player races with 4 optional DM races.</p><p>--Original D&D classes are maintained but modified and enhanced with 31 different subclasses.</p><p>--8 new "techan" classes where players can wield firearms and drive all-terrain vehicles.</p><p>--13 new prestige classes.</p><p>--Over 20 new fantasy weapons. Over 90 techan weapons from revolvers to particle cannons.</p><p>--Over 30 vehicles, both ground and air.</p><p>--Revised spell lists including new "Foundation Spells."</p><p>--Over 80 pages of setting detail.</p><p>--Revised monster entries for demons, dragons, and every creature of fantasy one could think of.</p><p></p><p>Price: TBA</p><p>Release date: Tentative March 1st, 2008</p></blockquote><p></p>
[QUOTE="Dias Ex Machina, post: 3985706, member: 58907"] A M E T H Y S T This tale shall not be forgotten. It will not be glorified, nor its characters exaggerated. I need not spin lies of victories or the heroes leading them. I weave a tale of magic, of elves, and of dragons. This legend tells of an enchanted world when both dreams and nightmares found form. But this is not fantasy. This is reality. . . This is our world. __________________________________________________ Imagine what would happen if a fantasy world of dragons, elves, and fairies suddenly appeared in our real world. How would humanity truly respond? This is not some stylized view of Earth like Harry Potter, or a fictionalized world like Middle Earth. This is our real world (with you, your family, Tolkein, and D&D) with all the problems both social and political intact. How would religions like Christianity and Islam respond given such massive doubts to their dogma? Would we welcome the world of fantasy or would we fear their very presence? Now, on top of this dilemma, what if their magic disrupted our world of technology. Their very presence and the spells they flaunt shorts out our cars and computers. Would you embrace a world of wizardry and wonders in exchange for air conditioning, Internet, and cable TV? Would you fear or hate those that could harness such power? Would you hide in cities of pipe and steel, lights and heat, or venture in a landscape of goblins, dragons, swords, and sorcery? Amethyst poses these questions, attempts to present situations where they are tested, and dares to explain how a fantasy world would actually interact with the real world. __________________________________________________ Amethyst began as a simple modified setting for a D&D campaign based on a story idea Chris Dias had written down in 1992. It was developed as a short-term game with a handful of players meant to last no longer than six to ten months. What began in 2002 took a life of its own. Almost six years later, the final product resembles little of the original concept. Almost 400 pages, with artwork from the best in the industry like Jason Engle, Nick Greenwood, Katherine Dinger, and Jaime Jones, Amethyst pushes for the highest end quality. Features: --9 player races with 4 optional DM races. --Original D&D classes are maintained but modified and enhanced with 31 different subclasses. --8 new "techan" classes where players can wield firearms and drive all-terrain vehicles. --13 new prestige classes. --Over 20 new fantasy weapons. Over 90 techan weapons from revolvers to particle cannons. --Over 30 vehicles, both ground and air. --Revised spell lists including new "Foundation Spells." --Over 80 pages of setting detail. --Revised monster entries for demons, dragons, and every creature of fantasy one could think of. Price: TBA Release date: Tentative March 1st, 2008 [/QUOTE]
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