I promised you a review on a big book and a big review you shall get, a review of a complex and intelligent setting - without further ado:
Amethyst Renaissance
This
massive pdf is 399 pages long, 1 page front cover, 1 page inside front cover, 1
page editorial, 2 pages of ToC, 1 page Index, 1 page SRDs and 1 page back
cover, leaving us with a whopping 391 pages of content, so let's check this
out!
I'll just
come out and say it: I'm not familiar with any old iterations of the
Amethyst-setting, thus I can't draw any direct comparisons. What is Amethyst
then? Essentially it is a what-if scenario of vast ambitions: What would happen
if a logical fantasy setting, with all its consequences, with its magic etc.,
was thrust upon our technological world. Not a black/white dichotomy, nor a
stylized version of fantasy. The ambition is to create a setting in which the
problems, social and ecological are very much intact, including all the topics
that move us - only that now the force of magic has entered the world and while
it does change the options of the people, it is also a force that is at direct
odds with technology - but even this dichotomy is too simple to properly
explain the intricate web of themes and topics opened by this book. But let me
try to explain via the setting's history: Essentially, it presumes that there
once was a magical age here on earth, when the world was still called Terros
and people worshiped a benevolent entity of unbridled creative energy and
chaos- until the arrival of the black gate and a deity of order and syntropy
started to lay waste to the world, culminating in the K-T-extinction event,
resulting in the death of legendary dragon/god amethyst and the extinction of
magic from the world. Technology and natural evolution reigned. Until a second
impact, a meteorite saw the resurgence of magic. The forces of order and chaos
have returned and in-between, mankind has to witness its technology ceasing to
work in the presence of magic, thus creating enclaves of the size of nations,
cities of hyper-technology in a world where magic looms beyond the walls and
dragons and fae have reclaimed the planet. Add to that the legend that there's
an artifact that may expel magic again and forever or make the one bearing it a
god and we have ample potential for the earth-shattering things your PCs can do
in AR. "Which side will you stand on in the end" is a question that
will be hard to answer in the setting...
After a
brief description on altered magic (though that is covered in more detail
later) and the origin of power for clerics, druids and mages, we are introduced
to a glossary before we get into chapter 2, where we are introduced to the
variety of races available for character creation in the Amethyst Renaissance
setting and from the start an interesting consideration is put into focus: Traditions.
Tenebri curse and swear loudly while executing daily affairs, Laudeni never
wear undergarments etc. - while these points may seem boring and mundane, they
actually prove a point I often try to make: Races are more than the
conglomerate of their stats and should be treated as such. This chapter thus
includes a stunning wealth of gestures and peculiarities, from considering
silent gestures rude to kowtowing to one's tools and even a complex
appropriation of the "metal-gesture", i.e. the devil's horns as both
a potential greeting (with a thumb in the fist) or an request for intercourse
(with the thumb exposed). Sexuality and the Fae race's take on it is also
thankfully covered, being rather open and non-discriminating regarding e.g.
homosexuality and monogamous when married, but rather polyamorous before, thus
creating further potential for cultural conflicts and misunderstandings. Add to
that the existence of a particular form of iron/lead that is particularly toxic
to fae and an inherent magical nature that disrupts technology, as reflected by
a saturation level that can never plunge below 20 and we're in for cool and
complex creatures even before we delve into the respective racial entries,
which are spearheaded by the Chaparrans, who can essentially be considered wood
elves that believe their existence is eternal and changes between being a being
of flesh and blood and being a tree. These wild fae are truly deadly experts
with their bows, get climb speeds etc. and can even teleport in forests, making
them feel truly unearthly.
The
Damaskans, on the other hand, can be considered a race of intellectual, bibliophile,obsessive
chroniclers of the things that happen in their chosen field. Equipped with a
vastly supreme sense of balance, gravity etc. and being universally
ambidextrous, they also make for stellar swashbuckling-style characters and
warrior-scholars, as their intelligence-modifier influences their combat
prowess. Gimfen are a peculiar race of Fae as well, lacking the disruptive
field that characterizes many echans (slang for magic-users and magical beings)
and being obsessed (and rather successful) with melding magic and technology.
While not being as apt as humans, they make for interesting alchemists,
tinkerers and could be seen a s a type of gnome/halfling-hybrid, also due to
their height. Laudenians then, would make for the classic high elves - a pure
first race in decline, their culture is determined by a fear of degradation (as
their descendants turned into other fey) and hence they have turned to living
in a fabled city in the sky - however, they are not only haughty, immortal and
rare, they also have lost any connection to nature due to their hatred/fear of
the corrupting influence of walking the earth.
The Narros
can be considered the strong warrior/miners of the Fae races, determined by a
100% commitment and making for natural born soldiers. Speaking of good soldiers
- the Pagus, Fae changed by the black gate do not disrupt technology, but are
stigmatized from birth as heralds of the black gate and are prone to old-age
insanity. And then there are the Tenebri, a race of deceptively fragile-looking
blind Fae with a deadly scream, these beings have allegedly been cursed by a
god and are interesting in that they are more or less at war with the Narros
and, due to their blindness, have a completely different take on attractiveness
etc., thus subverting preconceptions of
beauty ideals. The final Fae race then would be the Tilen: Fragile and
graceful, yet strong, these beings are essentially fae who have clawed
themselves back from undeath and can be seen as a playable Fae vampire race:
They have no reflections, are blinded by light etc. - but in a twist of the
theme, while they can heal via draining blood, they are passionate and rather
non-violent creatures and thus make for a great duality between dark pasts,
themes of hereditary sin and kindness in the face of xenophobia and aversion.
Among the evolutionary races, Humans are first and detailed just about as much
as the other races, taking the fall of old ideologies and virtues and the
varied nature as well as the cataclysm that decimated their race into account
before going on with the Kodiaks - upright walking bears that are a recent
phenomenon and which have only begun to rise from hunters and foragers to
farming communities. With such a diverse roster of races, a whole entry is
devoted to crossbreeds between Fae and human as well as crossbreeds between the
different types of Fae.
And we're
only just past the playable races - now, let us turn our heads towards the
background of the setting! The section kicks off with an idea I whole heartedly
endorse - a selection of backgrounds and organizations for the whole group to
belong to - essentially providing a way for the player characters to know each
other and get a benefit and starting
point to properly develop their backgrounds. After that, we are introduced to
new traits, though it should be noted that a new class of traits, so-called
Amethyst Traits, are introduced: Every character may only have one of these
slightly more powerful traits. Since the setting's peculiarities, religious and
belief-based traits are subsumed and/or replaced by supernatural traits that
enable a slight tapping into the forces that be via an unexplained natural
talent. Traits, to be honest, have swiftly become my least favorite thing to
review - they provide paltry bonuses, boring one-liners and half of them boil
down to "You have been bullied by X/grown up in Y/etc." -BORING. Now
this is what this book does perfectly right: Each trait comes with an
extensive, long flavor text that immerses one in the respective background and
best of all, also roots the character believably and deep in the world of
Amethyst Renaissance. This is how traits should be handled. Kudos, respect and
two thumbs up - 3pps, take heed, this is how it can be done!
In the next
chapter, we deal with classes - rather important, taking the peculiarities of
the setting into account- magic is usually channeled by a totem, for example,
meaning that wizards may use other things as focus - for example orbs, shields
and even more esoteric things. Of course, we also get a variety of new Techan
classes, starting with the Grounder (d10, 4+Int skills, full BAB, good fort-
and ref-saves) that gains access to brotherhood abilities, improved recoil
absorption etc., while the heavy grounder is the heavy arms/explosive specialist
variant of the class. We also get the new Marshal base-class (d8, 6+Int skills
per level, weird 19/20 BAB-progression, good ref-saves), who can be considered
a war-master-like support class with auras to enhance team-mate capabilities
and enhanced benefits for teamwork. What I was missing from this class was the
option to utilize teamwork-feats/solo-tactics -
a good class that could have been better by being more streamlined with
PFRPG-content. The mechanic operator (d8, 7+Int skills per level, weird 19/20
BAB-progression, good ref-saves) can be seen as the tech with the customized
weapons, including a cool ability called "Shiny Red Button" that
enables the operator to do rather deadly stunts with his deadly modified
weapons like automatically hitting, dealing additional damage etc. - very cool!
The Medic (d8, 7+Int skills per level, weird 19/20 BAB-progression, good
ref-and will-saves as well as 4 levels of exploits) can be considered the techan
combat medic, able to negate e.g. the last hit to strike an ally and use his
injections to strengthen allies. VERY cool, though I would have loved more
exploits. The next general category of classes is called stalker and can be
considered soldier-specialists - from the blazing Gunslinger (d10, 4+Int skills
per level, full BAB, good ref saves) that can put a deadly ballet of bullets
(flurry-style) through his enemies and the diametric opposite, the Sniper, who
learns to enhance his single shots to further maximize his deadly potential.
The Vanguard (d8, 7+Int skills per level, weird 19/20 BAB-progression, good
ref-saves) is the final of the classes herein, gaining knowledge to fight with
primitive powers, unarmed attacks etc. - essentially a mundane, dirty and cool
alternative to the esoteric monk. (Also
nice: Fighting-game inspired ability-names as inside jokes.)
In a world
of both technology and magic, we also need new skills and thus are introduced
to new skills dealing with the proper use of explosives, engineering, knowledge
(science) and vehicle operation. The setting also includes 7 1/2 pages of
feat-LISTS before giving us the feats and they do something I really like:
Apart from racial feats etc. you'd expect to find, there also are a vast
variety of feats that have background traits as prerequisites, expanding upon
the background concepts and making the traits matter that much more. Again,
3pps, take heed - this is a great idea. But are the feats up to the quality? To
cut a long, uninteresting and potentially ruinous listing of feats and what
they do short (and to stop myself from blowing this review completely out of
all proportions) - yes. The feats are well-designed and the techan feats, for
explosive, new armors and weapons etc. make for fine additions and since I'm a
huge fan of vehicles, especially the nice coverage of them, via both the
extensive skill-section and the feats makes this chapter a crunchy winner in my
book.
The
equipment section is also rather smart, beginning with a cool recap on
ever-improving technology and stagnant, unchanging magic before going into the
different currencies, ranging from the familiar gold pieces (echan money,
including local names for the pieces) to the universal credits used by the
techan. Next would be the obligatory
entries on different technology levels, up to antigrav and complete
reconstruction of beings from dust as well as information on e.g. battery types
and EDF - echan disruption fields that represent the disruptive effects of
magic on technology as well as means to at least temporarily cancel and/or
diminish said detrimental effects. Of course, Echan weaponry is also detailed.
If you ever wanted to play one bastard with a REALLY big weapon, fret not, for
super heavy weaponry is also covered - if you put that tripod down and aim your
foes will know to weep. It should also be noted that auto fire is introduced
with cohesive rules and that we get stellar artworks for many new weapons. Have
I mentioned the almost mecha-like classes of heavy armor (and their respective
lighter counterparts) and the class on shields, both traditional and kinetic
and the rather large array of modifications that can be added to armor,
enhancing customizability even further? Other cool bits are the AEN,
essentially an echan-detection system, camera balls, information on viral/gene
therapy, rules for exotic materials and best of all: Vehicles galore - tanks,
jeeps, whatever you desire. And then there are the cool vertibird-like airships
and even high-tech blimps! HELL YEAH!
In Chapter
7, we get to check out PrCs, for both the echan and techan fractions - from
knights of Abraham, the PrC-incarnations of rangers and paladins (not available
as base-classes) to the determined Gimfen assassins of the Crimson Leaf to the
elite techan angel snipers, infantry support specialists, sierra madre
gunslingers and york gun dancers, we are introduced to flavorful, regional and
organizational PrCs that truly feel like they belong to their niches and make
sense in the context of the world. mechanics-wise, they offer nice rules. In
order to keep this review from blowing further out of all proportions, I'll
refrain from listing them all. The chapter on magic is also rather interesting,
as it talks about the strange dichotomies of white and black magic, disruption
and the concepts of infinite creation vs. absolute syntropy as well as about theories
on summoning beings and the effects of magic - both white and black magic
change the user - Ixindar's black magic adds corruption points and changes you and
even white magic and association with fey has the tendency to slowly turn you
into an echan-like being. Also rather cool: Powerful spells are usually limited
to being only learnable from an anchor, which means that learning such a spell
entails quests of its own and making access to such spells rare and coveted -
want polar ray? Get that crystal skull! Antimagic fields can prove lethal to
echan beings not associated with Ixindar and we also get 4
technology-disrupting EMP-style spells. The magic items and what's available in
Amethyst Renaissance would also cover a whole chapter - it s especially
noteworthy that we get an awesome array of artifacts that come with extensive
background stories before we get into the sections that especially should be
read carefully by prospective DMs.
The
following two chapters deal with the leitmotifs of the Amethyst Renaissance
setting, ranging from familiar foreignness and constructions of alterity to
eschatological ramifications of the cataclysm that was the second hammer and
the canonical continuation of human religions, belief, ideologies and science
as well as covering the plethoras of alternative models for society as
introduced by the Fae and adapted by the echan races - which, of course, is
anything but unilateral and in fact a topic not to be neglected. The corrupting
influence of Ixindar, transportation and travel, languages, ideologies and
warfare - you name it and these pages provide. A gazetteer of the world,
introducing us to the bastions, their tech levels, to the kingdoms and also the
homes of the worst infections is also
provided and makes for a nice lead-in to the new beasts- While most beings can
work in the Amethyst-setting, several creatures are replaced by races unique to
the setting and thus, the bestiary section kicks off by introducing us to said
replacements. Special mention in this section deserves the beautiful
representation of the fae and the "degenerated" subtypes that have
developed from them. The corrupted Dragons of Ixindar also get a nice treatment
herein and the pdf hints at the worst of these beings and their special
strengths.
In Chapter
13, the DM gets the grand gamut of inspirations for campaigns - whether you and
your group would go for a theme of echan/techan differences, mixed groups or
campaigns focused on a place, this section provides even further ideas and
guidance for DMs before presenting us
with a beginner's adventure, which serves as a nice starting point for both
echan and techan or mixed groups. A nice module, though I would have preferred
an echan and a techan start scenario.
After that,
the expertly written narrative that leads us throughout this massive tome
concludes and an Index finishes this massive tome.
Conclusion:
Editing and
formatting are very good - I noticed not a single wording that would have
impeded my understanding of the text or rules, though I did notice several
passages where text was in italics that wasn't supposed to be. Generally,
though, the formatting is excellent. The layout adheres to a drop-dead gorgeous
b/w-2-column layout with graphics on the borders and no printer-friendly
version, which is a minor bummer. The artworks, oh the artworks: They belong,
tops, to the most iconic, awesome, evocative and brilliant pieces I've seen
done in b/w and the couple of full-color artworks herein are no less dazzling
in their beauty. The pdf comes with extensive bookmarks, though no nested
bookmarks, which is a bit of a pity, since nested bookmarks would have imho
further improved the ability to navigate this massive book. The pdf also comes
with high-res jpegs of 3 full color artworks, a map of Canam and 4 different
wallpapers.
Now, this
review took me much longer than anticipated due to several reasons - first of
all would be the ambition of the setting: Essentially its endeavor of creating
a what-if-scenario that is logical is laudable - what is truly stunning,
though, is the variety of play styles it can accommodate. Yes, you can play a
fantasy campaign laced with sci-fi elements in this setting. Just as easily,
you could participate in a technology vs. magic, scifi vs. fantasy war of the
worlds, a gritty cyberpunk scenario or even explore themes of ideologies,
races, conflicting society models or a theme of technical evolution vs. chaos
that is stagnant in its magical creations etc.
Amethyst
Renaissance accommodates all of these playstyles and infinitely more. Secondly, this review took forever to write
due to the crunch being so different from what we usually see in PFRPG. Due to
the peculiar nature of magic an technology in the setting, checking the balance
of the classes, PrCs and options makes for a monumental task I can only hope I
partially achieved in completing. Balance is precarious and there were many an
instance where I actually thought that a given race, feat or other class option
was overpowered, since e.g. automatic hits and similar concepts are used.
However, the setting's unique balancing factors like the EDF and ideological
differences/conflicts, tech levels etc. also mean that there are a lot of
uncommon factors that mitigate the relative power of the races and options
herein. To make matters perfectly clear: This is probably not a setting to
scavenge from, since just about all crunchy elements are tightly
inter-connected both with crunchy and fluffy bits to weave a complex tapestry
of both exciting and uncommon options.
Amethyst
Renaissance is also, and that should be stressed, an intelligent setting: Its
logic, coherent approach demands a mature approach both on the side of the
gaming group and the designers, as the elements that are relevant social topics
in our everyday world still matter in this setting, including unpleasant topics
like racism, fanaticism and the escalating clash of ideologies. All while
retaining an identity beyond the sum of its component parts. Is this pdf
universally balanced? Hard to tell, even for me. If a DM is not careful with
regards to feats, equipment etc., I can see such a game being hard work - this
is not the fault of this book, though, as the parts actually DO work they way
they are intended. Another note for all the people with extensive
PFRPG-libraries and a minor problem I see with this pdf should be mentioned,
though: Rules concepts like teamwork feats, solo tactics or the gunslinger's
grit mechanic have not found their way into this setting. Instead, we have
setting-specific solutions and rules-representation, which, while they do
enhance the individuality of the setting, also mean that adding other content
to the setting could prove to be problematic. It is also due to this that I
hope we'll get more techan equipment, vehicles etc. in future supplements -
introducing other content on one's own could prove to be a decision that should be carefully
considered.
Finally, I
feel compelled to mention one thing: As per the writing of these lines, I
really hope for a print version of this book - BUT: This pdf is cheap. I mean
it. Ridiculously cheap in fact. 15 bucks for 400 pages? Of content of this quality? Now if that is not an
excellent bang-for buck ratio, I don't know what is. I'd honestly be hard-pressed
to mention another book that marries stellar artworks, a truly unique and smart
setting, innovative rules and interesting ideas while being this damn
affordable- At the low asking price, Amethyst Renaissance is a total, complete
steal. What's my final verdict, then? I've thought. I've calculated. I've
pondered. Is this book perfect? No, there are some minor formatting glitches.
There is the lack of nested bookmarks. I'm new to Amethyst and have no idea how
this one and its prior d20-incarnations interact. What I can say is that this
pdf made me want to play in the setting. That its races came more to life to me
on these pages than just about ALL races I've reviewed this year. That the
ideas are often not adhering to standard PFRPG-solutions, but work well and in
unique, special ways. That the base-classes rock hard and feel cool. That I
love the creative ideas, twists and all the unique "clash of
culture"-style pieces of information. If my review left you even remotely
curious and/or you're looking for a truly new, unique and versatile setting,
I'd strongly encourage you to check this pdf out - Amethyst Renaissance is
clearly a professional book and a labor of love. And at the low price, I can
still justify to give this book my full blessing - thus, my final verdict, in
spite of the minor blemishes that can easily be neglected, will be 5 Rudii.
As always, thank you for reading my ramblings,
Endzeitgeist out.
Endzeitgeist out.
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