April 29, 2002
Shadow Atlases

Amber's royal archivist directs the updating of the Grand Atlas, using information from the noble houses, the princes and the various royal agents and officers, supplemented with information from--

The Daebekkar Atlas, the massive and hideously expensive atlas made, updated and printed (in very limited editions) by the Daebekkar Society. Said Society is sort of a Universal Geographic Society of wizards and others. The Daebekkars also make regional and less detailed (but still very expensive)atlases. Daebekkar Atlases have notations for wizards detailing the differences in magic's operation from world to world.

The private atlases of Amber's trading clans and companies.

Rebmas have their own royal atlas, of course. They subscribe to the Daebekkars too.

Amber military commands are equipped with atlases for their area of operations and the adjoining region of shadow.

Posted by Trimmer at 07:14 PM
April 28, 2002
Conjuration vs Sorcery

Q. from Stan:
So how do you see Conjouration workinw with Sorcery? Could I load a Conjoured poinson ball in a spell? How about the enchantment things done on Fineas' Rifle. And what about things that can be done with bullets?

Answer:
For game mechanics, Conjuration uses the 1 and 2 point A&C stuff, as per the chargen. Mostly. It does not include summoning demons or anything else across shadow. Both Conjuration and Sorcery can summon elementals, ghosts or animals. Teleporting anything is a major, complex effect. It does not include making things from the 'stuff of shadow' in the out-of-nothing or magical flux sense. It is possible to transform things from one substance to another, including air-to-solids, but transformations are hard and complicated according to the amount of change. Lead to gold is relatively easy because they are both metals and the weight to volume is pretty close, and the substances are fairly pure. Leaves to gold would be tremendously complex.

Conceptually, Conjuration is magic bound into objects and creatures. It's slower, it's not as flexible. It lasts longer and it's tougher, especially vs shadow movement. An enchanted item (I'm using "enchanted" as a technical term for "empowered by conjuration") will generally work over a wider area of shadow. Because it's tougher, it's what you use to make more complicated structures of magic. The Hendrake necromantic array consists of enchanted circles and altars and sacrificial knives plus the spells that go into the killings and other support structures, all feeding power into the mega-construct of the gateway. Hypothetically, that could all be done with spells alone but the structure would be flimsy.

Fineas' mom didn't enchant the bullet, she wrapped a spell around it. The main differences are that she could whip up a shield-penetrating spell easily, modifying something she already knew by not very much, that the spell is more powerful (it is, after all, 15 pts vs 10 pts) and that the spell would decay in a couple of days. What Jacob does works as well and as fast as it does for reasons that are not yet disclosed, and Tori's the only one -- I think -- who's seen the process and knows to be impressed.

Enchantments take longer to modify or invent becaust they have the equivalent of closer tolerances; they require more tinkering to get it right.

Re: The conjured poison ball. First, making a complex substance like a poison out of, say, air, with magic is nasty hard. If you had the base ingredients you could process them with a spell or an enchanted item. You could fire an existing ball off with a spell, make it hard to see with one, rupture or explode the ball at a set point with one, etc.

Re: the rifle. The Hendrakes use air elementals trained to sniff out 'modern' gunpowder traces. The Chantris sniper rifle is enchanted to not let any such traces out, though that doesn't work when the gun is actually fired. A spell that could suck the traces out when the gun is fired would not be subtle at all (not that an enchantment for that would be subtle either) and the enchantment on it is very low-key and hard to detect.

Re: bullets. Some possible effects: burning, a teflon effect (frictionlessness), more kinetic punch, magical shield disruption.

Posted by Trimmer at 02:36 AM
April 27, 2002
Stat enhancing spells

Q from Stan:
I have a question on Stat enhancing spells. If one can do Psyche enhancement, shouldn't one also be able to enhance Warfare, Strength, and Endurance? And the next part of that question is: What are the parameters of a minor, medium, and major spell. How much of a boost in stat, for how long?


Answer:
You are enhancing some _aspect_ of a stat. Intimidation

With Warfare, aside from the fact that I don't want to deal with keeping track of Major, Medium or Minor enhancements of the PCs and every frelling Chaos Lord and sorcerer running around*, you have to ask, "How does it work?" Performance-enhancing drugs and supplements in the Olympics work mostly by extending stamina or by helping build muscle. A drug or spell might sharpen your senses but that could be distracting at some moments. Anything that made your muscles twitch faster would throw off all your hardwired, practiced moves and might cause muscle damage. So enhancing vision to give you telescopic vision would help with distance marksmanship, but if you suddenly had to shift to up close, you'd have to cut the spell or fight with blurred vision. Now with a mook, a human-level type, you could train a spirit (or find a spirit of an experienced fighter) to take over their combat actions. You won't find any spirits close to as good as the PCs, so anything like that would only degrade your performance.

Parameters: varies depending on the effect. [Yeah, I'm weaseling]

*Which is why I don't offer Warfare Resource specialties.

Posted by Trimmer at 11:20 AM
April 26, 2002
!3's Debriefing - Session 4

Transmission start....

In my continued attempt to get past the Mind control device, I am sending
this message out in to the world.

So far, for me the most interesting feature of the Mind Control Device has
been the creativity of the programmer. He, or she has introduced some
wonderful creativity to me. Magic, Pattern, Things existing outside of The
Village...all very creative. The latest has been the introduction of
"negotiation". I have had a festinating time watching Fineas negotiate with
people. This is something that simply does not happen in the village. I mean
the bartering of goods for services on such a scale is unheard of. Plus, in
The Village, the fact that nobody is given the chance to refuse a task has
made the goings on of fineas most profound.

It seems from talking to Dearkon that Toriana actually did some work in
Belken. According to him she had recruited several Mage's, and had given
them Trump sketches of herself. Dearkon is happy to help out, but he tells
us that he needs some "items". The fact that he (according to Fineas) is a
"Necromancer", who knows what he is going to bring with him.

As Dearkon leaves, a pretty young thing catches both Dearkon's and Fineas'
eye. Dearkon is the first to approach her, and get shot down. Fineas
decided to give her a go next, and was a bit more successful. He was able
to convince her to talk to her Mistress Petra about joining the Amber
cause. Fineas Turns to me and tells Tanitheel and I that he needs some
alone time with Pheadra, so the two of us should go talk to Baran.

Mimicking Fineas' smooze ability, I cut a deal with Baran. He tells me all a
about his military exploits and Blah, Blah, Blah. When he is done I ask him
what it would take to get him to enlist in the Amber cause. He tells me
that some Trumps would do nicely. I agree (since this seems to be the
standard fare of exchange here) and we sign some papers. Tanitheel is
distracted by something and swatting at it the entire time. Baran and I
shake hands and part ways. I ask Tanitheel what was bothering her while I
was talking to Baran, and she tells me that he had had a magical hand
feeling her up the entire time. Interesting. Tanitheel tells me that she is
ready to return to Amber, and that she'll take the Contract to #2. I thank
her for guarding Fineas' and my backs while we were here in Belkin, hand
her the Contract as she disappears through the Trump.

One more thing that, as I look back on it, seems odd. The concept that a
piece of paper is ever going to guarantee anything. There must be a spell on
it. I'll have to have that looked at when I get back to Amber. Get
together with Cango and Elmore along with #2.

After all of that, I meet back up with Fineas, and Dearkon, who has brought
with him two dragons and a really pale gentleman. Fineas and Dearkon
decide that the Shadows of Sandora, then Fangorn, and lastly Hunac need
to be investigated to see if there is any Necro effects going on in any of
them. Fineas pulls out a trump of our first place of investigation.

Shortly after we arrive at Sandora, we are set upon by what Fineas'
describes as "Zombie-Cossacks". Fineas and I are more than a match for
the three of them. We kill two and capture the third. Dearkon uses the
last one for his necro detect spell, with a little bit of a boost from our
Pattern. He is able to find out that the Hendrake's are very much in
control of this shadow. A large amount of "un-dead" armies are seen to be
scurrying around a "gate" of some sort. While the three of us are spying on
the Hendrake's, and long, black, Snakey thing attacks us. From what little
info #2 provided us on the enemy, we came to the conclusion that this must
be a "Logrus" tendril. Fineas decides that it is a good idea to beat a hasty
retreat.

Next on our tour is Fangorn. A place of deep dark forests. We meet with
some folks that Fineas had met before, and the tell us that they are waiting
for an individual by the name of Lord Oak. It must say that the people that
are testing my loyalty must of kicked in some new drugs, because Lord Oak
turned out to be a moving, and talking tree. Lord Oak and Fineas talked
about foreign troops to help defend Fangorn, But lord Oak said anything not
of the forest would be attacked by the Forest. We were able to talk Lord
Oak into letting Dearkon check for any Necro incursions into the Fangorn
Forest from Shandora. When Dearkon was done checking (me helping power
him again) he told us that there may be a few spots, and told Lord Oak
where they were. Lord Oak confessed that his "troops" ("sylphs" of all
things) might have some trouble getting to those locations, so Fineas
started to work on making the weather wetter for the Sylphs.

Prior to starting on his promising new career as a weatherman, he contacted
Jacob about something that they had been cooking up in Hunac. Fineas tells
Jacob that he is going to be busy for a while, so he was going to send me
instead. So Dearkon and I get to spend a delightful afternoon with #3
waiting for some yutz by the unlikely name of Eye of the Sun, Lord Akbal.
Things just keep getting weirder and weirder. Toriana takes the time to
make Trump sketches and tell me how her new body guards that Daddy gave
her were much better than me.

Toriana gave EotS, Lord Akbal her little song and dance and he was greatly
pleased at the amount of death that was going occur. He was even happier
that Dearkon could re-animate the corpses so they could fight some more.
Before Toriana, Dearkon and I go on our merry ways, Toriana gives EotS,
Lord Akbal a trump sketch of herself so everybody can communicate better.

My next thankless task is to talk to EotS, Lord Akbal's troops about the
Chaosian Army, and what we feel are the best ways to engage the in
combat. I leave Dearkon to continue his discussion of tactics and
necromancy (much to the delight of the Hunacs) so that I can do some
scouting around in Shandora.

I trumped back to Amber, Collect a few Items:

- A Ninja-To
- A Sterling L2A3 (which I left at Sabin's, sans Ammo). A replacement for
the StEN that I had be come used to in The Village
- A De Lisle Carbine .45 APC (the quietest gun shown to us by #2).
- A quick load, Titanium alloy 200#, Cross-bow
- Several of my newly concocted poisons, all of which contained an
ingredient thought to inhibit Shape-Shifting.
- forgetting my new toy, the poison ball gun

When I got to Sabine's I lingered a while with her, almost forgetting why I
was there. When we got back to a more relaxed state of mind, I told her
about Shandora and what I wanted to do there. She said that she Had a
few Item which might be of help, and went about gathering them up. We
got dressed and ready, and I trumped Fineas, Since I knew that was where
he was going last. He answered in a very peeved voice. I asked him to pull
Sabine and I through. He told me he was just about to Assassinate one of
the other sides General's. Good, I was glad someone was listening to me
the other day. I told him that Sabine and I could help, so he reluctantly
pulled us through.

When we crawled back to his snipping position, he told us that he wanted to
make sure that his shot hit its target. Sabine started to rummage around
in her haversack and pulled out a set of binoculars and told Fineas that they
should be able to penetrate any illusion. He reacquired his target and
thanked Sabine. The binoculars were a godsend, His target was one yard
right and to the back of where he thought that she was. I readied the De
Lisle and Fineas told me that none of my ammo would work here, and not to
use Pattern to make them work, since that would give away our position. He
told me where his target was, and I applied a paralysis poison to a few of
my bolts and we got ready to fire.....(waiting to see if the GM lets us kill a
major NPC)

Transmission end....

Posted by Stan at 10:33 AM
April 23, 2002
Jacob's Journal - Session Three

After walking this “pattern” and enduring my presentation (along with three other members of the Household) to the masses, I wasn’t really in the mood for a party. Maybe the sort of party that involved a smokey backrooms, whiskey, and poker, but definately not the kind of party where you were expected to be social and put your best face one. I didn’t know if I even had a ‘best face’, but I did know I wasn’t interested in wearing it. The others didn’t seem to have that problem.

Thinking of liquor, smoke, and cards made me think of Texorami, which led me around to Random and his damn letter. I missed him. Missed him more, maybe, because of what I knew about him now, but missed him all the same and for other reasons. He was a good friend, and he’d known me in a time before everything had gotten dark and difficult.

Things broke up in the witching hours and Gerard took us back up to the castle where we somehow ended up in a private study instead of finding out seperate ways to perfectly useful beds. Uncle Regent wanted to chat.

Turned out, his dissertation was on the different armies of Chaos. This was good for me, since it kept me awake. After a bit, though, it became obvious that there were at least a few bits of information that Gerard didn’t have and I did, so I shared. Left with lots of new information to chew on, we found our respective rooms and caught shut-eye.

The next morning, Gerard let me know that we’d be going for a ride into Arden Forest today so that he could go over the basics of using the abilities that came with the Pattern. I picked out the least eye-catching of the striped horses and met (again) my cousin Fineas and Thirteen. Apparently the girl, Gerard’s daughter, wasn’t coming along, or had already gone.

Once away from the city (according to Gerard, getting clear of Kolvir Mountain is a necessity), we started ‘shifting’. I felt pretty familiar with this sort of thing, as I’d been using a similar, weaker power to get around for years now. This didn’t have the same limitations that I was used to, however, and it took awhile to get over the habits of a decade and then some. Time will help.

Our destination was a permanent camp in the forest. The troops stationed there looked competent enough, athough they were better with sniping and scouting than straight-up fights that the castle guards excelled at. Gerard wanted to get some work done with firearms, but after a few minutes I wandered off to something I didn’t know better than my own name. It had been long while since I’d worked with a longbow, so I picked one up and got reacquanted while Fin and Thirteen shot at things with rifles. Towards the end, things started to feel familiar again, and I got two or three arrows into the air between me and the target at the same time. Lousy accuracy on that trick though.

Good idea, giving the troops guns. Also a good idea to give them single-shot rifles -- less wasted ammo that way.

Gerard wanted to test himself against his nephews, or test his nephews, depending on how you saw it. At any rate, the day ended with the three of use fencing and wrestling the regent. The man is shockingly strong. Vast, unending strength. He could kill me with a backhand, I think. After embarassing us for an hour or so, he gave us each an Ephemeris -- sort of a guidebook to the local Shadows -- headed back to Amber, and left us to our own devices and to get acquainted. Fin and I discussed the military situation and ways we could box-off the Chaosites.

Thirteen didn’t say much. I gather he doesn’t, usually. Seems bright enough, so that’s not it. Cagey. Glances over his shoulder a lot, but I’m not sure he really knows that he does it.

Next morning, we all set out in opposite directions. I headed further into the forest, intending to locate this “Hunac” shadow that seemed one of the two most likely places that Hendrake would hit next. The hope was that we could get them organized before that happened. That I could, more to the point.

I got to thinking about this a little more and realized I might probably be the worst possible guy to talk to a group of sorcerer-priests with a Narcissus fixation. I didn’t know how.

Gerard’s daughter knew how. I fished her trump out of my vest and concentrated on it as I rode, waiting for that back-of-the-neck feeling that let me know it was working.

The smokey connection went crystal clear when she answered me. Before I could phrase my request, she yelled something about an attack and requested my help. I say ‘requested’, because she made it seem formal, as though it were significant. I didn’t think about it at the time -- I slipped off the horse, offered her my off-hand, and put a knife in the other.

The place I stepped into was some sort of tenement. Toriana was just outside of a room that smelled of burnt hair, blood, and ozone. I filled my other hand with sharp metal and stepped inside.

Demons. Three. Standing betwixt me and their masters, one of which was saying something loud that I still couldn’t quite hear and making odd gestures with his hand. I didn’t like the look of that, so I threw a sharp thing through his palm to distract him. Worked.

The princess had had guards with her when this happened, which was smart. Two were down and three were up -- I sent the standing ones after the demonlings and focused on their masters. The one with my knife through his hand went out a window in a long leap, the other crawled out of another broken window and went up. Toriana was doing something that required chanting, so I didn’t pay attention to her. The guards seemed to have the demons in check (I put my sword through the neck of one as I moved across the room to make sure they had an advantage), so I went after the jumper.

He was standing in the sqaure below me, looking back at my second floor window.

Stupid. My hands did their trick and the guns were throwing silver at his head. He ran for an alley and I jumped out after him, continuing to shoot so he’d keep his head down and not get any bright ideas. I landed alright and ran for the alley, rolling low into the opening and emptying the other gun.

He wasn’t expecting me to go low. Too bad for him. I waited for the flames to go down and checked the body -- a signet ring told me he was House Basilisk -- hired assassins from the courts. The three thick golden coins in his pouch made my fingers tingle and I decided to have a look at them later.

The other one got away. Turned out Toriana was after her kidnapped aunt, who was some sort trump artist as well, and about to be ‘recruited’ for the cause in terms less-friendly than ours had been.

I explained to Toriana that I was glad I’d managed to keep her skin intact, since I needed her for a few things, especially a trump or two of myself for a plan I was hatching, which things I’d take in repayment for services rendered. She didn’t look thrilled, but it could have been worse.

In the meantime, she’s taking her aunt back to Amber and I borrow her trump of the Arden Camp so I can get back to my damn horse.

By the time I’d found it, I realized I’d forgotten to ask her about Hunac.

Posted by Doyce at 03:10 PM
April 22, 2002
Updates

I've added a few features to the front page. The most important one for players and GM alike will probably be "SEARCH THIS SITE" (over on the right of the main page). This will let you look search for any mention of specific words or phrases -- especially useful if you're trying to remember something about a log, but can't seem to find it.

In the 'ego stroking' category, there's now a hit counter down at the bottom of the front page which just started up today. Clicking on the icon will also let you see where hits are coming from and some other geeky info on this and that.

Posted by Doyce at 03:32 PM
CRY HAVOC -- LOG FOUR
"Convincing Arguments"

JACOB
Jacob is riding through Arden to Hunach, where he will negotiate via the contact from House Kandive, who trades with them. He trumps Kelamon to get closer to the Shadow. She isn’t decent, so asks for 10 minutes. In the meantime, he talks to Tori and invites her along, since she’s better with court functions and representing the magical aspects of the Household. She's coming along with him.

Kelamon pulls Jacob to Amber, then sends both Jacob and Tori to a Nexus closer to their destination. They start off towards Hunach.

TORIANA
Toriana asks Jacob about an elemental goldfish to spy on aunty.

FINEAS/Thirteen
The pair are schmoozing Derkan and Baran. Derkon is puzzled, since Toriana already made arrangements with him, and isn’t sure why Fineas and Thirteen are here. Fin explains the nature of one of the armies that are coming (necromantic in nature), and hopes to get him focused on reconning that army ASAP. (This would be Hendrake beating up the “Austrian” Shadow.) Derkan had already said “yes” to helping, so Fineas essentially provides a specific direction.

The two learn that Toriana has done sketches of all the acquiescent mages, and has provided them sketches of herself. Fineas sends off Derkan to prepare for a trip so he can scam on Phaedra, who he was speaking with.
Phaedra is an apprentice mage specializing in Sonic magicks and Fin (never one to pass up an opportunity) talks about her help with the army -- Phae isn’t sure her mistress (Petra) would approve.

Thirteen Enjoys watching Fineas scam on Phae, but Phae’s not entirely interested.

JACOB/TORIANA
Jacob asks how Tori’s bodyguard is doing. They talk about Hunach and why they want to get Hunach made inhospitable so that Hendrake will choose to advance through Fangorn. We travel, kill some bandits, camp. She makes Jacob some (4) sketches of himself, and Jacob dresses up the bullets for her pea shooter so they are more effacacious.

They arrive in Hunach without incident. Kandive’s proxy is on a coastal island. Their contact is a middle-aged fellow (reminiscent of Anthony Quinn) -- Cullin of house Kandive.

FINEAS/THIRTEEN
Fin finally lets out to Phaedra that he’s recruiting on behalf of Amber. Phae becomes much more interested in him. Fin makes arrangements to talk to her mistress/master at a later date.

Fin trumps Jacob. Jacob answers. Fin and Jacob explain relative situations. They work out how to approach the Hunach social groups (both the priesthood and the shadowy “Organization” that controls black market trade in the realm). They also talk about funding or backing an underground resistance in Shandora (“Austria”) or spiriting away local heroes for a resurgent revolution at a later date.

Fin talks to his mystery mom and discusses support from her, for him, during the initial conflicts.

Fin talks to Liam and checks up on the assembly of the expendable prisoner army.

Baran and Thirteen chat. Baran is very interested in Tanitheel. Tanitheel is not likewise enamored. Baran is a combat sorcerer and tactician and thus (theoretically) quite desirable. He is also purely mercenary. He and Thirteen negotiate terms that are generally agreeable to both, apparently. Papers are signed. Tanitheel is not pleased.

JACOB
The pair work out that while Toriana is dealing with Priests, Jacob will talk to the groups that deal with the black market. Jacob discusses the nuances of the black market with Cullin and heads out to another island where “that sort of thing” takes place.

TORIANA
Tori has arrangements made for Priestly meetings -- arranging this on short notice takes a great deal of time and money. Tori has two days to burn, and does so making a couple ‘permanent’ trumps.

She is made to wait for a few hours on the day of the audience, so she makes 3 or 4 sketches and freaks out the local mages with the swirly trump energy.

She is called in to meet with Palinke’. She starts off by immediately making her displeasure with the long wait known.

FINEAS

Fin is sitting on his hands, waiting for Thirteen, Petra, Phae, or Thirteen to catch up with him (he moves quickly in the backalleys of bureaucracy).

Petra arrives at their meeting. Fin wants her for (sonic) illusion magic, to simulate the enemy’s military signals to confuse the opposing troops. (The enemy doesn’t appear to have any Trump artist’s to facilitate communications.)

Petra is keen to help. She finds it intriguing. She, Phae, and her other apprentice Sinone are committed.

THIRTEEN

He and Fin and Tanitheel discuss ‘the plan’, and talk about what to do with each of their new allies. Fin thinks taking Derkon to Shandora-then-Fangorn-then-Hunach is optimal, first to get a feel of the enemy’s necromancy, then to scan for current necromantic ‘weak points’ or ‘nexi’ in the other two shadows.

In case anyone missed it, TANITHEEL REALLY DOESN’T LIKE BARAN. Baran, on the other hand, thinks Tanitheel’s breasts are just swell.

Derkon, Fin and Thirteen are go to Shandora (trumpwise) to get a ‘feel’ for the necromantic magic.

In the Shandora, the group is attacked by a couple “thrall” scouts. One zombie-like, mind-controlled native who attacks them is captured. Afterwards, Derkon does some work scanning the area’s necromantic fingerprint.

JACOB

Jacob meets Immish-kan. Jacob explains the problem of the incoming Chaosite armies to this criminal contact. The gist is that they need to organize resistance to make them seem like the worst possible choice for the next advancement. The guy agrees, but needs to contact a few people who will need to see the armies first hand. Jacob agrees to this situation and gives the guy a trump sketch of himself (one of four he currently has) to contact him when he’s ready to see the armies. This should take a couple days.

TORIANA

Tori talks to the second-in-command priest. Explains the situation. (See above.) The priest doesn’t knows if this is important enough to warrant taking to the All High Eye of the Sun without “proof”. Tori contacts her mom Kelamon to get a trump sketch that will facilitate this. Kel provides a sketch of a Chantris spy in Shandora.

The priest is going to send his nephew and two sorcerers along with Tori to investigate Shandora: he trusts his nephew’s judgement. Tori makes it clear she’s not wasting days waiting on bureaucracy when it’s this world’s good that hangs in the balance.

[Elsewhere, in a gaming room, player’s discuss perpetuating a superstitious association between Making Amberites Wait and Having Bad Luck.]

FINEAS

Derkan is shocked by the sheer scope of the necromantic energies in use by the Chaosite army in Shandora. Fineas asks about the odds of siphoning off the energy for their own use, or to weaken the magic. Derkon is not optimistic, but provides a few cautious theories.

Derkon talks about Amberites being able to “break magic”, and recounts some stories of the previous generation messing up other sorcerers. Fin and Thirteen both try this out. Thirteen seems to be able to do this better, though whether this is native ability or the result of getting to see Fin try it first is not entirely clear. Derkon is directed to try to spy on the via magic, and Thirteen does a reverse of ‘breaking magic’: enhancing the chances of Derkon’s success. The view Derkon acquires is one showing ghost-forms and other mystic energies feeding into one of the Chaosite’s gate to power it. Fin tries, while he can ‘see’ the gate, to use his probability effect to mess with the energies feeding the gate. His effect is minimal but discernable, once Thirteen reinforces the viewing device/mirror so it doesn’t overload.

This attracts the attention of a Logrus tendril. The stress of conflicting energies cracks the mirror and melts smaller components to slag.

JACOB

Jacob receives a trump call from the Organization after about 15 hours. The Organization is ready and can be available within the hour. Jacob says that arrangements can be made within that hour or cannot be made at all, so come on through. He then trumps Kelamon.

TORIANA

Toriana is taking through two sorcerers and the nephew of the secondary priest to Shandora. The area Soren (the spy) is in is dangerous, and he’s concerned that the group arriving must be competent or dead. Tori receives assurances that the group is good enough.

After about 40 minutes, the group trumps through to a place where the locals are being sacrificed on at least a 12-per-hour rate to power one of the Chaos gates. The nephew looks pale. The sorcerers analyze ambient magicks and look quite concerned. The group attracts attention after a few moments due to the sorcerous activity. Some guards are coming, some of the Ta’andu (insect centaurs) toss some darts to no effect, and Tori trumps everyone away, back to the Hunach trade island, then sketches their way back to the priest’s city.

FINEAS

The group makes it’s way to Fangorn via trump and meets with “Lord Oak”, whom they warn of the oncoming invasion. Lord Oak is willing to coordinate, but needs to see firsthand the effects of the oncoming army. Fin takes him to a world where the armies have already passed. Lord Oak digs in and communes with the local elements and elementals. This takes hours. Meanwhile, his entourage of a dryad and some “bush warriors” protect the area. Lord Oak finishes and they head back to Shadow Fangorn. Fin queries him about the chances of recovering that world. Lord Oak has not considered such a thing.

Fin and Lord Oak discuss tactics. The Forest (capital F) will not allow outsider troops in great numbers. It looks as though Amber will only be able to provide weapons, some logistics, and trump movement support. If Amber moves an army in, the army will be attacked. Fin makes it clear that Fangorn is welcome to defend itself, but if they are losing, Amber will have to step in, because Amber can’t afford to let them lose, and hopefully The Forest will see the point of getting help.

THIRTEEN

Thirteen talks with Derkon and Fin about scouting the necro-friendly points in Fangorn, but the survival chances on such scouts are not good. They talk about doing some probability manipulation for wetter weather.

JACOB/TORIANA

Jacob is trumped by Thirteen, who wants permission to come through. Jacob checks with Tori, who checks with the Priests, who say “Hell Yeah.”

Jacob calls Kelamon, requesting help with moving the Organization around, and K tells him Tori was already at Shandora. He calls Tori back and sets up transport. He then calls Thirteen and passes on permission to visit Shandora (while he goes to meet his criminals). Jacob trumps (sketch) to Shandora, scouts, clears a landing pad, and Toriana passes the syndicate people through to him. They scout. Jacob notes that the sorcerers are much better at (a) stealth casting and (b) recon. The group arrives, scouts, and departs with the enemy none the wiser (except for one sentry Jacob terminated.)

FINEAS

Fin goes off to meet with Petra and Co. The challenge with this recon is that he needs to get them close enough to a battle that they can hear their signal horns and other commands. He works out the logistics with the Chantris Proxy in the Shadow. While there, he asks after local heroes who show great promise but are hamstrung by local politics. One shows promise but was badly wounded a few months ago due to poor support from the local Emperor. Fin wants to get him away -- get him spirited out and healed -- to use him as a guerilla resistance leader or to try to rejoin the battle after the Hendrake are pushed back from their next Shadow attack. (Name of psuedo-hero is Euguene?).

Fin works to get the Chantris people out and get his sorceresses in to recon the army.

THIRTEEN/TORIANA

Thirteen trumps Toriana and brings through Derkon and his ‘assistant’ (read: walking dead). Derkon heads off to scan the Shadow for good points of necro-nexi. Thirteen and Tori meet with EYE OF THE SUN (head honcho) and explain the tactics of the major battle (which was planned to occur in Fangorn, but that’s changed) -- the EYE likes the “Disposable Troops” idea -- waste of foreign life pleases him. Tori thanks him for not making them wait (the peons are learning the ‘don’t make the Amberites wait’ rule). Toriana offers to make the EYE a trump sketch to facilitate organization of forces.

JACOB

(Currently have five sketches and one full trump of himself, all via Toriana, having given one to the Organization). He explains the logistics of the war to the Organization and rides into Shadow to find troops and spies. He hellrides for several days and reaches the Borderlands, where he plans to collect ‘his people’ and start looking into gathering a military force. The problem, in his mind, is that his stomping grounds do not lend themselves to large armies -- it’s not the ideal place to find troops.

FINEAS

Fin is in Shandora and detects the use of Pattern Tricks in Shadora’s capitol -- but he’s the only member of the Household around, and HE isn’t doing it. This isn’t good. (Also, enemy troops arriving abruptly within the capitol city and no one (besides perhaps Fin) knows how -- Chaosites shouldn’t have trumps.) The front line of battle is still 50 miles away, but some sort of mystic paratroopers have hit the city.

Fin focuses on getting Chantris people out, then contacts Gerard and informs him of the “Pattern Problem in River City”. He collects a good rifle and recruits assistance for working out a bullet that can make it through a ward. He can’t reach Jacob (who’s hellriding) for advice and contacts his mother, who comes through to enchant the bullet (using magic, not conjuration).

He gets an idea of the general direction of the Pattern activity and sets off into the embattled capitol city to do his duty for the Kingdom.

There are warrior troops about, but Fin manages to get close enough to see some sort of asexual Demon who seems to be the source of the Pattern manipulation. He zooms in on her...

THIRTEEN

Thirteen meets with the commanders of Hunach’s military and discusses the Facts As They Are Known regarding chaosite troops. Derkon talks about the necro-nexi in the region and everyone returns solid feedback on tactics that should work on the Chaosites in this Shadow. The generals are reassuringly competent and also like the idea of the prisoner troops (disposable foreigners are gooood). Hunachish peasant troops are also a viable choice, apparently.

That having been done, Thirteen heads back to Amber to collect Sabine, a crossbow, a gun (sniper rifle), as well as a sword to match his wakisashi. He then trumps Fineas, who’s about to squeeze off a shot at the Pattern-tricky person.

Fin asks if Thirteen can penetrate illusions. He can’t, but Sabine can. Thirteen trumps through with Sabine and Sabine casts an anti-illusion on Fin (so that Fin doesn’t have to worry about magical illusions masking the target’s actual location).

Fin is going to shoot the target (who was actually shifted visually to appear in a slightly different location) -- Thirteen is going to use a poisoned bolt with the crossbow, since his weapon doesn’t have the right ammo.

And that’s where we’ll leave our heroes.

SUMMARY
- Thirteen is in Shandora’s capitol city.
- Toriana is in Hunach.
- Fineas is in Shandora’s capitol city.
- Jacob is in Borderlands.

Posted by Doyce at 02:48 PM
April 20, 2002
The Days of Amber – Cry Havoc - Session 3

The clan was at a steet party celebration following our introduction to the public and there was much to talk about. All the newly-found relatives were there and the party was a success.

Meanwhile Fineas and Thirteen schmooze the ladies of the party with varying degrees of enthusiasm. K hands out trumps to everyone, including and Amber trump, a trump of Gerard, and one of each of the other members of the Household.

Thirteen arranges for arms training with Sir John. Gerard got everyone together at some point and briefed us on the enemy, Jacob chimed in with some other information that he knew on the subject.

Gerard puts Toriana in charge of retrieving her aunt the trump artist. Tori asks to have a different bodyguard assigned and Sir John takes care of that.

Dad went with Thirteen, Fineas, and Jacob to see the Rangers in Arden. Interestingly enough, there are male and female rangers. Thirteen learns he is not so sneaky - yet. Fineas learns he is quite good at target practice. Jacob works on a longbow, since firearms are familiar ground for him. The men all ganged up on Gerard, both armed and unarmed. Gerard’s tough, but another helper and they might have been able to take him.

Tori is off to find her aunt, last seen with one of the wizards of Dom Damiel. Her new bodyguard is named Himrick, a weir shapeshifter. Tori is very pleased with her bodyguard.

Three men apparently took Tori's aunt and there was still a trace of their energy in the air. Tori takes Himrick’s advice and trumps K, her mother, for reinforcements. The kidnappers are taking an odd route. Tori comes to a city and does a quick locate spell to find her Aunt.

Thirteen gets sneakier. The three new relatives get some equipment from the rangers. Thirteen heads back to Amber. He practices his shadowshifting and probability. He runs into Tanitheel (who is remarkably well, all things considered) they chat about this and that. Thirteen notes that she is healed and eating a lot. Tanitheel is very patient and tries to teach Reese some magic(?).

Jacob is trying to figure out how to stop the advancing enemy. He scouts for nexii and likely routes the enemy would take. He is all rangery and stuff.

Fineus schemes in private with an agent from House Miramond. The mystery agent has some agreement with Fineus. Fineus hits mom up for a trump, she gives him a sketch of shadow Fenghorn - his next destination and the reason he was talking with Miramond - they trade there to a limited extent.

Tori's bodyguards shapeshifted to look like (large) dogs. Her Aunt is not too far away but is very drugged. They enter the establishment where she is and head towards the upper floors. There is a nasty trap on the door to the room where she is being held. They decide to rush it and head to her. Himrick leads the rush and as he charges, Tori feels a trump call. She quickly answers, since the good guys are not winning and could use some help. It’s Jacob. He agrees to help and a quick fight ensues. The bad guys try to escape out the window, and both weir bodyguards were injured, to greater or lesser degrees. The ugly man with large bull horns gets away, but Jacob is able to kill the (other) mage. The pair try to track the bull man, to no avail. Tori gives her trump to the ranger camp to Jacob for helping her. He wants more, doesn’t everyone?

Thirteen is learning sorcery (?), after six hours Tanitheel proves that even she has limits and gives up on the lessons. Thirteen is being watched by Belcan or Don Delcon. He is slowly learning in the city not the castle. He finally gives up and heads to Bloodly Bill agains. Thirteen greets Elmore, Chongo and Badger there. Thirteen finds out there is a house in Amber you can trump to from Dom Damiel. Badger thinks the gate should be closed.

Fineus has a private conversation with some mystery man. It is going to take a least a week to "rescue" (retrieve) a little under 1000 men from prison. Fineus is looking for troops. He is taking rangers to look for Shadows that met criteria and troops. He will first recruit good troops. He is also looking for archers, heavy and light infantry. Rent-a-troop option investigated. Fineus is going to gate troops into battle (or thinks someone else will be able to).

Tori talks her Aunt Gwyneth into staying in Amber -- she is not particularly nice about the whole thing.

Thirteen trumps Fineus. Fineus pulls him through the contact. They (and Tanitheel) meet up with Badger and Raja shows them the trump picture in a seaside villa a few miles from Amber City. It leads to Dom Daniel and from there to Belcan. Tanitheel is not amused. They try and meet up with Gellerack, but instead meet with Osvan. Thirteen and Osvan arm wrestle (manly aren’t they?). Thirteen wins. Fineus asks Osvan what he wants in payment to be an assassin. Osvan wants land, riches, shiny things. They draw up a contract.

Posted by Jackie at 09:15 AM
April 16, 2002
Session 3 Quotes

Stan to Gm
"Yes, I guess 13 head back to Big Gay Gerards Big Gay Palace".

Gm to John
"When you get back to amber Castle, one of the guard's informs you that
Gerard is with the Amber fleet"
John to GM
"Of course he is"

Jacob to Toriana
"Well, now that I've saved you and your great aunts life, I think that you
should at least make me a trump sketch of where I was since it'll take me
two days to get back there."
Toriana to Jacob
"Like your inability to get from here to there is any of my concern."

Posted by Stan at 04:55 PM
April 15, 2002
#13's Debriefing - Session 3

Transmission start....

In my continued attempt to get past the Mind control device, I am sending
this message out in to the world.

The next day #2 gathered up his misbegotten flock and herded us out
beyond Arden forest. As we walked he had each of us try and do some
Pattern tricks. I was up first and he seemed pleased with how well I did.
next up was Jacob, who for some reason had decided to show off. This
greatly upset #2, who soon retook control of the procession.

We soon arrived without further incident. #2 gave us a speech about the
enemies that we were about to face and their abilities. Jacob piped up and
added some information that he had come by in his wanderings. Next on
#2's agenda was to give the four of us firearm and bow training. Jacob
asked about gun powder and why it did not work here. #2 told us that it
was a very rare element, and was to be used sparingly, that was why we
were out in shadow training.

I was fine with the firearms, but the bow took some getting use to.
Toriana left after the first day. Jacob, Fineas and I stayed for two days
to get as much training in as possible. #2 had us spar with each other. we
were all pretty even, but Jacob won most of the matches, with Fineas in
second. when we moved on to swords the first and last places were swaped.
#2, who seemed excited from watching our fighting, and wanted the three
of us to attack and wrestle him all at the same time. Fineas and I looked at
each other with apprehension, but when Jacob went in a mad rush at #2, we
were oblighed to follow suit. #2 was able to handily defeat us, and thanked
us for our time and went back to Castle Amber for a bath and a Massage.
He asked if anybody wanted to join him, and the three of us all declined.

I had decided that Sabine's place was as good a place as any to get a bath
and a shave. After I was presentable again, Sabine and I set about training
me "magic". The whole thing was like the time when #26 had told me that
the way to seek inner peace was to try and move the unmovable with my
mind. #26 was a bit of a thicky. But there I was with Sabine, and her first
instruction was for me to try and bend the flame with my mind. I pursed
my lips and blew, which only brought a look of disapproval from Sabine. She
told me to take this seriously or leave. I herumpfed and sat down and
focused on the candle flame, and Sabine went out to shop.

Several hours passed and I was beyond bored when Sabine came back. She
looked at me with astonishment, and told me that she had never seen
anybody in Dom-Daniel conquer the flame lesson so quickly. I looked at the
flame and it was actually bent. Nice. At least the computer was going to
let me win some of its games. After a nice dinner (I made a Village
specialty, Terrine of young grouse, potted shrimp, a bottle of Bayles Best,
and finished off with Coffee Meringue). we decided to finish off the
evening in our own wrestling match.

The next morning it was time to meet up with Fineas and take him Dom-
Daniel and Belkin. A good place to start was in the Castle. Rumor had it #2
was spending "some time" with the Amber navy (of course he was). But I
soon found out that both Chango and Elmore were in town with another
mage by the name of Badger. I asked were I might be able to find them,
and I was told that they would be at "Bloody Able's". I asked by which
route one might find "Bloody Able's" and was provided with a map. Not
wanting to look to much like a newby, I memorized the route and location.

The way there was clear and fine. I stepped into the bar and noticed the
three mages drunkenly singing in the corner. I greeted them and asked if I
could join them. They agreed and told me that it might be a good idea if I
had my Wakasashi out and ready on the table. We talked and I ended up
buying several rounds for the four of us, including the Bars only bottle's of
"Bayle's Best". At the end of the evening Badger had agreed to lead Fineas
and I to Dom-Daniel. He also told me that I had to keep his route between
Amber and Dom-Daniel secret. I promised I would. With this I headed
back to Sabine's for a bit of a night cap.

The next morning I went to the Castle to find Dame Tanitheel, and asked
her to come along on the excursion (I sensed that whatever was going on
was a bit dodgy). I trumped Fineas and asked him if he was available to go
to Dom-Daniel and Belkin. He replied that he was, so I pulled him through
to Amber. We met Badger at the Bayles Gate in the east of Amber City,
and proceeded to Baylesport. I found this all a bit odd at first, but it all be
came clear when Badger told us the his route to Dom-Daniel was a Trump
mural in near by house. It was House Nampara, and the house keeper went
by the name of Zacky Martin. Tanitheel mentally took all of this in, since it
was a major breech in the Amber defence's.

We trumped through to Belkin Via Dom-Daniel without incidence. The Dom-
Daniel-Belkin trump was in the OCS. When we all arrived in Belkin, Badger
cast some spells at an obelisk telling us that the local shadow god Bel
needed a "sample" of us to protect us while we were attending the
convention. Badger gave us a who's-who tour of the place and introduced us
to a Mage by the name of Azvan. Before Badger headed off for his own
pursuits, Fineas talked to him about helping the Amber army in one of two
shadow that he and Jacob were seeking to protect. Badger was very
concerned that the Chaosians were going to attack that shadow and agreed
to help.

When we met with Azvan everything went swimmingly. The meeting with
him went on for a long time but eventfully Fineas was able to negotiate his
help with only some trumps from Toriana or her mother in the bargin. Our
next stop was going to be a talk with either Derkon, or Holruun.

Transmission end....

Posted by Stan at 10:51 PM
April 14, 2002
Resources, Shadows, A&C

RESOURCES is a grab-bag designation for a wide variety of things, including Allies.

1 point: it's useful

2 points: it's very useful

So this covers allies, riches, contacts, special knowledge, extraordinary talents, some kinds of magical specialization, henchmen, armies, estates, feudal realms, cults, spy networks, membership in some organizations...

It doesn't cover combat specializations.

With talents and specializations, 1 point will usually signify a 50% raise in the governing stat/ holistic stat for a narrow purpose. 2 points signifies doubling the stat.

Say I want to stat out a knockoff of Brust's Kiera the Thief, prior to recent revelations:

Psy:30 --- she's amazingly perceptive and charismatic
Str: Ch --- easily lifts 200 lbs
End: Ch --- Olympian marathoner
War: 30 --- 007ish

Conjuration: 10 --- she has all those magical traps to defeat
Sorcery: 10 --- some things have to be done off the cuff

Broken Pattern: 15 --- hexing level

resources:
2: burglary --- doubles her real Warfare for burglary (60x2, -30, =90)
2: stealth --- doubles her real Tactics for stealth (90x2, -45, =135)
2: pickpocketing --- Tactics again
2: magical wards and locks --- doubles her real Psy+[War/2] (90x2, -45, =135)
2: magical stealth --- [ditto]
1: disguise --- 1.5x her real [ditto] (90x1.5, -45, =90)
1: magical disguise --- [ditto]
2: friend who does "work"
2: reputation
2: knowledge of tech security measures

Good Stuff =5 (maxed out)

=98 points: About right for the best thief anywhere. She's still not going to have much luck picking Benedict's pockets as his Tactic score, unvarinshed, is aroud 150.


SHADOWS are hard to put points in since I nixed Altering or Editing shadows and declared that major powers can't be blocked. You can define one, within limits, for a point. A shadow with a minor power source costs 2, with a Broken Pattern costs 4. No Control or Barriers.


ARTIFACTS AND CREATURES are confined to 1 or 2 point effects and are not, as a rule, summonable.

Posted by Trimmer at 02:23 PM
Spirits and Elementals

Minor elementals are creatures of near- or low- level human intelligence. They rarely have to be bound for simple, one-shot tasks. They are usually bored and fascinated by human activities.

The commonest elementals are minor salamanders, gnomes, undines and sylphs. There are other kinds, including cislunar or aetheric elementals which are used for investigating magical constructs.


Ghosts, of people and animals, are useful for some operations. Human ghosts usually have to be freed from their haunting parameters and bound to their new jobs.

Posted by Trimmer at 01:09 AM
Shadow 'Gods'

It is possible to bind a spirit (or sometimes spirits, plural) to a some power sources. Sometimes this happens naturally, with elementals or ghosts. More often it is deliberate, where a powerful mage (or, occasionally, scientist) merges with a source, a process that involves dying and has a high failure rate. Another drawback is that such gods are confined to one shadow, or even one part of one shadow.

Some sources will hold only one spirit at a time while others will take lots of them. Multi-spirit entities generally merge but you do get the odd schizo god.

Bel is a singleton spirit of great power. He has a cult and is capable of possessing his priests. They see possession as a good thing, rather like followers of voudoun with their loa. By hosting and providing security for the Brotherhood convention, Bel gets to listen in to gossip and news from all over Shadow. Bel enforces the peace at the Belken (within the borders of the valley of the assembly) gathering by hurling those who initiate or incite violence several shadows away, to the Dung Pits of Glyve, a low-magic, frozen wasteland of excrement. Most mages thrown there never make it out.

Dom-daniel's Broken Pattern is inhabited by a multi-spirit entity tasked with defending that world.

Posted by Trimmer at 01:00 AM
April 13, 2002
Houses and Organizations

Amber's great noble houses:

Dukes of Feldane
Dukes of Chantris
Marquises of Bayle
Earls of Miramon
Earls of Kandive

The rank is that of the head of the house, there are lesser titles (Baron Bayle, for instance) within each house.


The Brotherhood is the largest association of shadow mages ever. There are thousands of members. The Brotherhood is such a big tent organization that it is impossible to get the membership as a whole adapt any policy beyond certain rules of courtesy. The Guiding Council of the Brotherhood sets policy (sits on its ass) and the Council Deputies do any actual work.

Dom-daniel is a high-magic shadow in the Rebman region famous for schools of magery.


The Great Houses of Chaos, according to somewhat dated, Helgram-slanted information available to Jacob, are:
Helgram is the smart, sneaky house
Hendrake is a bunch of martial bozos
Jesby a House of arrogant, not overly bright, greedheads
Chanicut is a House of moralistic prigs who, stupidly, never back down
Basilisk a bunch of thugs and assassins (rather like Helgram, but with less class)
Gryphon has flair but lacks real focus or intelligence
Manticora is a (small) bunch of dangerous berserker crazies
Sawall a small, loose collection of over-eccentric power-monkeys

Hendrake was the largest House with maybe 100 members, Sawall the smallest
with maybe over a dozen. That was before the war with Amber. In large
Houses, especially Hendrake, most members are not Logrus masters. Sawall
(the smallest) is all Logrus masters. The Logrus kills most who attempt it.

The Patternfall War was mostly a Helgram and Hendrake plot, with royal connivance.

There's a certain amount of Dragaeran influence on House character: Hendrake is Dragonesque, Basilisk is Jhereg-like in a very different social setting, Sawall is reminiscent of Athyra, Chanicut has Lyorn (and Minbari) elements.

Swayvill, King of Chaos, is the scariest person there.
Suhuy, Keeper of the Logrus, is number two.


'Fiends', or khrazall, are represented by Strygalldwir and Gryll in the books. All the great houses have limited numbers of them as slaves or janissaries. They're as strong as the more martial PCs but generally slower than Toriana.

Posted by Trimmer at 06:37 PM
NPCs

Prominent or frequently recurring NPCs are underlined.

Emperor Ajaran of Ghenesh, the monarch first approached by Kiros Helgram and thus the first to gain the mirrormastery power. Conquered Ghenesh in short order. Happens to be the mad ruler from whom Tanitheel fled Ghenesh.

Akbal, Eye of the Sun, highest priest of the empire Amber deals with in Shadow Hunac

Alcazar Hendrake, captured by Thirteen while scouting the Chantris forces in Shandoria, released to his House

Alessandra, see Sand

Alexa see Vayla

Alit, Gryphon-turned-Tir Tarngiran, Broken Pattern initiate; 'alleet'

Madame Ambrosia, grand dame of Amber's courtesans, possibly as much as 300 years old, mistress of Ambrosia House.

Antryg, high ranking Old Citadel mage, once called in to Castle Amber as a consultant by Toriana, witness to the destruction of a shadow by primal Chaos.

*dead*Artegall Helgram, captured outside of the Chanicut fortress.

Pontifex Augustus III, a shadow dignitary picked up by 13 along with a brigade of Svetz infantry. Intelligent and adaptable, he's attempting to attach himself to 13 in a position of importance.

Azvan, lizardman mercenary mage-commando, a Broken Pattern initiate, signed a contract with Fineas, worked with Amber in his native Johrom with his associates Chomali and Tananda, his clan is very important in Johrom, currently training Fineas' lover in the mastery of Broken Pattern. [Aahz: Kelly Freas]

Aahz1a.bmp

Badger, well-known sorcerer and scout; new ally of Amber off to scout the Helgram invasion area; founder of the Autumn Moon school of sorcery, were-badger, worked closely with 13, Dara and Mirelle.

*dead* Baran of the Extra Hand, sorcerer hired by Thirteen in Belken, odious (and abusive) to women, with Jelerak in the visit to Gwenyth's palace ("an innocent mistake, Himself was expecting Chaos Lords"), under contract to Prince Thirteen and working in Shadow Purgatory, captured by the Helgrams, released from his contract, still drugged, into Dom-daniel where he was found by one of his past victims. Word got around and it was ugly.

The Beast Formerly On the Pole, a greater Elderkin long bound impaled on a 50' pole. It weighs several tons and has shapeshifting powers well beyond the norm. Its blood induces violent, uncontrolled shapeshifting if ingested; if the subject lives, he or she gains some degree of shapeshifting power. Recently released. After an initial, brief period of mindless fury It has retreated to consider It's options. Recently sent a mutated garou minion, "Lucy", to Amber to investigate the courage of the mortal Valery Kasynovich.

Bel, a shadow 'god' or genius loci (see under Powers), chief such in Shadow Belken. On very good terms with Fineas. Made him and Florimel temporary Avatars to help out against Tualua and Jelerak. His special powers pertain to space warps and teleporting.

Duchess Belissa Minobee, dead Duke Larsus' wife and advisor, of the minor House Minobee (known for a darkness power, intelligence and eccentricity), interim leader of Hendrake until they can afford to have a succession struggle. Pragmatic. Mirrormastery initiate. Ally of Tor and Palatine and Dara. House Hendrake is adopting the members of House Minobee by mutual consent.

*mostly dead, for now*Prince Benedict, eldest prince of Amber, recently released from Zhartra's control and returned to Amber. Father of Dara. Transformed to broken glass by Tualua, then to a relatively powerful spirit by Dara's, Llewella's and .... efforts. Dara and Toriana have engaged the mage Turjan, a protegee of Pan Luum, to make Benedict a new body.

Prince Bleys of Amber, part of the cabal of Clarissans that tried to take the throne of Amber. In the process they damaged the Primal Pattern, got King Oberon imprisoned in Chaos, gutted Prince Martin of Rebma, invaded Amber with a huge army out of shadow, killed relatives of nearly everyone in Amber, noble or common. He did lead a hidden cavalry reserve at Benedict's direction that was vitally important to winning the initial battle in the Courts. Larger than life, one of the top swordsmen in Amber, trained to some degree by Dworkin. Captured in Chaos and fitted with a parasite to feed him hallucinogens to weaken him. Spent 4 years hallucinating with his Pattern powers gone mad. Rescued by Prince Diego and returned to Amber. Toriana and Fineas sat through his detox. Cooperating with the family. Currently working on dragging his old five-shadow Avernan empires out of ruination.

'Bono', Naboliano Buonoporte, emperor of Francq, an ally of Prince Fineas, military genius, married to Josette, conqueror of Angland. He and his wife have been rejuvenated by Fineas.

Col. Sir Bors, chief of the Amber Royal Guard.

Brand's Palace staff: Kwan Ro (air and bird specialist, first among equals [tall, thin, graceful]), Sprague (engineer, the organizer of the bunch [tall, thin, spade beard, occidental]), “Tiger” Tlacoatl Man-ching (werejaguar, erltiger liaiaon [Aztec features]), Trocero (herbmaster, gardener, toxicologist [looks Italian]), “Catkin” Kubash (Librarian [‘goblin’; a middle aged but spry Chiana with green skin, a shock of black hair, sharper than human teeth, barely 5’ tall]), Sergeant Lo Ken (master of arms), Wang Fei (Cook, or rather: paramount master chef)


Baroness Bree Hendrake, a Logrus mistress, youngish, supporter of Palatine.

Breggor of Feldane, wastrel taken under Fineas' wing; gradually improving.

Caridwen/Crazyred, one of Amber's top courtesans, of the Red Rooster.

The Cat, Elderkin, brother of The Unicorn, an ancestor of the Shroudlings, savior of Tir Tarngir when it reconstituted after the Pattern was repaired -- a very personal god to each Tarngiran who went through the ordeal.

Chango, Amber Castle staff mage (a tech not a real fighter); think Cheech Marin in his 40's, BP initiate. [Cheech Marin]

CMarin.bmp

*dead* Chinaway Hendrake, influential member of his House, fanatical Serpent cultist, killer of Prince Julian, brother of former Hendrake Duke Larsus, author of Hendrake's defeat versus Amber, killed by artillery at the Battle of Tulun.

*dead*Chomali "Chumley" Dhevanapadi, big (6'10"), brawny, brainy, green-haired adventurer, brother of Tananda and friend of Azvan, working for Amber in Johrom, recent Broken Pattern initiate, currently Princess Florimel's lover, entered Amber's service as Flora's aide. Killed by Gheneshans of Vala's court in Shadow Earth. [Akshay Kumar]

AKumar1a.bmp

Prince Corwin/Corouine le Roi, Creator of his own Patternverse, king of Avalone, husband of Queen Lorraine, father of Diego and Morwyn, plus Douglas, Deirdre and Vialle in Avallone.

Cory, page (12ish) of Amber Castle

Crow Girls very fast, dangerous and odd twins searching for Pan Luum, their nephew. Binders, Shapeshifters and Mirrormasters.

Cullin of Kandive, Amber trade factor in Shadow Hunac, minor sorcerer

Lord Dain Minobee, cousin of Belissa, accompanying Palatine on her mission to Amber. A master of the Darkness.

Dai-shen, male Kuromoni (Tir Tarngiran) concubine rescued from Dantay Gryphon, a courtesan courtier. 'Pregnant' with spawn of Prince Diego.

Princess Dara of Amber, Lady of House Hendrake, tentatively accepted as a member of the Amber family, sworn to fight against any but Hendrake, leader of the hellmaids, daughter (not great grandaughter as she'd been taught) of Benedict, loves the sting of battle, worked with 13 in Purgatory, Limbo and Inferno. Reinstated to House Hendrake by sharing the Mirrormastery power with them and foiling the Helgram assassination program. Assassinated her aunt Duessa with Tor Hendrake's help. Acknowledged as Lintra's heir and liege of the Hellmaids. Has become friends and chaos-buddies with Toriana.

MJovovich2a.bmp

Daughters of Agheer, uber-undine minions of the genius loci Agheer. Hrona, Bara, Kolga and Duva; Hefring died by Logrus tendril in the Battle of Chelaya.

Dawadire (dahwahdeeray), woman from a shadow kingdom (a Mongolesque empire in something like an Africa) allied to the Gryphon-controlled Kuromon Empire; former concubine of Dantay Gryphon, last seen among the Mapungumbwe of Vulnavia. Pregnant with Diego's child.

Princess Deirdre of Amber, full sister of Corwin and Eric, died in the Abyss.

Princesse Deirdre of Avallone, daughter of Corwin, brunette, athletic, something of a rebel.

Delwin, Binder drafted into the job by Oberon and Dworkin, forbidden to contact his siblings. Captive (with arms and legs removed) and Binding-power battery of Jelerak for some time. Rescued by Dworkin and stripped of the Binding power. Limbs regrown fast with Tanitheel's help under the Family's direction. Currently in physical rehab and healing from brain damage.

Derkon, Brotherhood mage and (really) unusually personable necromancer; doing very good work for Thirteen in Sh. Purgatory.

Duchess Devera of Tir Tarngir, daughter of Florimel, Pattern initiate

Prince Douglas of Avallone, son of Corwin and very like his father in most ways, though less moody.

*dead* Marquis Duessa Hendrake, most bloodthirsty and personally powerful of the clan, assassinated by Dara and Tor.

Dworkin, maker of the Pattern, Binder, father of the Houses of Amber and Rebma, currently suffering from a mental disorder brought on by part of his mind being erased (by damage to the Primal Pattern) and patched over with part of Oberon's mind. Maker of the blood-artifact (Binding, Pattern, Magick, Trump, Shapeshifting) Spent some months on Shadow Earth recovering. Rescued Delwin and Sand and stripped them of the Binding power he'd forced upon them long ago. Currently traveling with the Unicorn in mystical realms. Took Princess Galina with them for a week and taught her the Pattern superhighway trick. Took the Jewel of Judgment with him and has generally refused contact.

Elmore, Amber Castle staff mage (more tech than fighter), BP initiate; think Elmore Blues

*dead, assassinated by a Gryphon*Count Sir Emrys Feldane, former Duke Feldane, father of the current duke, Chancellor of Amber who largely ran the country while Gerard is out fighting, old, supposedly incorruptable, owns one of the three best libraries in the known universe.

Prince Eugen of Shandoria, possibly the only really competent Shandoran general, wounded (lost a foot) and recovering in Amberite care. Fineas is promoting him as the next emperor of Shandoria.

Fandral, fire-mage of Sh. Purgatory, an ally/minion of Prince Thirteen.

General Fenmor, master of the Arden Rangers -- an organization that spans hundreds of shadows and dozens of kinds of troops.

Princess Regent Florimel, has changed her role from useless fluffhead to Hard Working Princess after centuries of dogging it. She's a Trump artist, a Mirrormaster, a tyro shapeshifter, a minor maker of Pattern artifacts, a decent military commander and has several children (involuntarily) as a result of her captivity in Chaos. They are Marcus, Vayla, Savaton, Liana, Devera, Powell and Herne, formerly of House Gryphon and now Emperor and Princes of Tir Tarngir. Currently grieving the death of her lover Chomali Devanapadi. Current Regent of Amber for the second time. [Catherine Deneuve]

CDenFlora1.jpg

Princess Galina (Ostreyeva) of Amber, bastard and unknowing daughter of Caine, about 160 years old, an inhabitant of Shadow Inakhos, a former pacifist and music teacher. Brought to Amber and the family by Fineas. Training has brought out some of her natural agression. Pattern and Mirrormastery initiate. Spent a week with Dworkin and the Unicorn in mystical realms. Still a bit spacey. Learned the Pattern superhighway trick.

Baron General Gelban Chantris, commander of the Chantris forces in Shandora (ghell-ban)

Genevieve/Zhenevyev, powerful and seemingly ethical vampire in Sh. Limbo, allied to Prince Thirteen. A former nun. Being groomed as a crown agent. Broken Pattern initiate. [Anne Parillaud]

AParillaud6a.bmp

Prince Gerard, ruled Amber through the difficult period following Oberon's repair of the Pattern. Fixed or re-made most of Amber's shadow path trade routes, ruled well and fairly for 15 years, reorganized the Royal Guard as a unit of cross-trained commando near-supermen, father of Toriana, brought in every semi-useful nephew and niece he could find, made them princes and trusted them/gave them enough rope to save or hang themselves. Mostly recovered from being shot up by the vampire assassin Vrykos with Tualua-powered bullets. Most popular member of the royal family by a factor of 2. [Brian Blessed]

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Gertruda, Amber royal guardswoman, Weir. Frequent bodyguarded Prince Thirteen prior to his acquisition of vampires. [Franka Potente]

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High Priestess Glencora, chief of a college of 50 earth-goddess priestesses in Sh. Purgatory, rules a duchy-sized state, ally of Prince Thirteen.

Griv, a khrazall of House Hendrake stranded in the Borderlands during the Patternfall War, he and Jacob became friends. Broken Pattern initiate and a leader of an underclass revolutionary movement in the Courts.

Gwyneth, exiled Rebman royal, longtime Brotherhood luminary, expert Trump Artist and mage; kidnapped by Chaosites and rescued by Toriana, Jacob and some guardsmen. Worked for Amber after Tori made her an offer she could not refuse until she panicked at Toriana's proposed new security measures. Sent to King Corwin to be court Trump Artist and teacher where she has done very well. Looks like an older, meaner, demanding Paltrow.

Hans, talkative Amber Castle masseur

Heinrik, Amber Royal Guardsman and Weir shapeshifter; Toriana's bodyguard. 6'8" tall, muscular and fast. [Dolph Lundgren]

DLundgren2a.bmp

Helel, a massive, stony Elderkin in the form of a black, dump-truck sized, stylized jaguar with avian wings. Owes Toriana a moderate favor. Can turn its tears into garnet-like cross-shadow communication and locating artifacts. Gravity is his bitch. Not exactly friendly but very interested in keeping Dworkin and Zhartra from re-binding him.

"Hilda and Gilda", Hildmara and Gildinsherna, swanmaids in Amber's service. Recently learned Dame Tanitheel's 'swiftform' and are called hawkmaids.

Duke Herne of Tir Tarngir, son of Florimel, Patterner

Holrune, alert, friendly and helpful mage and Brotherhood Council Deputy; seems to have gained Gerard's trust through excellent work in Shadow Chelaya. 'Frogged' by Tualua and restored with Amberite help. Currently working on reconstituting the Brotherhood more on lines pleasing to him.

*dead* Illyan, dead son of Florimel and Duke Khaavren of Gryphon, killed by his half-brother Marcus

Itzamna, Hunacan 'tong' operative, a stealth-specialist mage. Hired by Jacob as a teacher.

Prince Jacob's Sentinels, a group of strong sensitives adept at tracking shadow movement; Nelson (chief, stationed in Amber), Billy-bo, Antoine, Markoff, Lamont, Samuel, Rivan (with Princess Toriana's entourage), Eddie (in Rebma), Azhul (with Azvan in Johrom), Conner & Lonner (in Sh. Purgatory with Badger) -- unassigned ones are currently undergoing combat training in Arden with Santee.

*dead* Jan van Eyck, psychotic serial murderer son of Corwin killed by Fineas on general principals with Gerard's blessing.

Queen Jasra of Kashfa, mother to Princes Fineas and Rinaldo, widow of Prince Brand, a sorceress of some power, a helpful and concerned mother, Dark Well initiate, ally of Zhartra. [Julianne Moore]

JMoore3a.bmp

*dead*Jelerak, 2000+ year-old evil badass sorcerer whose name is not spoken by other mages, known for using spies, for going around in disguise, for cruelty, and now for the Pez Staff of Doom; employed Baran and a number of other mages at least part-time. Released and thought he controlled the Abomination Tualua. Killed by his vampire slave Vrykos while in mental combat with Toriana.

Sir John Gaunt, chief Amber crown emissary since Oberon's time, Gerard's right hand man, Broken Pattern initiate, Knight of the Unicorn.

Lord Jorian of Ghenesh, an expendable minor noble thrown to the Amberites as part of an infiltration plot. Weaselly.

Jurgen ("your-ghen"), Weir royal guardsman, frequent bodyguard of Prince 13 with Gertrude. [Moritz Bleibtreu]

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Lady Kelamon, mother of Toriana, sometimes-lover of Prince Regent Gerard, Trump Mistress of Amber, member of the Rebman House of Lir; purple hair, beautiful, hard working. New Mirrormaster.

Duke Khaavren Gryphon, former captor of Florimel, father of Illyan and Komarra.

Kirsten, 70 year old vampire who looks like an 14 year old girl, one of 13's lackeys, strengthened by drinking a lot of her former master's ichor, a good deal of the ubervamp Varnai's, and some Chaos Lord blood as well. Bound by Jacob to obey 13. [Kirsten Dunst]

KDunst1.bmp

*dead* Komarra Gryphon, daughter of Florimel and Duke Khaavren of Gryphon, an obsessive huntress, executed while unarmed and unconscious, in front of her mother, by Jacob.

Kyeigha, a R'lyeh-spawn that was drugged and moved to cover the disappearance of its fellow Tualua. Writhing, tentacly darkness with one red eye. Strongly telepathic and telehypnotic, but not nearly as strong as Zhothaqquah.

Kyllikki (kewleekee), former concubine of Dantay Gryphon and current concubine of Prince Diego. Recently started shapeshifting spontaneously.

Ky Tung, attractive, adventurous female captain in the Tung Family, a minor but prosperous Amber noble house -- via a bought title now one generation old. Steady lover of Fineas. Aided significantly in the expedition that found Tir Tarngir. New Broken Pattern initiate, being trained by the lizardman mage Azvan. Working on turning Shadow Gigantor into a resort and source of pharmaceuticals. [Tia Carrere]

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*dead*Leonore Helgram, captured outside the Chanicut fortress. Killed by her family in a demonstration of power.

Duchess Liana of Tir Tarngir, daughter of Florimel, Patterner. Trump student of Flora with her adoptive sister Saia. Studious and serious.

Liam of Miramon, Amber noble working with Fineas, dealing with GC kings for cannon fodder

Lirazel of House Basilisk, spy and expert shapeshifter. An ex-prisoner/ liaison to her House in Amber City.

Princess Llewella of Amber and Rebma, dear sister of Moire, mostly recovered from years of abuse, leader of the Rebman expedition into Chaos. Greatest Pattern master alive after Dworkin.

Queen Lorraine of Avallone, wife of King Corwin and mother of Douglas, Deirdre and Vialle.

Count Luc Hendrake, one of the main contenders for the Dukedom, very dangerous, egocentric, flashy. Opposed to Belissa and to Dara.

"Lucy" garou minion of the Beast, sent to Amber to investigate the great courage shown by Valery Kasynovich in confronting It.

Count Mangold of Tir Tarngir, Shroudling, semihermit

Emperor Marcus of Tir Tarngir, former Gryphon, son of Flora via a host mother. Known as a clever bastard t some of his relatives.

Mareka, Captain, hellmaid captured by Thirteen and imprisoned in Amber Castle's dungeon, returned to Dara's service.

Prince Martin of Rebma, son of Random and Queen Moire's first daughter Morganthe, shapeshifted for 4 years into a dumb-animal lizard and left in a swamp by his Hendrake captors, half-brother of Jacob. A Prince in both Rebma and Amber.

Mirelle, formerly-exiled Princess of Amber, mother of Thirteen, blonde, petite and athletic. Reinstated as a Princess of Amber. More than a little reckless. [Kate Blanchett]

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Queen Moire, old (older than Fiona), unaging, powerful, ruthless, commander of the best spy corps in the realm of Order, mistress of the Jewel of Rebma, ally -- to a point -- of Amber, sister of Llewella, mother of Morwyn, grandmother of Martin. [Christina Ricci]

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Crown Princess Morwyn of Rebma, daughter of Queen Moire and Corwin of Amber, Trump Artist, admiral, hard-working and hard-playing. Friends with Toriana and Dara. [Reese Witherspoon]

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Duchess Nicola of Tir Tarngir, Shroudling, recent Broken Pattern initiate, Trump student in Rebma, mother of Ashtrakhan

Mr. Nishka, businessman/fixer/crimelord in Sh. Texorami who does work for Prince Jacob.

Duke Nolan of Tir Tarngir, former Gryphon Lord of Chaos, Broken Pattern initiate

Baroness Dame Nyctasia Kandive, crown emissary, sorceress, diplomat, spy, healer, currently serving as Princess Galina's tutor and bodyguard. 5'2", attractive, dark, lucky. Former employer of Dame Sigrun.

"Lord Oak", an upper level servant of The Forest in Fangorn; pretty much an Ent with impressive power over elementals.

Oleg of Miramon, Factor (boss) of the Miramon trading town in Shadow Fangorn

Otaru, major Old Citadel mage, in Amber as a consultant at Toriana's request.

Countess Palatine Hendrake, moderate, a great tactician, protegee of Lintra, ally of Tor and Belissa, Mirrormastery initiate. Logrus master.

Pandelume/Pan Luum ubermage, creator or settler of the subspace pocket world Embelyon. Inventor (?) of the biomatrix creation process. Teacher of Turjan. Nephew of the Crow Girls. Killed, imprisoned or chased out of Embelyon by Jelerak. Status unknown.

*dead*Petra, Phaedra, mid-rank sorceress and her apprentice, specialists in illusions (mostly for entertainments), hired by Fineas in Belken. 'Frogged' and killed.

Duke Powell of Tir Tarngir, son of Florimel, gutsy, Patterner

Duke Pramash of Tir Tarngir, Shroudling, father of Saia, recent Broken Pattern initiate, Trump student of Flora's; 'prom mosh'

Duke Rhastoferas ("Rhas") of Tir Tarngir, Shroudling, father of Empress Rhondalissa, head of the Redcloak family, recent Broken Pattern initiate; 'ross'. Very formidable. Has shown a strong attraction to Princess Toriana.

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Empress Rhondalissa of Tir Tarngir, Shroudling, Initiate of the Jewel of TT, wife of Marcus, favored of the Cat, grandaughter of Rhastoferas; 'Rhonda'

KHu2a.bmp [Kelly Hu]

Duke Rhundimas (Rhune) of Tir Tarngir, Shroudling, brother of Rhastoferas. Very big and strong, smarter than he looks.

Countess Rianna Hendrake , ambitious rival of Belissa, a plotter. Not a Dara fan.

Prince Rinaldo, brother to Fineas, a personable redheaded fellow, a sorcerer, secretly a Trump Artist, a new Binder, son of Brand and Jasra, brother of Fineas. Dating Duchess Vayla of Tir Tarngir.

R'lyeh, Spawn of, creations or children of a much greater Abyssal abomination long bound in the forbidden (nearly unreachable, blocked by extreme Pattern and Binding measures) shadow of R'lyeh. May have been designed to more effectively communicate with and use mortals of this universe. All are strongly telepathic and telehypnotic. Unkillable or nearly so. Zhothaqquah, Tualua, Kwygha, others.

Prince Robert of Tulun, intelligent and dynamic ruler whose innovative defensive measures contributed substantially to winning the Battle of Tulun, negotiating with H. Chantris to serve as that House's main port on the Shandorian mainland.

Lord Rohan Hendrake, soldierly cousin of Dara's, supporter of Palatine and accompanying her to Amber.

Lady Ronath Chantris, head of the Chantris delegation in Shandora's capital until they had to bug out

Sabine, young sorceress of Dom-daniel, trained in the Autumn Moon school, a defensive stealth expert, tutor and lover of Thirteen, recent Broken Pattern initiate. Recently split with 13 over moral issues involving necromancy.[Sophie Marceau]

sabineMod.bmp

Duchess Saia of Tir Tarngir, Shroudling, daughter of Pramas, scholar, recent Broken Pattern initiate, Trump student of Flora. Hard partier. 'sigh-ah' [Valerie Chow]

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Sand/Alessandra, Binder drafted into the job by Oberon and Dworkin. Recently a drugged and maimed (sans arms and legs) captive of Jelerak. Rescued by Dworkin and stripped of the Binding power. Limbs regrown and other damage healed at top speed with Tanitheel's help. Currently undergoing physical therapy, training her regrown limbs.

Santee, heavyworlder pugilist who works for Prince Jacob, currently training the prince's minions in Arden, owns a bar in Texorami.

Savaton of Tir Tarngir, son of Flora, known as the diplomat among his sibs.

Dame Sigrun, former bodyguard of crown emissary Nyctasia Kandive, now a crown emissary and knight herself. 6'3" tall, very blond, good-looking, built like a pro volleyball player, a very good fighter by Royal Guard standards. Werewolf but not Weir, from a country neighboring Weirmonken the nation in Shadow Weirmonken. Currently bodyguard and martial tutor to Princess Galina -- who keeps leaving her behind.

Sorac, former concubine of Dantay, red skinned, black haired, a former princess captured when Gryphon-supported barbarians overwhelmed her city, settled by Diego into a secure shadow with the remnants of her people. Pregnant with Diego's child.

Soren, Chantris spy in Sh. Shandora

Admiral Sir Strake, one of Gerard's top naval commanders; looks like Ving Rhames

Sullus, Reman client whom Fineas is backing for Emperor. An intelligent and ambitious fellow who's a little shocked to have a god or demon on his side.

Talifa, Daebekkar Senior Scholar and Explorer, working with Ky Tung on Shadow Gigantor. Over 200, rejuvenated 4 times. Looks like Queen Latifah with an upper class accent. Her assistants: Master Ferroh (grandson) and Jayanti (Chelayan: blue skin, short white hair, Allyson Hannigan)

Talori, House Miramon retainer, logistics expert, advising Prince Fineas

*dead*Tananda Dhevanapadi, tall, attractive, green-haired adventurer, Amberite-fast and pretty strong, sister of Chomali and friend of the wizard Azvan, working for Amber in Johrom, recent Broken Pattern initiate, had an affair with Prince Jacob. Killed by Gheneshans of Vala's court in Shadow Earth. [Lexa Doig]

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Tan-wu, female Kuromoni (Tir Tarngiran) concubine rescued from Dantay Gryphon, a courtesan courtier from the capital city. Pregnant with Diego's child.

Baroness Dame Tanitheel, Amber crown emissary, Amber's best shapeshifter until Diego showed up, recently learned to heal others with shapeshifting, studying the making of Blood creatures, Broken Pattern initiate, subject to mild vampiric needs, Gheneshan by birth. [Famke Janssen]

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Baron Taran of the House of Lir, an old friend of Fineas', in Rebma's service as a scout/commando commander.

Baron Tor Hendrake, well-regarded member of the Hendrake clan, captured by Prince Diego in the Battle of Tulun, handed over to Queen Moire to trade for her grandson Martin. Ally of Belissa and Palatine. Assassinated Duessa with Dara's help. Mirrormaster.

Tsayn beautiful creation and wife of the mage Turjan.

Turjan mage specializing in 'biomatrix creation' of lifeforms, a student of Pandelume/Pan Luum. Recently de-'frogged' and shandhied by Toriana and Fineas. Thought to be (unknown to him) a descentant of Jelerak and hence of Oberon. Tasked by Tori and Dara with attempting to create a new, Pattern-capable body for Benedict's ghost. Maker and husband of Tsayn.

The Unicorn/Amalthea, Elderkin, sister of The Cat, mother of Oberon, Morgana and Lir. Major power seems to be projecting Awe. No longer speaks. Capable of taking human form, able to move through Shadow very quickly, able to survive the Abyss for a short time.

Queen Vala of Ghenesh, one of the monarchs who surrendered to Ajaran and survived. Masterminded the raid on Shadow Earth and the near-successful abduction of Kelamon and Liana.

Valeri Valerinov Kasynovich, columnist at Die Tageszeitung, a paper in Amber City. Very much an Amber loyalist. Recently fired and exiled for writing libelous and untrue things about Regent Gerard, things he'd believed to be true. His exile was commuted for service to the realm -- acting as expendable spokesman to the escaped Elderkin known as the Beast. The Beast recently sent a garou minion, "Lucy", to study this insanely brave mortal.

Vayla of Tir Tarngir, daughter of Flora, sister of Marcus, spied on Amber as the courtesan Alexa, having an affair with Rinaldo.

Ambrosia House.

Countess Vestalla of Tir Tarngir, Shroudling, aged

Princesse Vialle of Avallone, daughter of Corwin, seems nice.

Lady Vialle of Rebma, blind but superbly Sensitive and inspiringly Nice, former wife of Random.

Von Klatka, a petty vampire lord in Sh. Purgatory, minion of Prince Thirteen.

Vractazzir, 'Vrac', one of Dara's khrazall bodyguards, kept out in shadow.

Vrykos, vampire assassin, probably the most powerful known vampire around. Prefers long range weapons. Thrall of Jelerak for an unknown period. Nearly killed both Zhartra and Gerard. Killed Jelerak when the sorcerer's control slipped during an all-out mental battle with Toriana. Adopted into House Basilisk. Broken Pattern initiate.

Admiral Sir Wingard, one of Gerard's top naval commanders; looks like Alan Rickman with a sea-dog's tan

Zariel, bound sylph servant of Prince Jacob, who has gradually increased its power many times over.

Zhartra, the Queen of Air and Darkness Dworkin's great grandmother, ancestress to most Lords of Chaos simply by virtue of age, a dozen or more children and their thousands of descendants. She beat Prince Benedict in personal combat -- when he was tired, wounded and missing an arm -- and held him as a 'guest' for four years, seems to genuinely like him; senior Binder, initiated Jacob and Rinaldo to replace murdered Delwin and Alessandra. A mistress of the Dark Well teleporting power. Mistress of a corps of both bound and free DW initiate asskickers. An independent power on the edge of Chaos, known for training 'heroes', mostly from H. Manticora. Twice Queen of Chaos, a job she says she stank at.

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Zhartra's guards, highly trained commando types, initiates of the Dark Well (fadeaway) power. Most are former Lords of Chaos but a few are khrazall.

Zhothaqquah, Abyssal spawn of the Monster of R'lyeh, strongly telepathic/ telehypnotic like all its kin and capable of mental contact with them cross-shadow. They don't seem to be killable, at least not permanently. Looks something like a 10' man-toad bound to a stone throne deep in a tunnel.

Posted by Trimmer at 05:57 PM
Magic

SORCERY
cost: 5/ 10/ 15 points for minor, medium or major spells.

Time to cast: 1 minute/ 5 minutes/ 20 minutes.
Time to hang: 3 minutes/ 15 minutes/ 1 hour.

Spell Racks are available commercially many places. The very best racks are wands/ rods/ staffs from Fangorn (that's a secret of the House of Miramon) and rings from a Rebman trade house, available in Amber, Rebma and through the Brotherhood.

Best-quality racks hold 12 hours (as in 'time to hang') of spells and need maintenance once a week, or once a day if you'r doing a lot of shadow travel.

Normal-quality racks, like those you can conjure yourself from normal materials, hold half of that and require more maintenance. Sorcerers can make racks too, with a major spell, but they don't (shadow) travel well at all.


There are also the 1- and 2- point specializations that can be applied to sorcery. Necromancy, for instance, or scrying, or wards.

PCs can only acquire sorcery in-game in 5 point incrememts as you're trained.

Sorcery is being run pretty loosely. Established sorcerers are assumed to know hundreds of spells and have the ability to make more. You do need a list of what you have hung currently.

A drawback to sorcery is that spells can be interfered with or dispelled by other spells, Broken Pattern hexing, some minor powers, Logrus and Pattern. SEE PATTERN.

MOVING THROUGH SHADOW PROBLEMS --- SEE PATTERN

CONJURATION
You can do most of the things with Conjuration that you can with spells. Conjuration is slower for most things but more permanent. Conjuring is far more materials-sensitive (though you can get around it by using really flexible materials, primarily your own blood) and slower to adapt -- research takes longer. Conjurations are far more durable than spells when stressed by power fluctuations, magical attacks or probability attacks. Conjurors usually carry around gadgets for their most frequent effects: goggles, weapons, lights, detectors, elemental summoning devices, etc.

HEALING AND TRANSFORMATION

Pattern and Broken Pattern remake you towards a certain ideal. They also
give you some inherent resistance to intrusive magic. So surface healing
magics and tech --- first aid at the late 20th century level -- work fine.
More intrusive healing works if it isn't too complex, since it supports the
return of the initiate to the ideal state. So a bonesetting spell will work
unless the patient is actively resisting it. Surgery, simple cutting and
stitching, works fine. (Rewiring things, like bypass surgery, will correct
itself.) Nutrition spells work fine. Spells (if cooperated with) and drugs
that kill pathogens work. Radiation therapy would work better -- initiates
are tougher -- but they don't get cancers. Skin grafts will work to a
point -- but the initiate's body will quickly consume and replace the alien
tissue. Bigger grafts, like limbs, get rejected. Cybernetic implants get
rejected. (The arm Oberon got for Benedict was a special case.) Nanobots
fail and get rejected but it takes some hours, so it's possible for them to
do some good. Cosmetic surgery doesn't last.

Shape Change spells have to be terribly strong and cooperated-with to work. For more ordinary mages transformation spells are still difficult. They are also dangerous. Altering your body is something you do not want to get wrong and each step of a transformation must be just right. Magically transformed people are quite vulnerable to some kinds of attack spells, magical fluxes, and probability attacks.


TELEPORTS
Teleports are space-warping spells. They're difficult (like 2 Major spells)
and complex and easy to block with much easier spells. In high magic shadows
permanent teleport blocks (and nastier defenses) for security are
commonplace. All of that applies equivalently to tech teleport devices.


SHADOW MOVEMENT BY SPELLS/ CONJURY/ TECH
Spells, enchantments and high tech devices can be made to detect Shadow
Paths, Trails and natural breaks. It's also possible to make Gates to nearby
shadows (create a Pathway) with magic or tech devices, but it's a big
deal. (Like, massed sorcerers assembled on Walpurgis Night and
powering up with human sacrifices, or a dedicated nuke plant and giant
machine.)

SPELL RACKS
Really good, high capacity (= stores 12 hours of spells; ordinary ones store about half of that) spell racks, like a shadow sorcerer needs for traversing shadow without frying all his hung spells, are made from rare woods from Shadow X or rare metals cast into ring shapes from Shadow Y. Both shadows' locations are commercial secrets of the Amber and Rebman merchant houses,
respectively. All the major trans-shadow wizard societies have stocks of
them for their members. That's one reason the dues are high. Amber and Rebma keep limited stocks on hand for their royals and agents.

Posted by Trimmer at 10:26 AM
Trump

TRUMP
25 Trump Artistry: Sense, ID, make Sketches, make Trumps, expert Trump usage. No Defense (but see * below), no Trump Artifacts. Trumps are tougher than they should be.
+10 Trump Tricks : Gate, Jam, Spy and Trick Trumps. There are no automatic Trumps, per se, because they require willpower to function -- but see ** below.
+10 Trump Memory


Only TAs can pass psychic impressions to other TAs from which Trumps can be made. Brand did not build up an image from talking to other people about Martin. He put together enough information to find him and observe him himself.

Sketch Trumps are as vulnerable to damage as the materials they're made of. Full Trumps are physically twice as tough as they should be and extremely resistant to energy and magic

Sketch Trumps can be used any number of times for normal communication. They can be used once for transport or for a strong Psychic hit -- then they break. A Sketch will ordinarily transport one person. A TA can stretch that, if they have leisure to concentrate, with an effort. How many depends on Psy + End.

Sketches are not good enough to Memorize.

Magic can be used to supply energy for Trump contacts, Gates, etc.

Trump creation time: People Trumps take 24 hours of work. Place Trumps take 48. High Psyche lowers the time: Divide the normal time by your (Psyche/100) + 1. If your Psyche was =50, your divisor is 1.5 and you could make Trumps in 16/ 32 hours.

How long can you keep a Trump Gate open? (Psych + End)/5 minutes, after which the Gate collapses and you fall to your knees breathing hard. Other people can help, even if they're not TAs, at the same rate. A standard spell can add about 2 minutes. An external power source is recommended. Magic hot spots, human sacrifices, minor power sources you can talk an initiate into helping with, the Pattern: all can be tapped with spells or conjury. Observe safety precautions, especially with the big ones.

Trump ID requires your cards to fiddle with unless you have Trump Memory.

**You can bind spirits into Trumps for a variety of purposes.

You can do Gates, Jamming and Spying with Trump Memory. It adds to the difficulty.

*Your points in Trump add to your mental combat score.

How do you duplicate Trumps? Dworkin could do it, since all the family decks are identical. Nobody else knows how.

With 15 points in Sorcery and basic Trump, you can make a Trump Spell -- a Sketch in spell form. It takes an hour, since you have to hang it and everything.

So if the Chaosians have 10 or so Castle Amber Trumps, why haven't they used them? Gerard wonders the same thing. The Trumping-in spot is covered by several guards and one gatling gun but so far they haven't had any trouble.

Posted by Trimmer at 07:03 AM
Pattern

Beginner Pattern is bought (free for PCs) as a 25 point block that breaks down into:
10 points- Shadowshifting
5 points- probability control
5 points- senses (mostly to Pattern and Logrus use and trails)
5 points- Pattern defense (visualizing the Pattern as a shield in front of you)

Standard Pattern is another 25 point block but each component can be bought separately. The difference is that you can do things faster and easier, and you can do complex things.

Broken Pattern adds to the basic block like so:
10 points BP- full Shadowshifting
15 points BP- full probability control
25 points BP- full standard Pattern imprint


High Endurance does not make walking the Pattern easier. It does let you recover faster. Dworkin made sure that it's an ordeal for everyone.

You cannot find particular people or things with Pattern.

You can, even with basic Pattern, make or break Shadow Paths.

You can send things or people through Shadow. You must have a really good idea of the shifting sequence unless you're sending along a known path like your backtrail or existing Shadow Paths.

Wishing yourself to people from the center of the Pattern doesn't work. Verbal commands don't work, just visualizations.

There is no Editing or Altering the Rules with Pattern or Logrus. There is no Pattern lens. There are the Fiona tricks -- elaborations of the Shifting, probability, defense and senses categories. Brand summoned monsters via Trump Memory.

The Jewel of Judgement costs one point to attune to --- no more, no less --- once you know how and you have the opportunity.


Power Words are Pattern tricks, not magic. Since nobody started out with them, you can learn from Gerard or some Broken Pattern types. Gerard has demonstrated SURGE and mentioned that there are a couple of nifty ones he uses to defend against Trump attacks.

The first 5 Power Words cost 2 points each and then 1 point each for the 6th and up.

Starting with your 3rd PW you can have an additional, free, cool, non combat related PW. Examples: Dry Paint Fast, Spiffy Up.


KEEPING YOUR STUFF FUNCTIONAL WHILE MOVING THROUGH SHADOW
Tech and magic work, one way or another, most places. The more complex the
item/spell, the fewer places it will work. Complexity applies to the
operation of the thing, not its means of manufacture. Hang gliders made by
factories or by a spell work everywhere that has the right laws of
aerodynamics. While it is theoretically possible to find a shadow where
sharp things don't cut, such a shadow would be weird enough that many
important mechanical functions of life as we know it would not work.

Magic and technology are not opposed to each other. If you had the materials
handy (creating materials is _hard_) you could turn them into a pistol and
bullets by spells or conjuration. (You'd also need to have all the design parameters in the spells/ conjury, or use the magic to duplicate an existing device.)

Random's hang glider worked without him paying attention to anything but
shadowshifting and the wind currents across a fairly long shadow journey.
With a powered ultralight, left to itself, the engine would have crapped out
a few shadows away from the point of origin. Given the leisure to
concentrate on it an experienced Amberite can shift his vehicle to confirm
to the local laws of nature. So with Corwin driving Random was able to keep
their vehicle going well into Arden. It was a good trick getting it that far
and Random was really pleased with himself. Had he been driving himself he
would not have got so far.

The same trick would work for an experienced Pattern Initiate sorcerer using
spells to propel a vehicle. Without a vehicle, the spells are far more
complicated and hard to adapt. Lift and the mechanics of rolling don't
change all that much from shadow to shadow (unless you're trying for that)
but antigravity and telekinesis do.

With firearms and cannon, the mechanics work most places. A 16th C
musket will work more places than an M-16, which will work a lot more
places than an electronic in-line gun. What chemical mix works for gunpowder
varies a lot. Again, given gradual shifts and leisure to concentrate Random
kept two pistols functional from Earth to Arden.

Keeping it together on a hellride would be tremendously difficult. Fiona, if
she's still alive, would shed some sweat to pull it off.

Pulling off an instant shift through a Trump move... If you're quite
familiar with the destination (in terms of using tech or magic there),
maybe. With total concentration. It would help to have a high Psyche, be a
Trump Artist, and/or have another Pattern initiate on the other end helping.

For non-Patterner sorcerers moving
through shadow is a much bigger hassle. Magic tends to work about the same
in a given region, so they can gradually adapt. (A few minutes tweaking
their hung spells and cast enchantments.) If they've been to a given shadow
before, they already know what to do. Moving to a new-to-you region means
spending a couple of days figuring out the new parameters. (This is where 1
or 2 points spent on Knowledge of the Shadow Path Network come in handy.
You've been there, done that.) Similarly, machines will tend to run within a
given region. It will be necessary to adjust the engines from time to time
and computers will get glitchy with distance from their world of origin.
(Microsoft products fail utterly within two shadow veils of Earth.) Move to
a new region and you'll need a new engine, new ammo. Optics work almost
everywhere.


PROBABILITY, BROKEN PATTERN AND LOGRUS ATTACKS ON MAGIC AND TECH

First, using any of those takes a lot of concentration and some effort. Not
a good idea while engaged in personal combat.

Second, they work best on active, complex spells, enchantments and
machinery. A Tiger tank's engine, turned off, is safe from most anything but
careless smokers. Idling, it's vulnerable. Running full out, it's more
vulnerable. A modern field gun at rest is safe from blowing itself up. It's
vulnerable while shooting. The shell, once it's in the air, might have a
timer malfunction or be a dud. Spells being cast are very vulnerable. If a
fireball is already flying towards you though, you'd be better off dodging.
If the Pattern initiate or BP hexer has time, she can lay the bad luck on
the machine or sorcerer beforehand.

Third, probability tricks are blatantly obvious to Pattern and BP initiates,
who can oppose the effects.

Fourth, doing anything really clever, like turning a spell against the
caster, requires that you be a sorcerer yourself. Clever tricks with
machinery or electronics require you be familiar with how they work.

Posted by Trimmer at 06:07 AM
Campaign Divergence from the Books

The first series is true, mostly. Some people -- Dara, for instance -- may have been shading the truth or lying outright on a few matters. Corwin probably made a Pattern. I haven't decided, but rest assured that the conflict between it and the other Pattern or the Logrus isn't going to endanger the universe; been there, done that.

The main difference is that Random did not Trump to Gerard after deflecting the wave of chaos in CoC, instead he joined his brothers and sisters in heading into the Courts proper where they were ambushed and overwhelmed. The Jewel teleported Random away too late to save his life, but with just enough time for him to tell Gerard how to attune to the Jewel.


Other differences:
Rebma and Tir-na Nog'th always were well away from Amber in Shadow; the connecting stairways were really good tricks. The stairways broke in the wave of chaos.

Rebmans of the House of Lir are all actual or potential Trump Artists and super-human, though not quite so superhuman as Amberites. Queen Moire is a bit older than Fiona and quite formidable. Her daughter by Corwin, Morwyn, is in her late twenties and a Pattern initiate.

The Rebman atmosphere and lack of crushing pressure applies to their whole region of Shadow. Rebman is a high magic area.

Amber's mortal nobles are a fairly scary bunch. They live about 200 years on average, have long experience with scores of shadows (and all their technology and magic) and act essentially as clan East India Companies with only the lightest royal control. Their mercenary armies and fleets constitute the bulk of Amber's forces short of royals going out to recruit religious fanatics as cannon fodder. They are not particularly awed by most members of the royal family.

There is no Church of the Unicorn in Amber. There are shrines where the Unicorn was sighted, Shinto-like but all small, tended by holy persons (reputed to be capable of effectively blessing) who are modestly supported by the Crown. Amber City hosts dozens of mostly foreign cults who are watched closely by the authorities. Troublemakers --- inciters of religious riots, for example --- are punished harshly, often quite informally. They are not exempt from taxes. Oberon did not like competition.


I'm using some things from the second series: Logrus, House names, some characters. Things that also fall into the Been There, Done That category and will not be seen in CH: sapient Pattern/s or Logrus, Ghostwheel the Trump God, Dara as Queen Bitch of the Universe and Spikardmania.


The Castle is the one from the Visual Guide with a few alterations like bathrooms, Roman baths, some hypocaust-heated areas. Sure it's small. Oberon liked it that way. He wasn't some mortal monarch trying to awe people with architecture. He had real power and just about everyone who got to the castle knew it. Oberon strangled the growth of bureaucracy for ten thousand years and operated in part on a principal that "staff expands to fill space available." Amber Castle was Oberon's house. The kid's rooms are little two-room, (mostly) windowless things to encourage them to live elsewhere.

Posted by Trimmer at 05:16 AM
the Players

Amber histories:

John Barnes GMs Ambre (on hiatus) and has played in Zircon, Onyx, Heart of Darkness and Schist.

Mike Hance is diving into this his first Amber campaign.

Stan Pedzick GM'ed Schist and played in Zircon, Onyx, Heart of Darkness, and Ambre.

Doyce Testerman GM'ed Keys to the Pattern and Things in Heaven and Earth. He's been to ACNW once.

Jackie Testerman played in Keys to the Pattern and Things in Heaven and Earth.

Randal Trimmer GM'ed one short campaign previously and has played in Zircon, Onyx, Heart of Darkness, Ambre, Mask of Chaos, Things in Heaven and Earth and Schist. He's been to ACUS once and ACNW twice.

Posted by Trimmer at 04:10 AM
April 12, 2002
PCs

FINEAS
A moderately mysterious character who had passed through Amber any number of times, often working as a navigator on trade ships. Rumors named him the son of either Corwin or Eric. While charming and genial, he does have a ruthless streak when it comes to cannon fodder. He has adapted easily to life at the informal court of Amber. He and Jacob are very closely matched in swordplay; Fineas is a little faster, Jacob is a bit stronger. Fineas' Trump Artistry is still OOC knowledge.

Fineas recently revealed to Gerard his true ancestry: he's a son of Brand. Fineas' brother Rinaldo has just shown up to claim his heritage.

Associates: his Mother, a potent sorceress whose identy and even existance is unknown to the other PCs, Liam Miramon (out acquiring cannon fodder most of the time, Ky Tung (female sea captain of a minor house)

Troops: 2500 'euro-samurai', 1000 dragoons, about 3000 cannon fodder

JACOB
Jacob has dedicated many years to hunting and killing supernatural menaces along the Borderlands, the regions of shadow along the Dancing Mountains. He has a strong preference for firearms and is very, very good with them. Gerard told him that he was Random's son. This was a surprise as he'd thought Random was merely a friend. Jacob is not at all used to any kind of princely lifestyle; he does like the perks. Jacob was a Broken Pattern initiate for decades and adapting to the real Pattern power is different.

Associates: his Watchers (sensitives who monitor shadow movement and gather reports of demonic activity), Itzamna (Hunacan tong sorceress: teacher), Zariel (bound sylph)

Troops: 4000 Reman legionaires, 6000 Pars archer-cavalry, 400 'foreign legion' riflemen, 4000 Oscray infantry (orc-Hessians)


THIRTEEN
Thirteen was raised in The Village, an odd prison in shadow for political and espionage prisoners. He thinks Amber and all his recent experiences are not real, or not entirely real. The Village specializes in mind-warping technology. He does treat the experiences as valid. For one thing, there's an excellent chance that if he dies in the 'dream' he'll really die. 13 sees everything through a filter of paranoia and skepticism --- not necessarily a bad thing in Amber. Intensive, brutal training has brought out his strong talent for martial arts. He has found a teacher for instruction in magic. He's making himself useful to Gerard while planning his move up the ladder of Amber.

Associates: Sabine (ex-Autumn Moon sorceress: teacher, assistant and sometimes lover), Jurgen and Gertruda (Amber Royal Guards and Weir: bodyguards)


TORIANA
Toriana is the daughter of Gerard and Kelamon, a baroness of the royal Rebman house of Lir. She's a Trump Artist like half of her relatives --- an unusually good one. She's also an excellent sorcerer. She's also spoiled and imperious. Her father's identity was kept secret until recently as neither Oberon nor Queen Moire approved of mixing the bloodlines. Gerard bullied her into taking the Pattern and her position as a princess of Amber with Kelamon's connivance. Moire, who claims to have engineered the situation, is pleased. Tori has attuned (in a very basic way) to both the Jewel of Judgement and the Eye of the Sea -- the Jewel of Rebma. Tori rescued Florimel via Trump and assisted Moire in the recovery of Llewella.

Associates: her shapeshifting familiar, Heinrik (Weir and Amber Royal Guardsman: favorite bodyguard), Queen Moire, Amber Trump Mistress Kelamon (mother).


DIEGO
A son of Corwin, found and brought to Amber by Florimel. Diego rules an island state in a Shadow near Florimel's Earth. He's a doctor, scientist, engineer and expert shapeshifter. He was instrumental in breaking Princess Llewella out of her coma.

Associates: his aide Marcia Sherman; he's working hard at cultivating Queen Moire and Crown Princess Morwyn, his half-sister.

Posted by Trimmer at 02:59 AM
April 09, 2002
Rebman coloration

Rebmans are generally pale. Really pale. Vampire pale.

Eye color goes from yellow-green, to green (the most common color), to blue, to purple.

Hair color goes from black to dark green (most common), to light green, to blue, to purple.

Eye and hair color do not necessarily match.

So Toriana has the equivalent of green eyes and pale blond hair. I don' believe Jackie has specified her skin tone, but mom is pale and Gerard is southern Italian, out in the sun a lot dark.

False coloring of hair or eyes is not very common despite the common use of illusions for adornment.

Posted by Trimmer at 09:45 PM
Gerard's history lecture

Gerard will be giving the lecture next time he can get you all together. It's long enough and contains nothing the players don't know, that I'm posting it beforehand, since your superhuman Amberite memories would pick up on any little questions that come to mind.


"I've put this off too long. This is how things came to be as they are.

Ages ago, before Amber or its shadows existed, there was Chaos. What that means, really, I don't know. It was not like this. [He gestures, indicating Amber and the worlds beyond.] Chaos had its denizens and among them was one named Dworkin.

Dworkin made the Pattern, the real one, of which Amber's, Rebma's and Tir-na Nog'th's --- remind me to tell you about Tir-na Nog'th --- are the first and truest reflections. The Pattern caused Shadow to come into being between itself and Chaos. Other denizens of Chaos objected to this and tried to destroy the Pattern and the infant Amber. Dworkin and his son Oberon fought them off. Eventually Chaos gave it up or perhaps lost the power to reach Amber and there was peace for many centuries. Oberon's children were not told of Chaos and only a few --- Fiona, Bleys and Brand --- were told that Dworkin was Oberon's father.

Centuries passed. Oberon was a great king, a bad husband to six or seven wives, don't ask, and an indifferent father.

About a century ago Bleys, Fiona and Brand formed a conspiracy to usurp the throne. They had learned of Chaos and approached leaders there for knowledge and aid. Several thousand years of peace had not sufficed to cool the hatred of Chaos, so Chaos gave them what they wanted. The conspirators damaged the Real Pattern. That involved spilling a great deal of Family blood on it. They chose Random's son Martin for it and Brand carried it out. Martin got away without bleeding to death but the Real Pattern was damaged.

The damage opened a way from Chaos to Amber, the Black Road that was reflected across Shadow. Oberon tried to find a way to repair the damage. He was lured into a trap and held prisoner in Chaos. After decades passed with no word, most of us thought him dead.

Eric, Caine and Julian learned something of the cabal's plans and formed a counter-alliance.

At some point Brand fell out with Fiona and Bleys. They began working against each other. Both sides claimed that their disagreement arose because they broke with the Chaosians.

Then Corwin, who had long been thought dead, showed up and joined Bleys in leading powerful forces against Amber. They were defeated, but they killed a lot of our men first. Nearly every soldier and sailor lost kin or friends; Corwin and Bleys are not remembered kindly. Bleys faked his death. Corwin was taken, blinded and held in the dungeons below Amber Castle. Eric crowned himself King.

Oberon escaped with the aid of Martin and a woman of Chaos named Dara. Dara claimed to be Benedict's great-great-grand daughter, and she did walk the Pattern later. Dara seduced Corwin and bore him a son named Merlin who was raised in Chaos to be heir to both thrones. Dara claimed that the Chaosians had assumed all along that they'd be betrayed and planned for it.

Within a few years Corwin grew new eyes and escaped. Meanwhile, attacks from the Black Road grew more and more dangerous.

Bleys and Fiona captured Brand and imprisoned him.

Eric died in a massive attack on Amber just as Corwin arrived with riflemen to save our skins. No one had found an explosive agent that would work in Amber before. Corwin, though ignorant of most of what was going on, became defacto Regent. He effected Brand's rescue by having all of us Trump him at once. Fiona managed to knife Brand without getting caught, to keep him from talking.

She then disappeared. Julian retreated into Arden. Llewella went to Rebma. Caine faked his death and framed Corwin. It was a mess.

Unknown to all of us, Oberon was among us, disguised by shapeshifting as Corwin's henchman Ganelon. Oberon manipulated us into thwarting Brand from attuning to the Jewel of Judgement. Brand was determined, they said, to destroy the Pattern and Shadow and make a new universe more to his liking. Dad recovered the Jewel and directed the others to attack Chaos through a Trump of Dworkin's. I was ordered to stay here as Regent. Dad would then repair the Real Pattern --- at the cost of his own life. There were hints that he intended Corwin to succeed him with Dara as his queen. He warned me that the repair would twist time: years would pass here while days went by in Chaos.

Oberon did the deed. A great, gut-wrenching storm spread out from Amber and Rebma across Shadow, a "wave of chaos" that Dad had warned of. Then things returned to normal, save that the stairways to Rebma and Tir-na Nog'th were broken and the ghost city no longer appeared in the moonlit sky of Amber. I directed the repairs of storm damage to the City and then replaced many broken shadow paths for our fleets.

Nine years passed. One evening Random appeared next to me in the courtyard, bleeding from many wounds and suffering from burns, clutching the Jewel of Judgement. He told me with his last breath how to attune to it and that the others had fallen into a Chaosian trap. He died in my arms. A year later we got the first reports of the invasions. None of my brothers or sisters have returned.

Prisoners have told us that Amber's forces won the initial battle but later fell prey to an ambush. Who among my brothers and sisters is captive and who dead is a matter of rumor and disinformation among the Chaosians. Three sources agreed that Florimel is the Gryphon Duke's trophy concubine. Beyond that, we know nothing for certain."

Posted by Trimmer at 09:30 PM
Jacob's Journal - Session Two

The woman, who introduced herself as Tanitheel, was swaying on her feet and looked pretty cut up. Also, she was standing there in the buff and looked very... compelling, but the only shapeshifting creatures I’d met tended to be from the wrong side of creation, and I wasn’t about to lower my weapon.

“I’m not what you think -- we have shapeshifters as well,” she claimed, and dropped names she seemed to think I would recognize. One of those names was Random, which wasn’t a name anyone should think meant anything to me. It did. Also, her blood wasn’t burning, which seemed to be a telltale for the types of monsters I tended to kill. She had a good opening line.

I lowered my weapons, but not my guard, and offered to bandage her wounds. She pulled a gauzy robe out of an ankle pouch I’d somehow managed to miss in my once-over, which wasn’t anything but sloppy on my part.

Neither of us wanted to stay around the area, since the chaos mageling might be back with winged party boys. Tanitheel produced a card like the one I’d been given by Random years ago. The image showed a place, not a person, and I almost thought it looked familiar; when the