The mighty Lupin has married his true love, but all is not well in the ancient lands of Averoigne? Great evil stalks the halls of Castle Averoigne. One musketeer has already fallen. Can the remaining musketeers save their friend, Averoigne, and all of France?
Pattern Fall: An incident within the lands of Amber which had a profound and lasting effect upon the entire Verse. A renegade son, possessed of, and by, powers the likes of which had never been seen, made a stab at rewriting the artifact of implicate Order known as the Pattern, while his siblings squabbled and scurried about the throne seeking after temporal power.
During the 18.5 minute gap when there was no sign of Order active within the Verse, many ancient powers fell, and countless worlds died. A storm raged through the Verse which uprooted even the mightiest of beings within their own spheres of power, and since the time of their demise their like has not been seen again.
Until now, perhaps.
Three weeks ago, a member of Red Dome's elite Sci-Corps think tank known as the Blue Group absconded with red-coded tech and objects cached under the classification "Black Science". The technomage Kepler's whereabouts remained unknown until one week ago when his t-com beacon went active somewhere on the edge of the Zero Zone; a region of the Web containing worlds not yet cataloged by a Red Dome survey team.
An elite soft acquisition team was deployed, along with two seasoned ops agents, to gather data on the world code named: Neo Kaleva, and search for Kepler.
Approximately 24 hours ago, that team went dark, but not before transmitting an interesting message detailing an encounter with beings which were neither Qwarim, Black Dagger, Fae, Amberites, Magnified, nor denizens of Thelbane.
Now an ops team has been gathered for insertion into Neo Kaleva Finland to carry on the investigation into Kepler and locate the missing team as well. The transhuman society of the grand city which gives the world its code name will provide an interesting target for the ops agents, and their handler has suggested each agent visit the body modification department of Med Plex to facilitate the creation of an authentic legend for the mission.
The Amber that exists today bears no resemblance to the stories told by the Oberon’s sons or daughters. Nor does it resemble the images that are held in the hearts of Oberon’s grandchildren. Combat between Reynard and Rowena for Amber, destroyed it. Afterward many sacrificed much, in some cases all, to rebuild and restore Amber.
Today Cromcalen has ruled for as long as all previous kings and single queen(Oberon, Eric, Random, Reynard, Fiona, and Everwhite) Amber put together.
Today, instead of an importer and transporter of goods, Amber today feeds the Golden Circle and beyond; a semi-circle of train rails carry large solar powered stream engines from Amber out into Shadow and back. At the edge of its northern border and looming above Amber is the Kingdom of Arden, and within Amber’s border is the City-State of Rebma.
Today, Amber looks like the Valley of Kings reclaimed from the desert, its plateaus converted into finely carved out residences and businesses surrounded by homes, businesses, parks, garden, and public works upon what was once a sea bed.
Today, the royal family numbers in the hundreds, perhaps even a thousand.
Today, the Pattern of Amber resides in an amphitheatre atop one of those plateaus, and it bestows no powers aside from confirming that one is of the blood. Likewise, although still cool to the touch the royal trumps are no more than very fancy calling cards that no member of royal society would be without.
Merlin, son of Corwin and Dara, the creator of the new Jewel of Judgment, and the restorer of the Pattern of Amber has not been seen since in a millennium. Still at court (and alive) are Florimel, Gerard, Fiona, Bleys, Deirdre, and Benedict; those not seen in centuries include Gideon, firstborn of Oberon; Rowena or her daughters; Margaret; or Corwin.
Players are welcome to bring their favorite Player Characters; the character will be modified to fit the perimeters of the campaign. Or create new characters for a new world.
Although this isn’t an ongoing campaign, there is a continuity to the stories. Each year is based on a different Shakespeare play, don’t worry I don’t use the language and you don’t have to be familiar with all the plays to have fun.
First year, the players freed Eric and imprisoned Corwin. Fiona killed Moire and someone returned the Eye of Serpent/Jewel of Judgment to Chaos. Second year, the players spent time in a maze world, thanks to some caskets that were delivered to Amber. Third year, there were a bunch of duplicate Elders running around. Fourth year, the group helped to unite a pair of lovers from Rebma and Chaos (Martin and a Hellmaiden) who seemed ill-fated prior to their intervention. Fifth year, the players went to Thailand on vacation and built a large sand castle, which became a very real castle and hotel (complete with elevator). They also helped defend the Arden, from an outlying area that led into the Arden, by beasts ala the Black Road, led by a Chaosian who didn’t know the war was over (it is a big universe after all). They learned of Julian's on again/off again romance with a lady from the area, Rosalind. Sixth Year, Another attack by a Chaosian, this time Jack found out who his mother and father were (Osric). She threatened to take Amber if her son wasn’t put on the throne. Jack swore allegiance to Amber, Eric became the king again, and the other side was defeated. Seventh Year, Kerribad went hunting with Julian, the Pattern and Logrus appeared on tiles at Edmund’s zoo. The Triplets were sent on duty on board the 3 Gérard’s ships, which were attacked by pirates. Various people saw ghost who had warnings for the future, including a group on Tir-na Nog’th. Eighth Year, Somehow, all the characters ended up in an ancient version of Chaos, prior to Amber’s existence. Aurelia’s mother was younger and didn’t recognize her. They met baby Mandor’s mother Jocelyn and her sister Peller, and a few people joined a much younger Dworkin in battle and some sailed the seas with Edmund. When they finally were able to remove the spell from Dworkin, he returned to be with Peller, who he was in love with. Shortly after that, they returned to the “normal” universe. Ninth Year: Corwin's face began appearing in the most unlikely places: cards, books, etc. Some of them encountered a young boy, who turned out to be a kitchen worker's son, by Corwin. When players contacted him, he was in a hotel room in Shadow, unwashed and drunk. He couldn't understand why none of his Trumps worked, or why he couldn't move through Shadow and find his way to Amber. When asked what he remembered last, he said it was the attack on Castle Amber with Bleys. With a little help from Merlin, Gérard, Llewella, Mandor and Llewella, they found out that Moire had found a way to put a ty'iga in Corwin's body. In this way, she controlled the events that eventually led to Random (the then King of Amber) being killed. Once exonerated, and with the help of a few other Elders, Corwin returned to Amber, and was told to marry Jenny, who he proposed to. Tenth Year: A masked ball to celebrate Corwin and Jenny’s engagement turned sour when a cleric from the Church of the Unicorn accused Jenny of being a high priestess in the Church of the Serpent, and would not allow the marriage to take place in Amber’s main church. When asked for proof, the cleric produced a document from Amber’s spies in Chaos which confirmed her standing. Swayvill was accused of sending a spy to the Court of Amber, though the Chaosian had no idea who she was. Yyvrael and Aurelia went to Chaos and found the Serpent had replaced Bances as head of the Church and was planning an attack against Amber. It opened a Trump portal through Jenny’s body, which exploded opening the gate. Many Amberites were brought to the Church and aided by some Chaosians and the Unicorn, attacked and contained the Serpent. Aurelia removed its only eye and Yyvrael sent it to the edge of the Pit. The Eye was given to Swayvill and the Amberites returned home. Eleventh Year: The players found that the guards at Castle Amber were missing, along with all the other inhabitants of Amber, except the younger generation. When the Yyvrael threw pebbles on the Pattern, Edmond stayed to guard it, and Steed and the Chaosian went to the Primal Pattern, which wasn’t lit and was about half the size. Their Trumps of the older generation were warm and ineffective. Snow, odd night hours, and a gray mist that seemed to destroy things thrown into it. Checking the Rebma Pattern showed a quarter of the reverse Pattern. When the Pattern Masters put their minds to it, they were able to create and walk a full Pattern in their minds and return to the real Amber. After hearing some odd music which was recognized as the music of creation, they finally tracked down the source of the trouble. Harmony, who will be taking over for GhostWheel in running the universe, was running a beta program in a pocket universe.
Each part of this series is based on a different Shakespeare play. You don’t have to be an aficianado to enjoy the game. Part 1 was based on "MacBeth." Part 2 was "The Merchant of Venice." Part 3 was "The Comedy of Errors." Part 4 was "Romeo And Juliet." Part 5 was "As You Like It." Part 6 was “King John.” Part 7 was “Henry VI, Part 2.” Part 8 was “All’s Well That Ends Well.” Part 9 was "Measure For Measure." Part 10 was “Henry VIII.” Part 11 was “The Tempest.” Part 12 is based on another Shakespeare play, but you'll have to guess which.
The world is changed. I feel it in the water. I feel it in the earth. I smell it in the air. Much that once was, is lost, for none now live who remember it...
The World is a strange place, filled with incredible wonders, ancient mysteries, and unimaginable horrors...They surround us...guide us...inspire us...devour us. However most people are unaware of the extraordinary world around them...they embrace the mundane, the rational, the safe. They cannot, or will not, see the Divine that is right in front of them. And the Diabolical terrors, that continually swirl around them ,only seep in through the rants of the Cable News anchors. Yet you are different...you have seen the World for what it is, and it has left it’s mark on you...be it an enlightening of your mind...a curse upon your soul...or just the strength to stand alone against the Darkness. But you are not alone, there are others ‘like’ you and together perhaps you protect humanity and can keep the World the strange place that it is.
Set in the world of Supervillainy!
"There's the scarlet thread of murder running through the colourless skein of life, and our duty is to unravel it, and isolate it, and expose every inch of it."
Players make a determined agent in the FPB. In the USA and in particular NYC, Superpowers are registered or illegal like handguns. Players are unpowered federal law officers in a world where the bad guys can throw a car at you. The FPB operates like a J. E. Hoover version of the FBI, more than a little like cowboys. The populace is scared. Federal judges need to live under constant protection or in secrecy. Except for registered super-heroes, the FBP is all that stands in the way of anarchy in the US.
Rules will be sent out to players in advance. Very simplistic. Have a concept established before the game. The first 1/2 hour will be character generation.
The continuing adventures of Amberites dealing with the fallout of Dworkin's abdication of the Pattern. Post-Dworkin Amber. The Black Road has returned and been beaten back.
Will probably snack during, and may carry the game to dinner.
Every summer, the conclave and the Solstice Bizarre descent upon a single city within the golden realms. By day, merchants, performers and the fashionable wealthy roam the elaborate, ephemeral stalls, looking to sell or buy. By night, market ground erupts into celebration exceeded only by the Grand Revel of the winter festival.
Woven into this tapestry, an elite few gather at the conclave to chart the future of the realms, resolve disputes, negotiate alliances and forge new relationships.
At the center of both conclave and Solstice Bizarre are the Marked. Gifted with a spark of ancient magic, they are stronger, faster, more insightful than their peers, and much sought after as lovers, warriors and leaders. In equal portion they are feared; while the Church of Horn claims that the blood of the gods of Kolvirspire runs in their veins, the dissident Cult of Chaos asserts that they are a corruption best destroyed, for they will ever seek to wield power over their lessers.
This time, this place (well, sorta, there were a few minor changes). You are elite soldiers from militaries around the world, and attached specialist and even civilians, in a black ops program dealing with invasion of Earth by non-humans, the TARGETS. The Colonels' Council running the program generates missions ranging from reconnaissance of parallel worlds reachable through the tunnel system, to support and expansion of off-world bases and even a proto-colony, in case Earth falls.
This is current day Earth, sort of. This is Amber, sort of. Target:AMBER grew out of Patrick Brady at AmberCon UK running a one-shot (which became a 9 year campaign that ended half a decade ago) musing on the casual strength and resilience of Amberites described in the first books, and consider what the whole package would be, in speed, reaction speed, senses. Consider dogs that can run down a Mercedes and tear pieces off of it, and think what it would mean to face a pack of those, as a mere mortal, with Earth arms and armor. Consider how many Amberites have visited Earth over the years, and how they play games. This starts on Earth as we know it, but a bit different. The multiverse after the first five books, and then some.
This is Target:AMBER V2. It is not a spin-off, not a reboot, this is a continuation of Target: AMBER, as run by Patrick Brady at AmberCon UK, and the spinoff set in the same universe run by Tim Hart at Ambercon NorthWest. What more can I tell you?
and quite often
the span of
a tall man’s arms
live lively as
a woman’s hands,
which can be met
by moving on;
From Jo Bell's How to live on a boat
Corwin drew a new Pattern on the way to Chaos. He planted Ygg's branch there. This is the story of what happened next - heavily influenced by Jacqueline Carey's Kushiel Cycle, flavored with Dumas and Brust.
In Pretty Amber, there sits a King of All Order. In Dark Chaos, there hovers a Queen on the Edge of the Tree of Matter. Amber and Chaos have vexed us since before the Nameless spit out the Logrus. Terrible immortals, they parcel the universe and squabble over mysteries. Pendrad is found. Lords of Shadow and Gossamer have uncovered that which was so Long Lost we nearly forgot it ourselves. Once the Glorious Pendrad was the weapon the UnderGods feared. Too long the universe has forgotten who built the Pendrad. We call you of all Bloods together, for a Memory returned. We call you to Dance. Young Immortals are pretty, but not the prettiest or most wicked. For they are not Fae. Come dance the Escalara....
...and perhaps we shall have Children to join us!
Play the Immortals who existed before the Universe had Shadows. Play the Fae. They are incredibly ancient. They have mad skillz. They breathe Magic. They are nearly extinct... but maybe that can change!
please read 'Lords of Gossamer and Shadow' by Jason Durall. Your PCs will be tasked by the Great Khans of the Fae... you may pick your own Khan (returning players have first choice), based on character design OR contact with the GM by email. The web page to get flavor background of Pendrad series is found: http://home.comcast.net/~arrefmak/theeternalcity/before.html
PCs must be Fae built for 80 pts. Characters submitted to GM prior to convention can be built for 100 pts. Note rule change this game: special task of ENDURANCE is all of your magic, as PCs are literally held together by magic. Players encouraged to make early contact with GM. All players get Mastery of the Grand Stair at no cost, please ask questions regards Fae design, etc.