In the days before, the great King Oberon came to the slopes of Kolvir. It was by his hand and his will that the shining city rose. He forged alliances of blood and fealty, and sent his scions forth to gather unto the Eternal City, a Golden Circle, expanding its implacable influence until none might stand against him. If Amber is the one true realm, then surely fate would permit no other course, but perhaps his ambition was assured not by destiny, but by Oberon’s artful design.
Players will portray the children of Oberon in an early Amber, before the foundations of the castle were laid, before the caverns under Kolvir were worked, before the great docks were built, and the roads and terraces and shops of the city… is Amber fated for greatness, your decisions may make all the difference.
This is intended to be an ongoing campaign. Hopefully there is enough interest for a serious game on Sunday night. Anyone with an interest in co-GMing, and portraying Oberon, Dworkin or Oberon's wife should contact David Blackwell at firstname.lastname@example.org
This is an Alternate Amber in the sense that players will create characters who are children of Oberon and have grown up in the early years of Amber. It is not precisely a play the elders game though if successful it may become one in the fullness of the campaign. It is a game where player choices are likely to profoundly affect the direction of the story.
The youngest lords and ladies of Amber have been marked by their night in Arden. One is dead. One is maimed. The rest are badly injured. all have scars both physical and magical. Even their aunts and uncles did not escape unscathed. Mirelle's ghost appears to have been destroyed. Benedict and Julian remain trapped in a sleep like death. Fiona has left Amber in rage and grief after the death of her son. Many of the rangers of Arden fell in battle against the Wild Hunt. Yet the Huntsman and the mysterious Queen who set her against Amber remain at large-their motives, whereabouts, and even identities still unknown.
In the aftermath, Princess Florimel has evacuated the young lords and ladies to the Shadow Earth. There they are to recover while King Random and their remaining aunts and uncles deal with the crisis in Amber.
Now, the young lords and ladies are far from Amber. here, on the world of Corwin's exile, are they at last safe? Can their enemy find them even here?
They finally made it to AMBER!! But no one wanted to stay, what with a throne war going on, so they left. Now they have Trumps of each other, Texorami (which will never be the same again), some of their friends, and HOME. Some of our players have returned home to a somewhat normal life, but will it last?
The Dudes are put in charge of cleaning Amber High's new Hellride simulator. Only something goes wrong and they're trapped inside! Can they finish the space simulation and return to Amber High and reality safely?
Players are the familiars of witches and wizards at Hogwarts School of Magic.
It's not necessary to be familiar with the Harry Potter series, though it will help if you're vaguely aware that some books were written about a boy at a magic school. It's not necessary to be familiar with the Pirates of the Caribbean series at all, and it may be better not to be because mostly they're used as things to provide puns and bad jokes. New players are welcome.
The GM likes her sleep, and will move heaven and earth to end on time or early.
The Legion of Super Heroes is the bright and shining hope for the future. Founded by Lightning Lad, Cosmic Boy, and Saturn Girl, and inspired by legends of Super-boy protect the worlds from threats the Science Police can't handle.
One day each year, eager hopefuls travel from across the Universe to attempt to win a coveted spot on the team. Any sentient of good character who has reached the age of majority and who possesses a innate power not duplicated by any legionnaire may hope to impress the judges and win a coveted spot on the team.
Will you become the newest legionaire or at least recieve a flight ring as a consolation prize?
(Knowledge of Legion of Superheroes not required. They're a team of (mostly) young adult super heroes in the future. That's all you really need to know.)
Nestled in a world not far from the Agora is the watering hole called The Slug. Its a tavern that caters to those strange beings who come so deftly out of the haunted grainery door without so much as an explanation. It is said that, if you need to be there, you will be. It is also said that those that make a toast in earnest need will find aid from the regulars.
On a typical night in the dark months of Autumn, The Slug starts making preparation for the Multi-versal Chardwal Championships. The card decks are shuffled, the chips metered out, the wards sealed, and a generally happy mood adds itself to the smoke and brew.
Into this spectacle comes a forlorn lady with a strange tale and only a magical harp to prove the truth of it.
Raise a toast and Step Lively, Warden!
(This is a one-shot game for people new to Lords of Gossamer and Shadow.)
Our heroes in Her Majesty's service are swept up in an ancient conflict between recently reborn faerie courts. Specifics of the plot will be tailored to the characters present. Some elements may carry over from slot to slot, but these are separate events.
Steampunk Victorian England a century after the return of Merlin and the reawakening of magic.
I didn't believe her. Sure she seemed like a classy dame, with polished scales and nice long fins, but you work in the Undertow a while and you learn. Anybody who walks around this neighborhood looking that fancy has a few bones hidden somewhere. Yeah, she was hiding something but I believed her money. When the customer is willing to shell out that many clams, you know better than to ask too many questions.
ShadowWorld is a diceless roleplaying game based in our world in May 1942, playing operators of a branch of the Special Operations Executive, Room 33. They are sent out to interrupt the nonstandard research and development efforts the Third Reich is performing: black magic, psionic powers, ancient secrets, dark conspiracies that are hidden from or dismissed by the general public.
The players are operators of the SOE, with magical, psionic gifts or mutations, sent on mission into occupied Europe. It is a serial campaign: a series of missions that can be played independently in an ongoing world setting. You don't need to do any preparation or play more than once, but the more you put in, the more you get out of it. Note that this setting shares game mechanics, but no cosmology, history, or anything else with the 'Mainline' ShadowWorld campaign.
The setting is the real world in spring 1942 with some changes (all due to player character actions): the Bismarck wasn't sunk and is now hidden with her sister ship the Tirpitz, and the two battleships Scharnhorst and Gneisenau in the Norwegian fjords, but more importantly, the leadership of Germany and Italy were massively changed:
- In February, 1942 Hess and Himmler were killed.
- In early April, 1942 Hitler, Von Ribbentropp, Mussolini, and Galeazzo Ciano were killed.
- In late April, 1942 Heydrich took over as Führer and had Goering, Bormann, and Canaris killed.
- On April 30, 1942 Heydrich and the assembled top of the SS were killed.
(Mis)guided by the advice of Aleister Crowley, consultant on mystical matters to the SOE, a team manipulated events to put Erwin Rommel in place as the new Führer.
CONTENT WARNING: ShadowWorld WWII involves many adult themes.
Game will run late: I expect, and will work hard to, end at 1am.
We will splurge remaining food vouchers, money and all to conduct the traditional chicken armageddon sometime mid game.
Let the red dawn surmise
What we shall do,
When this blue starlight dies
And all is through.
-- Cassilda's Song, "The King in Yellow" Act 1, Scene 2
One hundred years ago, the Champions of Faerie sacrificed much to win their way through the woods surrounding the Heart of the World. Fiona of Amber was rescued, Faerie was healed, and the dreaded Fell vanquished. Orpheus, the Prince of Dreams, became Faerie's new guardian, and he has served you well.
For one hundred years, there has been peace. There has been happily ever after.
But Faerie is changing. You feel it all around you. The Endless Starlight -- shards of Fiona's broken "pattern", the source of magic and continuity in the realms -- is disappearing, leaving parts of Faerie lost in darkness. You know it in the way your own story has altered, and not for the better.
The Queen's mind is broken, and General Benedicte is a most unwilling Regent. The Marquis of Argent, Brandwell, disappeared long ago, yet his ghost, or something like it swathed in yellow, roams the land. Where he goes, madness follows. Orpheus, Dream's son and Faerie's guardian, is missing … and the nightmares have begun.
You, the Champions of Faerie, are the realm's only hope. Can you save the realm before the magic is lost and all stories fall utterly into silence?
*This is the middle chapter of the Under Endless Starlight trilogy, and re-imagining of the game of the same title run at ACNW '08. If you played then, you're more than welcome to return, as the plot is completely different.
Both returning and new players are welcome.
Peace belongs to Rebma near and far. You watch Rebma prosper and grow. Strangely the Amber Family hold that Rebma is overreaching its glory and affecting the Eternal City in a manner to be moderated. So an embassy of Princes now visits Rebma, sent by King Random. Moire asks the Mirror Warriors to attend many of the diplomatic meetings with Prince Bleys and his brothers. At least three must attend, but the Queen is not opposed to the entire cadre sitting in as needs must. The Aoife serve as Warrior Diplomats to insure the arcane health of Rebma is successful. Once more, the clever Aoife act to further the purposes of Rebma! Prior reading of 'Alyse through the Afanc Glass' by Llewes Carroll is not required. Zelazny canon game.
...she opened the mirrored brass lid to tap and mix the sand within, and an icy draft swirled around the inside of the craft until she closed the thing again. The draft had a sea scent to it, salty and sharp. "All mirrors lead to Rebma," she said, as though it were an axiom.