By the hand and will of Oberon the shining city grew and prospered. His alliances of blood birthed a legacy, and his children, grown, built upon the foundations laid by the father. Amber, the one true realm, has one King, but many heirs and their ambitions may rival his own. How will their choices alter his artful design?
Players portray the children of Oberon in an early Amber, where the foundations of the castle are being laid, the caverns under Kolvir are being explored and worked. Where the docks of a thriving port, and the roads and terraces and shops of the city are new and young.
This is the second year of an ongoing campaign. New players will complete character creation at the convention, but will be asked to make some choices in advance.
This is an Alternate Amber in the sense that player characters are children of Oberon 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 profoundly affect the direction of the story.
A year has passed since Princess Florimel took the youngest lords and ladies of Amber under her care. During that time, they have recovered and trained to face the many foes that hunt them.
Now, the time has come to risk moving them further into Shadow. To better prepare for the trials to come, they must travel to the Shadow Avalon.
But is even the realm of Prince Benedict safe? Can their unknown enemy reach them even there?
Last year: Trying to trace the source of Bayle’s vintages stockpiled in various places in their home Shadow, they found other things unexpected there. Patricia explored new seas a bit more, and GoBo’s patience was tried when everyone wanted to use his bridges between the worlds. For some reason, this silly game as turned a bit serious.
Players are the familiars of witches and wizards at Hogwarts School of Magic. Typically, they get bored and wander off to find a fun way to pass the time. This time, there's a handy ship over there. Hey, anyone want to play Pirates? Or maybe Pirates vs. Ninjas?
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.
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.
People call it the Amberzone, and it’s not a cheerful, friendly place. Mega corporations have ruthlessly consolidated power, and they make everyone, from the lowliest sage slave to the most powerful government leader, dance to their tune.
While technology has merged with flesh. Sorcery is still about, too slipery for minds of mental. All of the fair races of Elves, Dwarfs, Gnomes, and humans rub shoulders in the light, careful not to lift their boot of the neck of the less fair. Dragons and Unicorns aren’t just in adult colouring books, they own stock.
Many people sell their lives and the lives of their children to these megacorps, believing they have no choice, and the feeble safety that documentation earn them is worth the contractually lost freedom.
Below the Documented, there are the undocumented, scratching their lives out of the rust, dust, filth or what ever margin or wasteland they can calim an hold as their own.
In between theses two, there are PI-MERC(s), literally Pirate-Mercenaries, the few who have the skills, the guts, the gear and the nerve to stay independent, finding a way to live in the gray areas of a world not built with them in mind.
People who, who wants to hold on too, or take some things from some one else conducts deniable operations or special forces missions done in a manner to which even if the operators are caught or killed, cannot be traced back to the country that undertook the mission. Hence the country doing the mission can "Deny any involvement" .
If they’re real lucky–thrive in the corners and shadows of the world. They’re outlaws, but they’re tolerated by the powers of the world because they’re useful.
after all Pirate-Mercenaries are completely deniable.
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.
Peace belongs to Rebma near and far. You watch Rebma prosper and grow. Success and growth of Rebma's powers includes Moire forgiving King Random for his past trespass on the Royal Line of Rebma.
Random is throwing a week long event in Queen Moire's honor at Castle Amber. Moire asks the Mirror Warriors to attend many of the diplomatic parties and to discover, as possible, what mirror powers Prince Bleys commands. At least three Aoife 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.