Introduction

Amber and the Courts of Chaos have undergone some changes since the Chronicles were written. Actually, in many ways, they were always different; both Corwin and Merlin tend to stretch the truth, twist perspective, make mistakes, and outright lie in the books. This document is intended to give an overview of the current situation in Amber, the Courts, and in Shadow. I will discuss general knowledge, outlook, politics, and people with regard to the game. Your characters will not know some of the information in this treatise, but I include it for completeness, and ask that you please exercise restraint in making use of out-of-character information.

As far as the reliability of this information goes, it is as true as everything else I tell you about the game. You can, for the most part, count on it, but be wary. I have hidden certain inaccuracies in the text, and have deliberately misrepresented things that are not correctly understood by most people. I have also omitted pieces that are not known by anyone but specific NPCs. Caveat lector.

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History

In the beginning...

Amber historians and theologians tell the story of brave Dworkin Barimen receiving a vision of the Unicorn, who bestowed upon him the Jewel of Judgement, and bade him make a new thing in the roiling Chaos. This place was fixed; it did not fade or change as did all else, and it spread its blessing through Shadow, casting the Light that was order. Dworkin and his son, Oberon, founded a dynasty in this place, casting aside their former allegiance with the Darkness, and embracing the Light. Their line was proud and strong, and worked its will throughout Shadow, much to the dismay of those who remained in Darkness. They took their families and retainers from the Darkness, and built a great city on the mountain of Kolvir, where the progeny of Oberon have reigned ever since. The name of this city is, of course, Amber, the glowing jewel of the universe.

Chaos scholars tell a different tale. They speak of the Outcast House of Barimen, whose heir dared to maim the Serpent, and flee from the Courts. His father, head of House Barimen, paid dearly for his crime, as they were extinguished almost to a man. Dworkin himself was forced to couple with a creature out of the Abyss to maintain the Barimen line, which lives now as an abomination. The few survivors fled into the maelstrom, away from the Light of Change, where the heir, Dworkin, worked a dark ritual using the Serpent's Eye and his own blood, drawing a protective shield of Dark Stasis around the last remnants of the mighty house, forging a hiding place in an unchanging land. In this place, he has built a mockery of the Courts, to assuage his bitter loss. This static point has spread its taint throughout the universe, casting Shadow against the light. He has called this place Amber, for he is trapped within it as surely as an insect in sap.

The time of separation

Amber and the Courts of Chaos had very little interaction for millennia. Dworkin never ruled in Amber, leaving that to his son. In the Courts, the House of Sawall continued its governance of the other Houses. Both sides seemed content to ignore each other, and explore and exploit the new thing that was Shadow. It was during this time that the Golden Circle and the Black Circle were established, as adventurous souls mastered the Pattern and Logrus, gaining the ability to move through and manipulate Shadow.

There are stories that remain of Oberon taking each of his children, at a young age, to look down upon the ancestral lands of House Barimen, to keep some contact with his heritage. The stories are, however, apocryphal, as are most stories of the activities of Oberon.

Record keeping in the Courts of Chaos has always been quite exacting and accurate, and there exist detailed accounts of everything of note that occurred during these years. In Amber, however, records are spotty at best. Some sense of events may be divined by examining official documents such as trade agreements, declarations of war, treaties, and cargo manifests, but none of the children of Oberon seem to have had the temperament to maintain accurate accounts of the reign of their father, preferring to trust to their own memories.

The Patternfall War

After the disappearance of Oberon, Eric took the throne of Amber, in the face of opposition from Corwin, Bleys, and Random. Bleys and Corwin led a valiant assault on Kolvir, using the Long Stair. This battle is commemorated in Lord Rein's epic song Princes on the Stair, which is not sung much any more. Bleys fell from the stair and Corwin was captured and blinded, cursing Eric and Amber. Corwin's curse opened a way for the Courts of Chaos to mount an assault on Amber, aided in secret by Brand.

Brand had convinced House Hendrake to use its influence in court to allow younger members of the Houses, those who wished to test their mettle, to mount expeditions down the Black Road, which he would aid using a ritual of his own. Although he spoke of returning the universe to the primal chaos from which it sprang, there is some indication that he instead intended to remake it in his own image. Nonetheless, the Houses allowed these assaults, as it got some of the bigger hotheads out from underfoot.

Despite the fact that these attacks were at best diversions for the Courts, they pressed the forces of Amber sorely, almost taking the city in a battle that left Eric dead, and Corwin returned to power. The normally fractious scions of Amber were able to unite in the common purposes of defending their home and destroying the mad Brand, who had turned himself into a living Trump. With the intervention of Oberon, the Black Road was closed, and the mustered forces of Amber carried the battle to the Courts of Chaos, vanquishing those who chose to take the field against them. Oberon was killed by the ritual he enacted, and Corwin managed to create a new Pattern of his own, halfway between Ygg and the Courts. Brand was killed by Caine, and took Deirdre with him on his long fall into the Abyss. They Unicorn retrieved the Jewel of Judgement from the Abyss, and chose Random as King of Amber.

After the Amberite victory against the untried youngsters of Chaos, Swayvill and Random negotiated a treaty normalizing relations between the two states. As each felt that they were bargaining from a position of strength, and as each was worried about the possibility of tricks on the part of their opposite, the Patternfall Accord actually manages to address the major concerns of both parties rather well.

The Merlin problem

Merlin, son of Corwin, carried on in his father's tradition of causing the biggest messes with the least effort. After several years of peaceful relations between Amber and the Courts, he arrived in Castle Amber, trailing various assassins and demons, and proceeded to bring Amber to the brink of war with Kashfa, Begma, and the Courts of Chaos. In the process, he managed to destroy one Shadow with primal Chaos, and cause another to be absorbed by the Pattern after the Broken Pattern it contained was repaired. To cap it off, he stole the Jewel of Judgement, and gave it to Dworkin, who then implanted it in the eye of the daughter of the Begman ambassador, who was also a bastard of Oberon's. Somewhere in there, he found Brand's son, Brand's sword, a powerful magical ring, and his missing father. The destruction of a large section of Castle Amber was apparently just a by-product of his other activities.

At the end of this little adventure, Merlin was proclaimed King of the Courts of Chaos. Most people in Amber still aren't sure how that happened.

The time since

The fifteen years since Merlin took the Throne of Chaos have been moderately peaceful. Relations between the two realms are better than they have ever been, despite Random's tendency to refer to Merlin as a snotnose whenever Merlin steals a march on him, and Merlin's predisposition to muttering about age and treachery whenever Random pulls something off. Both courts have their share of Hawks, though, and there are always young nobles from both ends eager to try their hand against their ancient enemies.

One event of note was the arrival of Gerard from Shadow bearing his twin children, Sinclair and Faith. He was battered and injured, and wept inconsolably for their mother, of whom he refused to speak, except to say that he missed her. He was lost in grief, until Corwin returned from one of his increasingly frequent wanderings. Corwin locked himself in a room with Gerard for two days, and, when they came out, Gerard picked up the pieces of his life and started taking care of his children. Corwin left again immediately.

Spencer, son of Caine, entered the annals of Amber legendry when he made his epic Pattern walk, coming out of it a changed man. When he vanished from Amber, Caine wore a black armband continuously until Fiona located Spencer and convinced him to return.

Julian surprised everyone when his son Weyland appeared in Amber, accompanied by a Chaosite named Jack. Weyland had also been missing from Julian's home in Arden for a number of years, and seemed to be missing a large portion of his memories. Jack, whom Fiona acknowledged as her son by Mandor Sawall, had found Weyland in a backward Shadow, and led him home.

Not to be outdone, Florimel has produced her daughter by Morgan Jesby of Chaos, proving just how friendly the two old enemies have become. Julia was raised in the Courts and in Shadow by her father, but has now come to claim her place in Amber.

The latest surprise to wander in from Shadow is Mephisto son of Eric. Although raised in Shadow, he has shown himself to be a very powerful sorceror, and is currently studying with Fiona to make the most of his abilities.

The fifteen years of peace have been brought rather harshly to an end, as the King in Green appeared on the scene with the apparent intent of destroying Amber. The younger generation banded together to face him, and succeeded in killing him before his plan was completed, but not before several Shadows were destroyed and the shape of the Golden Circle was altered forever.

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Real Life

Amber

Living in Amber is like living in a RenFair where everyone's playing for keeps. The overall level of technology and architecture is roughly equivalent to early renaissance Europe, but the attitude is far more in keeping with modern ideals. While the Kingdom is technically a feudal state, the local rulers tend to use democratic methods to make sure they are addressing the proper needs of their subjects. Male and female roles are far from rigid, and sexual orientation is dealt with as being irrelevant to anyone but the parties involved. At least, that's the way it works among the nobility.

The common folk have all the base needs and bigotry of the uneducated proletariat in any state. Those who obtain higher education tend to ape the mannerisms of the nobility, often without a real understanding of the attitudes and beliefs behind them. Those who do understand often despair when faced with the overwhelming earthiness of their compatriots. The educated middle class and the nobility do their best to improve the lot of the common man, but the process is met with resistance from the very people they are trying to help, who feel that the effort required outweighs the potential benefits by far too much. Even so, the common folk of Amber enjoy a surprisingly high standard of living, with very little want in the entire Kingdom.

It should be noted that the nobles are far from perfect: if they don't share the flaws of their subjects, they have plenty of their own to make up for the lack. Ambition is primary amongst these flaws, and the maneuvering for land and advantage can be truly staggering and ruthless. The one thing that keeps the greatest excesses in check is the fact that the Throne of Amber has a tendency to step in if things get out of hand, and visit some truly horrible punishments on all parties involved.

Honour is very important to the upper middle class and the nobility of Amber, and a dueling code has been established to regulate the settling of these matters. The code is fairly simple, requiring a second for each party to arrange the terms of the duel. The challenged party has the right to select weapons and the degree of the duel, and the challenger chooses the place and time. With a neutral to serve as marshal, the duelists and their seconds meet at the agreed upon place, and complete their business. Any riders placed on the outcome of a duel are held to be legally binding, and the death of a person engaged in a duel is not held to be murder.

The City of Amber is very cosmopolitan, where the inhabitants regularly see the people of a myriad of Shadows. There are numerous restaurants, bars, inns, and taverns, and shops catering to a wide range of specialty items.

Crime in Amber is moderately rare. While there are some muggings, robberies, and burglaries, the response of the Amber Guard to crimes against the populace is swift and definite. Punishment ranges from fines to execution, although the death penalty must receive the approval of the Throne of Amber before it is carried out. Of course, this does not apply in the case of criminals killed while resisting arrest, and many hardened criminals have died this way.

Profitable and maintainable crime exists in the form of brothels, drug sales, gambling, and loan sharking, all of which is winked at by the officials unless the proper payoffs are not made, or the clients start causing problems.

Criminal and civil justice is administered by magistrates, each of whom governs a set district of the city or countryside. Members of the Noble Houses of Amber can request to be tried by their House, and any member of the nobility may also appeal to the Throne for judgement. This last option is rarely exercised, as Random hates this part of the job, and is very harsh on anyone he feels is wasting his time.

Courts of Chaos

The Courts of Chaos are a much stranger place to live. Almost everything that happens in the Courts is wrapped in layers of ritual and tradition, from earning a living to eating your dinner. Obligations within the Houses of Chaos are spelled out in exacting detail, and the standing of every inhabitant of Chaos is understood. Pick anyone at random, and he can probably tell you how far down the path of succession he is.

Considering the unstable and changing nature of the environment, it is understandable that the inhabitants have looked within their society to develop a sense of permanence and stability. The landscape changes from minute to minute, paths drift at random through the air, and the very homes of the people are cobbled together from fragments of Shadows lost and drifting near the Abyss.

There are guidelines for where you can go, what you can do, who you can speak to, and what form you should wear while doing any of it. While most of these social conventions are not enforced by law, the weight of custom can tend to cause violators to be ostracized should they continually flout the traditions. In the Machiavellian world of the Courts, ostracism can be a dangerous thing.

With the shifting nature of the Courts, there are no cities, per se. Various Ways of various Houses drift into and out of contact with each other as the landscape and the winds of politics drive them. Those raised within the Courts find it fairly easy to get around, through the use of their Chaos forms and the drifting roadways, called Filmies.

Another major problem for those not raised in the Courts is the variable time flow. Different areas of the Courts progress through time at different rates, causing normal interaction between widely separated districts to be problematic at best. This is compensated in part by some of the rituals of interaction, which have developed to deal with this issue specifically.

The dueling code of the Courts of Chaos is very similar to that of Amber, except it is far more ritualized. Challenges must be made in certain prescribed manners, seconds chosen according to specific tradition, and marshals chosen from a guild of officially sanctioned elder duelists. The marshal is involved in the negotiation between the seconds, to observe that the forms are followed properly, and can veto any suggestion. Obligations and outcomes are the same as in Amber.

There is very little real crime within the Courts of Chaos, barring an occasional occurrence of treason. Criminal matters are ably dealt with by the numerous bored Knights who wander the Courts, with extreme matters being brought to the attention of the Houses for administration. Contract and civil law within the Courts is deeply arcane, and every House has a few specialists who deal with such matters to the exclusion of all else.

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Politics

Courts of Chaos

Politics in the Courts of Chaos are arcane and stylized, typified by the courtly language and ritual in which even the simplest official business is conducted. The King of Chaos, Merlin Sawall, technically holds supreme power over the inhabitants of the Courts, but in reality he must balance the favour and standing of each of the six Great Houses and the hundreds of Lesser Houses. He is also bound by extensive chains of precedence and tradition, which restrict most of the excesses he may ever want to display.

Inhabitants of the Courts view the political scene the way many people view professional sports. It is the subject of much conversation and analysis, with everyone you talk to having an opinion on every subject. The nobles of the Courts are celebrities, with followings amongst the common folk, even in rival houses.

The High Court of Chaos consists of the King, the head of each of the five other Great Houses, a representative from the combined Lesser Houses, and the High Priest of the Serpent. The High Court meets to decide policy and address issues three times a week, in the Presence Chamber, a room containing only a round table with nine chairs. The chair for House Barimen is traditionally empty in the Presence Chamber under Merlin's rule; prior to that, a naked sword was placed in it to signify the treachery of Dworkin.

House Sawall

This is the current ruling House. Merlin, as King, is the representative of House Sawall to the High Court, although Mandor Sawall retains titular leadership of the House. House Sawall has ruled the Courts of Chaos since before Dworkin defected, and shows no sign of relinquishing its place. They are renowned for the quality of sorceror they produce, as evidenced by Merlin, Mandor, and Dara. Suhuy, the Keeper of the Logrus, was a member of this House before he renounced his House to assume his current position.

House Chanicut

It is only in the past few millennia that House Chanicut has taken its place in the Great Houses, after House Dorobeth died out. As the most powerful of the Lesser Houses, they were able to apply for and receive a charter to become a Great House, and take their seat in the High Court. The favours that they had to promise to the other Great Houses, and the Lesser Houses, have made them somewhat ineffectual politically, as they are pulled in varying directions by the obligations that they have incurred. Yorra Chanicut is the head of the House.

House Hendrake

Dalman Hendrake is head of this family, a fierce warrior as are his entire house. Despite his appearance as someone who does his thinking with an axe, Dalman is a shrewd and effective politician. His House is generally ranked second in power in the Courts, a position which should be cemented with the marriage of Gilva Hendrake to King Merlin. Some of the most vocal warmongers come from House Hendrake, unsurprisingly.

House Helgram

Helgram held the Throne before Sawall, and are known as traditionalists, with close ties to the Church of the Serpent. They are the most unrelenting opponents of peaceful relations with Amber, because of the desecration of the Serpent by Dworkin Barimen. They do, however, respect the position of the King, and defer to him whenever it is proper. Their head is Mortreth Helgram, who would have ruled as Queen if House Sawall had not taken the Throne. Mortreth is the most active in trying to rescind the Patternfall Accord through channels, and the most staunch opponent of any sort of improper action supporting that end; she feels that the dignity and power of the High Court must be served at all costs.

House Jesamine

The Ways of Jesamine lie on the very brink of the Abyss, and some say that it is this proximity which gives the House its philosophical bent. They tend to take a very long view of things, and maneuver with great care and subtlety in the political arena of the Courts, viewing both victories and defeats with a stoic detachment. This is epitomized by the head of House Jesamine, Holman, who rarely speaks in High Court, but always watches and listens to the debates with a vague smile on his face. When he does offer an unsolicited opinion, all attention becomes focused on him instantly.

House Jesby

This is a small House, to judge by its presence in the Courts. This is deceptive, however, as Jesby is the most prone to wandering off into Shadow, looking for something new and interesting. They are then likely to try to steal that something. Jesby is a house of individualists with a strong familial sense, and a feeling that rules are really meant for the other people in the universe. The head of House Jesby is Irem Jesby, who has held the position since before House Sawall took the Throne. This is because, unbeknownst to anyone outside of House Jesby, Irem doesn't exist. Elder members of the House take turns when they're in the Courts masquerading as Irem for Court purposes. Because of this, Irem has a reputation for unpredictability.

Lesser Houses

The Lesser Houses of Chaos number in the hundreds, with House sizes ranging from a single surviving member to several thousand. The distinction between a Lesser House and a Great House is shrouded in tradition and ritual, having little to do with size, wealth, age, or accomplishment. Certain specific conditions, such as percentage of Knights, extent of Ways, and service to the Throne, must be met for a Lesser House to begin aspiring to the status of Great House. Then, they have to wait for a Great House to be removed, either through act of the High Court or through death, before they may petition to replace it. It is a sticking point with the Lesser Houses that House Barimen has not been dissolved, for it occupies a Great House seat that many covet. The current representative of the Lesser Houses is Elaram Vallis, who continually tries to sell the support of the Lesser Houses for support in the Barimen matter. He is especially active in the aftermath of the Patternfall war, when many warriors of the Lesser Houses were lost against the might of Amber, trying to serve their homeland and win glory for their House.

Church of the Serpent

The Church of the Serpent is the official state religion of the Courts of Chaos, with the King of Chaos acting as nominal pontiff. The actual administration and clerical duties of the Church are overseen by the High Priest of the Serpent, who conducts the worship of the High Court nobles, and brings the blessings of the Serpent to the High Court meetings. Traditionally neutral in political matters, this stance has been jeopardized by Merlin's lack of piety, and his attempts at reform. The current High Priest of the Serpent is Avilliar.

Knights of Chaos

To become a Knight of Chaos, one needs only to have successfully been intiated to the Logrus. No matter what station one held before that time, one receives the title of Knight, with the right to dispense Low Justice within the domain of the Courts of Chaos, and is addressed as Sir or Dame. This is the first step in preparing young nobles for duty at Court, or for leadership roles. Each head of a House is required to be a Knight, as are all official office holders. The greatest advantage some see in Knighthood is the right to found ones own Lesser House, leaving behind former House ties.

Amber

Politics in Amber are a less formal version of the politics of the Courts of Chaos. Random holds supreme executive power as King of Amber, with the support and sufferance of the rest of Oberon's children. There are seven Noble Houses in Amber: the ruling House Barimen, and six others elevated from faithful members of Barimen after the founding of Amber. Only the King can create a Noble House, and only a King can rescind the title of a Noble House.

Most policy decisions are made by Random, with advice from his siblings and other advisors, and presented as a fait accompli to the Court. This has created the image that Random is ruling as a strong, independent King, much as Oberon did, when he is, in fact, very active in seeking the advice of his council.

House Barimen

This is the ruling House of Amber. It is only since the Patternfall Accord that they have begun using their traditional name. Although Random rules as King of Amber, the position of Head of the House devolves to Benedict. The nature and small size of this House makes the position of Head somewhat useless, at best, but the position is recognized in the Courts of Chaos, and smoothes some of the difficulties with relationships between the two lands.

House Bayle

House Bayle is a relatively young House, and is mainly interested in viniculture. Their Lady is Alessandra Bayle, who rarely graces the Courts of Amber with her presence, preferring to remain on her ancestral lands, seeing to the vineyards and her people. Dame Margot acts as proxy for her in the Court, and is Amber's Mistress of Protocol. The red Bayle wines are praised far and wide, while the whites are reviled as Bayle's piss.

House Chantris

Legend says that the founder of House Chantris was Oberon's squire at the founding of Amber, who was elevated to noble status in this new realm as repayment for his faithful service. His grandson, Joshua Chantris, is currently Lord Chantris, head of the house, and a staunch supporter of the Crown. They are renowned for the fine horses they breed.

House Danesh

House Danesh is traditionally a House of soldiers, and their Lord inherits the position of Captain of the Amber Guard. It is a position that they take very seriously, striving to put their most able man in the position of the Head of the House. This makes House Danesh one of the few meritocracies in Amber. The current Lord is William Danesh.

House Henden

Lord Bernard Henden is Head of this House, and acts as Steward and Secretary of Castle Amber, Assistant to the King, and Bearer of the Royal Seal. He is an able administrator and diplomat, and is working very hard to train a replacement, so that his coveted post does not pass to another House when he retires. He is, unfortunately, having little luck, as the majority of this small House prefer the sea to the Court, and don't really want to give up their freedom for the prestige. Still, Lord Henden has hopes.

House Mourne

This is the smallest of the Noble Houses of Amber, except for House Barimen. They have produced more High Priests of the Church of the Unicorn than any other House, and take their religious commitments very seriously. Lady Chelsea Mourne is Head of the House, and one of the few accomplished sorcerors in Amber outside of House Barimen. The number and power of sorcerors produced by House Mourne has led to gossip and speculation about possible Barimen blood in the line, but as none of House Mourne has ever even attempted the Pattern, it remains speculation.

House Paxil

House Paxil has devoted itself to mercantilism, and is one of the strongest proponents of expanding the Golden Circle. They have connections and contacts throughout the nobility of nearby Shadows, and always seem to know where the best deals are to be had, and who to speak to when things need to get done. Orson Paxil is Lord of the House, and maintains a sumptuous residence in Amber, where a great deal of unofficial trade negotiation takes place. House Paxil has adopted Prince Corwin's Ballad of the Water Crossers as its anthem.

The Church of the Unicorn

This is the official state religion of Amber, although the current rulers tend to view it as something of an embarrassment. While the populace continues to revere the Unicorn for the vision it granted Dworkin, and the founding of Amber that followed, the Royal Family is less than enthusiastic following the revelation of Dworkin's relationship with the Unicorn, and the fact that the beast has recently chosen to take a more active role in the running of Amber. No one really likes it when their gods come to tell them how to do things.

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Foreign Relations

The Golden Circle

The Golden Circle is the name of the nearby Shadows of Amber, with whom special trade arrangements have been made. The standard Golden Circle Treaty generally includes exemptions on both sides from certain tariffs, a promise of mutual defense, and an agreement to allow the movement of troops. This is much sought after, as the armies of Amber are legendary, and her ability to provide the most enticing trade goods makes her an ally worth courting.

Begma

The oldest surviving Golden Circle Shadow, Begma is a constitutional monarchy, with strong ties to Amber. The climate, architecture, and society is very similar to Amber's, thanks to millennia of contact between the two places. The relations between Begma and Amber have come under some strain of late, as Amber has ceded Golden Circle status to Begma's longtime rival, Kashfa, and the son of the Begman ambassador was killed in a duel by Sinclair, son of Gerard. Their major exports are fine wine and beer, gemstones and jewelry, and timber.

Kashfa

Kashfa is ruled by Rinaldo, son of Brand. It was granted Golden Circle status some 15 years ago, aggravating the low-simmering conflict between Kashfa and Begma. Rinaldo has married the daughter of a high-ranking Begman noble, the lady Nayda, making every effort to settle the problems between the two nations once and for all. It has met with limited success. Their main exports are timber, cloth, and metalwork.

Eregenor

This is the region between Begma and Kashfa, and is the root of the conflict that divides the two nations. Eregenor is rich farmland, producing fine flax linen and dyes in addition to feed crops. It has been conquered by each of the two nations repeatedly. The problem is that Eregenor fades between the two Shadows according to the cycles of the moon, which takes 12 years to run through its cycle. This means that for six years at a time, the province is part of Begma, then for the next six years, it is linked to Kashfa. Amber is attempting to mediate in this matter, but is making little headway.

Deiga

Deiga is a chain of islands in a vast, clear sea. Each island is a separate city-state, with an impressive navy to defend itself against its neighbours. The merchant families of the cities have united to establish the Golden Circle Treaty, and have established a neutral city on an otherwise uninhabited island to act as a focus for trade with Amber. The main exports are rare woods, medicines, spices, and fruit, as well as naval mercenaries and warships.

Felis

Felis is a theocracy, run entirely by the Church of the Unicorn. Their relationship with Amber is coloured by the fact that they feel that they are dealing with the emissaries of the Unicorn in their trade deals, and subsequently provide a large number of staples for trade at insanely low prices. Random, and Oberon before him, has made dire threats of punishment towards anyone who takes crippling advantage of this situation. Felis produces fine paper products, clothing, and basic food items.

Danash

Danash is a desert society, a democracy, which produces fine horses quarried stone, and metal for export. The world of Danash is actually a bowl held up to the sky by the hands of their God, one of the few strange worlds this close to Amber. In the daytime, when the God's eyes open, two suns shine down on the sands, while the nights are starless and dark.

Sheraf

Sheraf is a tribal state, run by a complicated system of clan moots, with appointed officials from these moots making up a representative council. Decisions are handled by consensus. They provide Amber with furs, glassware, herbs, and spices.

Corvalde

Corvalde is a monarchy, very similar to Amber. The King of Corvalde rules with the support of his nobles and the Church. They are distinguished by the practice of the citizenry going masked in public, with unique personal masks developed for each citizen by their families. Only the peasant class has no masks, and a bare face in Corvalde is considered to be a sign of poverty. They provide Amber with luxury foods, silk, leather, and pigments.

The Black Circle

Although viewed by Amber as the Chaos equivalent of the Golden Circle, the Black Circle is just an unofficial network of Shadows near the Courts of Chaos where the various Houses hold sway. Each House has its own Black Circle, a collection of Shadows where the House exercises some influence or control over the politics or environment.

In many cases, this influence is entirely hidden, such as individual nobles holding positions of power in a government under false identities, or masquerading as a god to control the populace. In other circumstances, it is only one aspect of the Shadow in question which is controlled. A good example is the way House Jesby has established itself as masters of the underworld in many Shadows.

In very few places, the Throne of Chaos has established treaties and normalized relations with Shadows, resulting in regular trade. Because of the variable time rate within the Courts, interaction with these Shadows is spotty at best, and always generates a large number of headaches and explanations. Because of this, the Shadows which fall into this last category are very few, and change frequently.

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Supernatural Power

Within Amber and the Courts of Chaos, the existence of supernatural Powers is a widely known fact. The different Powers aren't very well understood by the general populace, however. Those who are not well versed in these matters tend to view all the different Powers as Sorcery. The general information presented below gives an idea of what is generally known or not known by an average person who possesses a given Power.

The Pattern

The existence of the Pattern and the fact that it resides in the dungeons below Castle Amber is well known to all citizens of the city. They also know that it is deadly to any not of Oberon's blood. Most people don't know the exact relationship between the Pattern and the Powers of the Royal Family, and the Family doesn't go out of its way to publicize. The existence of the two alternate Patterns, in Rebma and Tir-na Nog'th, are unknown to the majority of the populace.

Initiates of the Pattern, and most of the rest of the Royal Family, know about the relationship between the Pattern and the Powers of the Royal Line. They generally do not know about the existence of the Primal Pattern, nor the fact that the blood of one of the Royal Family can be used to damage it. The Elder Amberites who do know about it aren't prone to pointing out possible vulnerable spots to enemies.

The sentience of the Pattern is known only to a very few, who don't discuss it. This is partly because they don't want to share the secret, and partially because they are not sure that the Pattern is sentient. The intelligence that they come in contact with is subtle and could just as easily be a manifestation of their own unconscious. Certainly, if the Pattern is sentient, it is a form of sentience very different from that of humans, with very alien concerns and perceptions.

Pattern ghosts are known to even fewer people, who don't want to alert others that the Pattern can produce recordings of everyone who has ever walked the Pattern.

The Logrus

The basics of knowledge about the Pattern apply to knowledge of the Logrus, except that the link between the Logrus and the abilities of the Knights of Chaos is well known. It is one of the most important aspects of life in the Courts of Chaos that anyone may attempt the Logrus, and win the rank of Knight if they succeed.

There is not now, nor has there ever been, any record of a war of any sort between the Logrus and the Pattern. Any such allegations are generally dismissed out of hand as the ravings of a psychotic. If there is a battle between the two images, it is of such a nature that it needs no assistance from the likes of humans, be they Amberite, Chaosite, or Shadow. The moves and stakes of such a game would be unknowable to such as we.

Trump

It is known by most people in both Amber and the Courts of Chaos that the nobles have magical cards that allow them to communicate over vast distance, and to travel instantly to other places. The limitations of these items, and the method of their creation, are not well known or understood by anyone but the Trump Artists themselves.

The phrase, "Living Trump," is one that inspires the same sort of reaction in Amber and the Courts as the phrase, "Ebola Outbreak," does in our world. The only recorded instance of a Living Trump was Brand, and he is not remembered fondly in either place.

Using Trump to cast fortunes is viewed by most people as a child's game, the way we look at the Ouija board. There are, however, some strong proponents of this method of trying to divine information.

Shapeshifting

Shapeshifting is not only well known and understood in the Courts of Chaos, it is considered the most important survival skill an inhabitant can learn. The basic forms are mastered by all but the most suicidal of the Chaosites, and many learn a myriad of other forms both for pleasure and special purposes. Fashion revolves around the choice of form, and the fitting of form to environment is the mark of a true master Shapeshifter.

In Amber, Shapeshifting is almost unknown. The few who have learned it tend to be viewed as somewhat suspect for mastering this Power with strong Chaos associations. They tend to try to keep it secret, especially considering the dangers of the Primal Form.

Primal Chaos Cancer and other side effects of Shapeshifting are known and treatable in the Courts of Chaos, but Amberites have no real experience with them. This makes those Amberites who have developed this rare Power cautious in its use.

Power Words

Power Words are most commonly used in Amber, where the inherent magic is somewhat weak, and the knowledge of the underlying structure of the universe embodied in the use of Power Words is well understood. Most of the so-called Sorcerors amongst the people of Amber are in fact those who have mastered a few of the basic Power Words, coupled with knowledge of a mundane science such as herbalism or astrology.

In the Courts of Chaos, Power Words are an arcane art explored by very few, and is viewed by some as anathema to the nature of the Courts and the Power of the Logrus. Nonetheless, those who have mastered a few of these words have a distinct edge in this world, though the effects can be somewhat unreliable in the changing environment of the Courts.

Sorcery

True Sorcery is rare in Amber, and the number of actual Sorcerors is probably less than two score. The nature of Amber makes Sorcery weak and slow, especially considering the amount of time required to prepare and maintain a decent rack of spells. Subtle spells still have a moderately powerful effect, but the production of rains of fire or the summoning of fierce monsters is limited by the inflexibility of the underlying structure of Amber.

In the Courts of Chaos, the opposite holds true. Sorcery is powerful, fast, and effective, although the time investment is essentially the same. Most nobles of the Houses are trained in at least the rudiments of Sorcery, and many of the unschooled folk have picked up a knack or two to make their lives easier. Sorcery is considered to be the proper pursuit for noble youngsters of a scholastic bent, and being able to hang spells upon the Logrus is a big plus.

Sorcery can be amazingly powerful in Shadows with a strong magical background, and completely useless in Shadows where there is no magic. The major limiting factor on the power of Sorcery is, in actuality, the imagination of the Sorceror. The better spells are constructed, the better they work, and the broader the imagination of the Sorceror, the wider the range of possible effects.

Conjuration

Conjurors are held in awe in both Amber and the Courts of Chaos, for they are able to produce items of Power that exist outside of themselves; theirs is the Power of Creation. Very few of the items that they produce are permanent in and of themselves, quite often being tied to the Shadow of their creation, but the wide range of products and the effectiveness of them cause Conjurors to be accorded a special respect. Julian is feared less for his battle prowess than for his creation of Morgenstern and the Stormhounds.

Conjuration is one of the most personal Powers that exist. Each Conjuror approaches the art with a different view of what is being accomplished, and the method required. Some craft their items using forge and fire, others sing them into existence with songs of power, and others grow them from seeds and eggs. Each has the same result, but the method speaks volumes about the way the Conjuror views the art.

Shadow

Most inhabitants of Amber and the Courts of Chaos have a good idea of what Shadow is, although the actuality of the multi-dimensional arrangement of the infinitude of worlds escapes most of them. That's okay, because it escapes most of the people who can move through Shadow, as well. Generally, people know that such-and-such Shadow exists, some details about it, and the fact that it's a different world. They may even know a path to it, moving along one of the established permanent routes between Shadows.

Stories of different Shadows are popular amongst those who cannot travel to these places under their own power. Corwin's ballads of Lost Avalon, Florimel's romances of the Shadow Earth, the trickster tales of House Jesby, and the conquests of the Hendrakes all make for good entertainment in the taverns and homes of Amber and the Courts. Strange items brought back from distant Shadow adorn places of honour in the homes of people who have personally been exploring the limitless Shadow, or know someone who has.

Shadow is somewhat feared, as well. The attack upon Amber by the Moonriders of Ghanesh has not been forgotten, nor has Corwin and Bleys leading a vast force out of Shadow against the city. In Chaos, it is remembered that the armies of Amber were made up mostly of Shadow creatures, and the shifting nature of the Courts allow strange things to wander in from time to time, doing much damage before they depart or are slain. It is also known that Dragons dwell somewhere within Shadow, coming and going as they please, with powers and purposes known only to them.

Undershadow

There is no Undershadow. I see no use for this concept in my game, and am not including it. If I change my mind at some point, I probably won't tell you until it's too late, because that's more fun.

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Items of Power

Pattern Swords

Werewindle and Greyswandir are the only two known Pattern Swords, and they balance each other as the Daysword and the Nightsword. Their origins are held as closely-kept secrets by whoever made them. You will probably never get your hands on one, so you don't need to know any more about them.

Spikards

There are at least two of these powerful rings in existence, both in Merlin's possession. They are able to draw upon numerous sources of Shadow power, similar to an almost infinite number of initiations in Deep Sorcery, giving the impression of building spells instantly for the wielder. They are almost infinitely powerful, so you should be very frightened if you ever find yourself in possession of a Spikard.

The Jewel of Judgement

It has become general knowledge that the Jewel of Judgement was used to scribe the Pattern, in addition to its weather control abilities. It is currently out of your reach, unless you intend to kill Coral to regain it.

Ghostwheel

Not many people know about Ghostwheel, and the ones that do like it that way. You don't know anything about Ghostwheel. But he knows about you...

Keep of the Four Worlds

The Sorcerors among you have probably heard of it as a source of powerful Sorcerous energy, and know that it's well defended by the Sorceress who controls it. You know nothing about its ability to produce a living Trump.

The Hall of Mirrors

This place is legendary amongst the staff of Castle Amber, although none of the Elder Amberites will admit to ever having seen it. It comes and goes according to some unfathomable scheme, and is said to offer enlightenment to those who pass through it.

Tir-na Nog'th

The oracular powers of this place are rumored, but the danger inherent in spending a night in a place that disappears when the moonlight moves off of it, and where time flows in strange ways, far outweighs the perceived benefit of such a pilgrimage.

Rebma

So it's full of topless women. They're all green! I'm not going underwater for that.

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