9th 
    Warrior: A One-off Amber Crossover Game for AmberCon NW 2004

Game Background Information

This is not a traditional Amber game. There are a number of important differences between this background and the background for Amber based on Zelazny's books and the DRPG.

 

Amber, Chaos, The Golden Circle, Shadow and the rest do not exist. There is only Ambgard. Ambgard is made up of a large continent, several island clusters and the Chasm.

 

There is no Pattern. There is only one, broken, pattern referred to as the Path of Flame, and in this background, the results of successfully walking the Path of Flame are unique to each individual and are described in the character summaries. Most of those who try to walk the Path of Flame do not succeed. The duration of the ordeal varies from individual to individual and from hours to days. Most perish on the path, many from exhaustion, some few others simply disappear. Some survive the ordeal in body but return insane, a danger to themselves and/or others.

 

There are no Powers. The only guaranteed effect of walking the Path of Flame is an extension of the natural life span and a greatly reduced aging process. The other effects of having walked the Path of Flame are different for each person. Please see the character summaries for details. A typical result would be to enhance a power that was innate to that individual, or enhance the ability of the individual to use an item unique to them.

 

There are no Stats. All the characters involved in this scenario have walked the Path of Flame. These characters are all exceptional in some way but, unless specified, not super-human.

 

There are no Amber Elders. Ambgard is governed by an elected Ruling Council. The characters come from a variety of different backgrounds and families but are united in the fact that they have all walked the Path of Flame. As a consequence, as some of the most powerful individuals in Ambgard, they can be called on by the Ruling Council to act to protect the safety of Ambgard.

 

There is no Trump.

 

Places of Interest

 

Ambgard - The (flat!) world. Ambgard is made up of a large continent, several island clusters and the Chasm.

 

The Summer Palace - The northern seat of the Ruling Council. At first snow melt, the Ruling Council begins the journey from the Winter Stronghold, north to the Standing Stones. The Council's journey pauses at the Standing Stones for the Summer Games. Once the games have concluded, the Council's journey recommences, north to the Summer Palace. The Council resides at the Summer Palace until the first snow fall, when the journey to the Winter Stronghold begins.

 

The Winter Stronghold - The southern seat of the Ruling Council. At first snow fall, the Ruling Council begins the journey from the Summer Palace, south to the Standing Stones. The Council's journey pauses at the Standing Stones for the Winter Feast. Once the feast has concluded, the Council's journey recommences, south to the Winter Stronghold. The Council resides at the Winter Stronghold until the first snow melt, when the journey to the Summer Palace begins.

 

The Standing Stones - A gathering place attended by the people of Ambgard at the two major events of each year, the Summer Games and the Winter Feast. Each family must send a tithe, and therefore at least one representative to the Summer Games and the Winter Feast, each year. The Summer Games provide the opportunity for young men to compete in the Challenge Ring to prove themselves worthy for their first military postings or for apprenticeship, or ,in some other rare cases, for other opportunities or privileges. They also provide the opportunity for older warriors to earn honour, rank and favour by competing in the Games and for any person to bring any matter before the Ruling Council for arbitration and resolution. The Winter Feast is time of celebration, accounting and acknowledgement. Births, deaths, inhertance and claims to lands, titles and resources are ratified by the Council. The Council elections are held and each family who have produced their tithe can nominate a candidate of their choosing and cast one vote. Any who cannot provide for themselves during the coming winter will be provided shelter, food and fuel by others, or at the Winter Stronghold.

 

The Path of Flame - Ambgard's broken pattern. Located at Land's Edge overlooking the Chasm, it is protected by a fort with a permanent garrison.

 

Land's Edge/Fort at Land's Edge - Literally the edge of the main continent of Ambgard, and the beginning of the Chasm. To guard the Path of Flame and the main continent of Ambgard from the regular minor incursions from the Chasm a fort with a permanent garrison is established here.

 

The Scorched Lands - The largest and closest of the island clusters, and the destination of a major expeditionary force. The unexpected and bizarre nature of the terrain, flora, forna and climate claimed the lives of all but a handful of the expeditionary force and no further investigations have been made.

 

The Chasm - A vast abyss uninhabitable and inhospitable to all but the warped unnatural creatures that occassionally issue forth from it.

 

The Lost Lands - Believed to lie beyond the Chasm, it is generally held that these lands can only be accessed by those individuals transferred there during their journey through the Path of Flame. A few individuals claim to have returned to Ambgard from the Lost Lands via Tirfrost, a magical pathway which spans the Chasm and links the Lost Lands to Land's Edge. No consistent or coherent accounts of the Lost Lands are held on record.

 

Famous People and Groups

 

The Ruling Council - The elected ruling body of Ambgard. Council elections take place as part of the Winter Feast festivities each year and each Council member must be elected/re-elected to their position. Each Council member serves as Leader of the Council for a part of each year.

 

The Council Guard - A volunteer force which safeguards the Ruling Council on the journey between the two seats of residence, the Summer Palace and the Winter Stronghold.

 

The Guardians of the Flame - Every individual who successfully walks the Path of Flame, must swear fealty to the Ruling Council and agree to serve as a Guardian of the Flame. The sworn oath promises that the powers granted to the individual be used to safeguard Ambgard and the Path of the Flame and that the individual may be called upon to defend Ambgard and the Path of the Flame from any hostile factor.

 

The Order of the Flame - A body of scholars dedicated to the study and recording of information about the Path of Flame. Rigourous entry tests eliminate many candidates and completion of training involves undertaking and surviving long and arduous solo expeditions. However, completion of training and acceptance into the Order grants the devotee the opportunity to walk the Path of Flame.

 

Giermund Fireblack- A legendary armourer and weaponsmith. Giermund crafts the weapons awarded to young men who succeed in the Challenge Ring as part of the Summer Games. His weapons are particularly likely to be affected if carried by an individual who walks the Path of Flame as Giermund's own craft as an armourer and weaponsmith was enhanced when he walked the Path of Flame in his youth.