About Sites

These are the important places in the game where action has, is, or will take place and influence events and characters. Feel free to visit them. The more characters visit a site the more real, and consequently, the more is often written up about that site.


AERTH

Earth System (export: art, tourism)

Shadow AerthRuled by Prince Octavian, this system of Earth-like Shadows is a collection of high adventure, mystery, and of course Court intrigue. While the Shadows may have much to export, the best commodities are their sites and objects of art which must be visited or collected.

AMBER

Amber System, Republic Capitol (export: computers, droids, repulorlift crafts, Shadowships...)

Amber is the strongest member of the Republic in terms of military, arcane, trade, and natural resources. Amber is also the cause of great concern for younger members of the Republic, who fear that Amber has too much influence over the Republic's ability to manage affairs independently. Many believe that Amber is simply immune to Republic investigations or probes that other members have had to endure from time to time, when threats of corruption or conspiracy cycle around the universe.

Amber manages to maintain one of the most powerful national militaries in the Republic. In the past, some weaker Republic members have lobbied for an arms reduction in the Amber System. While most of the Republic forces are mechanized, over seventy-five percent of the Amber forces are non-droid troops.

None have succeeded in forcing Amber to lessen its military capabilities so far. In fact, if Amber ceased to develop its technological theories for its military, many of the Republic members would not reap the rewards, such as the materials and Spark from Tir-na Nog'th that go into Shadowships, droids, and other Republic conveniences

Homeworld

Amber is the core world of the Amber Shadow System. Amber is also where the mighty Republic was born out of a need for something greater than the medieval Golden Circle Kingdoms, something that would survive in the new era of politics and trade, and even cross-Shadow war. To this end, Amber City is where the Republic's governing body, the Senate, resides.

Castle Amber was constructed long ago as a military outpost for King Oberon, as well as a shelter for the Amber Pattern. Over the years the castle has survived siege attacks by enemy forces, being blown up during alleged supernatural battles between the Serpent of Chaos and the Unicorn of Amber, and most recently a thorough renovation to celebrate the birth of the Republic, conceived and supervised by Princess Flora, much to King Random's private disagreement and grumbling.

While some of the Amber Royal family reside in the ancient Castle Amber, all have additional residences elsewhere as well. Most of the Amber royal family live in or near Amber, and generally the extended family and guests live in Amber City, if not in another Shadow.

Amber City is a hectic place that deals heavily in trade with its system members: Begma, Deiga, Eregnor, Karm, and Kashfa. The Amber and Rebma Guilds have been the traditional middle-people for trade since before the Republic was created. King Rinaldo the First is currently working to incorporate his new Trade Federation with the Amber System Guilds, but progress is slow due to endless parliamentary debates and paperwork, not to mention Rebma's disinterest in the Trade Federation.

The Trade Guilds represent the core power behind the people of the Amber System. Each guild specializes in a craft, and all the guilds work together not just for the benefit of the Amber System, but also to make a profit with clients from the other Shadow Systems within the Republic. Many other Shadow Systems have their own versions of a "guild" that function similarly. Some of the Amber Guild members would like to work independently of the Amber Royal Family. However, others enjoy the benefits provided by Amber, such as added protection, special tax breaks, and sometimes even endorsements.

Visitors to Amber notice how rare it is to deal with an actual Amber Royal family member. Sightings of Elders in public become media celebrations as their reputation draws undue attention. Some scholars believe that the Amber Elders grow more isolated as civilizations rise and fall, perhaps because they are unable to appreciate their immortal power as they continuously outlive their friends.

Many of the family have tried their hands at politics, military, and even to serve the Republic as Jedi alongside many Shadow beings, as equals. Only a handful of the Amber Royal family, such as Princess Flora and Prince Bleys, nurture the public attention in Amber and through the Republic, while the rest seem to prefer to be left alone. Whether in Castle Amber, Amber City, or the Forest of Arden, the Royal Amberites are sure to find sanctuary from Court life.

With King Random missing, the Amber Court was forced to elect Admiral Gerard as regent. He has placed his second in command, Vice Admiral Eloy, in charge of the Royal Amber Fleet. King Corwin of Pariz is personally leading a search and rescue fleet through Shadow to return King Random to Amber. According to law, they have five years before a new heir may be named to the throne of Amber in place of King Random should he never be recovered alive. The race is on for the future of Amber.

Magic Class: M2
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AVALON

Pariz System, Arthurian-based Island World (export: fine jewelry, herbs, wheat)

Avalon of current time is actually more of a combination High tech, medieval place. There is technology but the weapons have somewhat a commonalitywith swords and bows and spears of old.

The 'planet' is ruled by a King and Queen, one of whom inherits the Title, be it queen or king. In this case, the current monarch/leader is King Arthur XX, and his bride is chosen for him by the Council that advises his rule. (In effect, King is a Title, like president.) His bride is chosen for her genetic compatibility with him, and they hope to have each heir become more talented than the last.

The most common weapons used are laser swords, and the royal guards use a spear like weapon that fires a bolt of energy.

Juliette, while the current heir with rights to the title Princess, doesn't use it while in the Senate.

Magic Class: M4
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AVERNUS

Avernus System, Shadow on the Edge of Republic Civilization (export: pod racing, minerals, black market goods)

Avernus is a harsh, part desert, part volcanic Shadow barely within the Republic borders. It is mostly a desolate wastland rumored to serve as a base of operations for many groups of smugglers, gangsters, and the dangerous sport of pod-racing.

Prince Bleys of Amber has considerable influence on Avernus because of an ancient religion that links both he and King Corwin to the native populace as god figures.

Avernus is known for attracting all kinds of trouble, and also as a prime training ground for Amber's ground forces by General Bleys and his officers when Prince Gerard has finished with them in Amber.

Mos Jesby is the Capitol of Avernus. The Grand Vermilion Palace and main shadowship port are located here. The recently finished Grand Vermillion Palace houses a luxury hotel and casino, and its grounds include the largest and most lethal pod-race track maintained - the Badlands.

Mos Destan - A large Urban Settlement between Mos Jesby and the Wasteland. Rumored to be a stopping place for the lower dredges of criminal life on Avernus.

Magic Class: M2
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Shadow Avernus is not just a wild vacation spot for the rich and influential. It's a world of passion and adventure.

Visit Mos Jesby, the capitol of Avernus. At its heart is the recently finished Grand Vermillion Palace. The Grand Vermillion Palace houses a luxury hotel, casino, and its grounds include the largest and most lethal pod-race track maintained and dubbed the Badlands.

To the South of Mos Jesby is an exotic territory called the Preservation featuring daily discovery and hunting tours in natural Avernous settings.

For your trade and travel needs Clarissa Port maintains top of the line communication and technical support round the clock.

Besides the racing (including the annual Grand Magus Races) and gambling, The Grand Vermillion Palace has hosted top professionals, such as special guest entertainer, Cara Sylvain, who performed a special selection just for the splendor of Avernus guests.

So pack your bags and reserve your space for passion and adventure on Shadow Avernus!

 

BEGMA

Amber System [Golden Circle Shadow] (export: agriculture)

Shadow Begma is chiefly an agricultural supplier, and holds the market on such for the better part of the Amber System, through strong crop and livestock production. It is also a peaceful nation thanks to the alliance marriage of its Queen Coral to King Rinaldo of Kashfa. Orkuz City is the capitol of Begma, taking the tradition of naming the capitol after the preceeding ruler.

Begma was also a leader in supply lumber for the Golden Circle Kingdoms prior to the creation and use of Repulsolift crafts. The forests planted for shipping wood now grow undisturbed across the lands as a symbol of change with the advent of the Republic.

Magic Class: M2
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DEIGA

Amber System [Golden Circle Kingdom] (mining and textiles)

Shadow Deiga is low technology. Basic tools work, but nothing that operates on an electromagnetic charge works due to electromagnetic storms and the planet's large electromagnetic field.

Deiga is the poorest of the old Golden Circle Shadows. It has a strong farming community, but trades little else with the surrounding Shadows than produce, livestock, and textiles.

The people of Deiga are sturdy, private and hardworking individuals. In comparison to the other Shadows in near proximity to Amber, the people seem to be ill-educated. This has more to do with the widespread use of technology in the other realms that fails once it nears Deiga.

Geography

Deiga has good soil, large sources of fresh water and not much else. The land is mostly plain lands. There are some mountain ranges in the major continent. Near the equator, the land is filled with savannas and rainforests. There are no deserts on Deiga, unless you count the winter land to the north and south. It is a beautiful land, unspoiled by pollution, but many technophiles consider the planet inhospitable. Seen from up above, the land seems divided into quadrants, the farm land below spread out as though it were a large chessboard.

Travel on Deiga is usually made on horseback (or other riding animals) and for those with money, steam engines or trains. People tend not to stray from home. As farmers, most family groups are self-sufficient and don't need to purchase supplies from others. There are marketplaces, to the north and south of the planet where the produce is taken to be sold to other Shadows.

Population

Due to its level of technology, many choose not to make Deiga their home. It makes travel to and from Deiga from other systems difficult, but not impossible. All one needs is a calm time between magnetic storms, something which only seems to exist in the colder regions of Deiga during midwinter. Many pilots refuse to land during the summer, and most choose not to land anywhere near the equator, no matter the time of year. The population is sparse.

Denizens

The people of Deiga are quiet, reserved and peaceful. The population is mostly human, but the rare alien race is seen. Deiga is the perfect world for people to hide in, provided there is a willingness to give up all technological aides. It is hard to find anyone in Deiga as sensors either fail or give misleading readings. The locals consider themselves lucky if their holoscreens work.

There is a belief in old gods and goddesses in Deiga. They worship Ceranus, god of land and animal, Narun, goddess of fertility and plants, and each family group has its own minor household god or goddess which sees to the safety of the family.

Government

The planet is too large, and travel too inconvenient to have a centralized government to care for the whole world. The continents each have a governing official and they all meet to discuss the Shadow's future. The delegate to the senate is chosen from among these officials, and when he returns to Deiga, he sits as chairperson for any meetings the officials have.

On a more regional level, the farmers in a community form a fiefdom, choosing an elder member of the community to act as the Lord and regional representative to the governing officials.

Flora & Fauna

Deiga was long ago converted for agricultural use. Much of the land near the equator has remained rainforest and savannah lands, but the rest of the planet works on crop rotation of grains, vegetables, and roots. The fauna consists of farm animals and the few small native predators to Deiga. Given Deiga's close proximity to Amber, most of its life, both flora and fauna are similar in nature to the world it once considered its sovereign.

Magic Class: M2
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EAIN

Earth System (export: Slink)

Eain is a semi-technologically advanced shadow. They have space flight and electricity, but it is a run down world, far away from Amber. The rich are very rich, having a monopoly on the production of Slink. It is known for a particular type of spidery silk worm product that when combined with polymers produces a material called Slink. Slink is the equivalent of a light weight armor that is very good at dissipating energy weapon fire. It also has radiation protection qualities and used is in the manufacture of space suits.

Magic Class: M1
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EARTH

Earth System (export: tourism, cocoa, animals)

Shadow Earth is the home origin of most human Shadowspace faring people. It's people are considered as the most cunning short-lived race in the Multiverse. It is said that the bloody history of Shadow Earth rivals that found in Amber and the ancient Courts of Chaos.

The native people are said to value pride and success above all else. Shadow Earth was one of the last Shadow nations to join the Republic, about three hundred years after its inception, only after need of technological assistance during a crisis.

Earth Defense Force

Shadow Earth maintains one of the strongest mechanised military units known as the Earth Defense Force (EDF). It is composed of several models of transforming vehicles, usually jet to robot, and is commanded by Admiral Nesahn from the headquarters, Borealis.

The EDF was a result of Princess Flora of Amber campaigning to stave off Hutt Slaver attacks on remote worlds. An agreement was made to exchange Spark engines to Shadow Earth representatives on the condition that Shadow Earth would join the Republic and abide by its laws. Princess Flora was the intermediary person responsible for managing the agreement and it is said that she alone was entrusted with the data files regarding Spark engine technology. As a result, the EDF emerged as the strongest Shadow Realm-based military force conceived (that is, the EDF mechanized creations cease to function when removed from most of the conditions fould in the Shadow physics underlying Shadow Earth Shadowspace).

Some critics believe that the EDF will only further entrench Shadow Earth as an isolationist Republic member while others believe that the renewed home security promotes growth and travel to Shadow Earth for all within the Republic.

Magic Class: M1
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EREGNOR

Amber System [Golden Circle Kingdom] (export: minerals, agriculture, livestock)

Eregnor is working to create a prototype alloy that would function similarly to the refined ore from the mines of Tir-na Nog'th. If successful, it could prove to be an economic match for Amber.

Magic Class: M2
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HOTH

Hoth System (export: ice)

Hoth is an arctic wasteland of a Shadow, but for some it is also a strategic base of operations, such as for smugglers and Chaos grave robbers. Prince Bleys of Amber has long fought such criminal elements on the request of King Random of Amber.

Magic Class: M0
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KAPITOL

Earth System (export: minerals)

Kapitol is a shadow situated on the outer rim of Republic Shadowspace. It is a harsh place, hot, dry, plagued by powerful and frequent electric storms and in a state of permanent low-grade war with the two most immediate neighbourhood shadows, Dospen and Etuas. Kapitol has only recently joined the Republic, and has done so only to have protection from its enemies, but the timing was bad: about 3 years after joining the Republic, the Weirmonken Conflict caused Kapitol to deploy trrops to Amber and Dospen and Etuas choose that moment to strike, destroying Kapitol's greatest city, Maben, and killing many government and military officers. The attackers were at last repelled but the city was razed and the capitol status was passed to Haven.

Kaptol's government is complex, consisting part of an elected Council, a Military Advisor and an hereditary position of First Citizien, but most decisions are made by the Triumvirate which is composed by the richest member of the three major Sects (Guilds), now the Miners' the Merchants' and the Manufactures', but the last two guilds change over time. Kapitol's greatest wealth is its mineral resources, since the rock strata of Kapitol contains many rare metals and is itself useful as a very durable and marble-like building material, sought after by those who can afford it. Kapitol's government is considering joining the Trade Federation, but the debate is still open and isn't likely to be settled down quickly.

" No sentient is allowed to leave a city, town, settlement of refuge of any kind without either a working insulator field generator of any kind and specification or an insulating personal coverall on the pain of suffering the consequences of his/her/its own action." (Kapitol Council Decree n. 526)

Kapitol Government System

Kapitol has a very complex gvernment system. This a description of the parts composing the system.

The Triumvirate: It is composed of the richest members of three "most important" sects (Kapitolian term for guilds) and the duty of the triumvirate is the writing of the laws. A law can be proposed by anyone but the formal writeup of the law is up to the Triumvirate. Another task of the Triumvirate is the management of the Treasurey and the ratification of inter-Shadow treaties.

Current Incumbents: Jhonatan Ormo, Sectmaster of the Miners, Gesebel Anaros, Sectmistress of the Merchants and Dartel Derolus, Sectmaster of the Manufacturers.
The Deputees: It is a select group of 12 men selected by the Triumvirate to advise and discuss the ratification of the law, looking for precedents and generally doing all the footwork for the Triumvirate to the point of covering for any member that is supervising his extra-government business. Although they have no formal power other than a fancy title and a large income, their influence is considerable.

The Military Advisor: Or better, advisors since the decision of the Advisor can be effective only if at least three of the five groups that consitute the Army agree with him. He can veto any decision "concering and harmful to the safety of Kapitol." Often, when making a new law, one of the most time-consuming parts is arguing over this point.

Current Icumbents: Onoratus Dass
The First Citizien: Until joining the Republic this, was little more than a formal title, but now he is the Ambassador to the Republic and it is he who makes formal requests to and takes seat in the Republic Council.

Current Incumbent: Fieldmarshal Georgius Varon
The Council: It is composed by 50 members elected by the population. It is in its power to stop the application (but not veto) of any law of the Triumvirate. At this point the Triumvirate must either modify the law or wait 6 months to repropose the law. The third time the Triumvirate proposes the law, the Council cannot stop it. The council can also write "Council Laws" or promulgation. They are laws, mostly concering the safety of citiziens, that are not enforced penally or fiscally and so they are little more then public advice. Only when unanimity is reached can the Council force the Triumvirate to transform a Council Law existing for more than 2 years into a true and enforced law.

Geography

Well, there isn't much to say. Kapitol mostly has a rocky surface and the polar ice caps are extremely small. There is only one ocean on the northern hemisphere and "ocean" is a comparative term. Water is mostly retrieved from artesian wells and underground sources. There are only two great cities, Haven and Dormus, and most of the population lives on "farms." Every settlement is surrounded by a powerful insulator field.

Notable Flora and Fauna
Note: These are by no means the only kind of plants and animals living on Kapitol; they are just the more notable.

iaticos: a small snakelike lizard, it is often used as a pet as it is friendly, smart and easily housebroken.

umaula: this is a strange shapeshifting animal. Its natural form is not unlike a coyote in shape and about as big, but its alternate form is a kind of huge armadillo resistant to the effects of the Electric Storm and so he is greatly advantaged, being about the only animal able to wander in the Storm, while the others must seek refuge.

orechigt: A very big, bulky herbivore. It is the main form of nutrition of Kapitolians and it is the animal most commnly found in farms.

surba: the most common form of vegetation, and an edible vegetation luckily. It is composed of a mushroom-like cap (the edible part) froth with juices and a very long (up to 250-300 meters) set of roots. The roots secrete a substance that corrodes Kapitolian Marble, the rock found at about 50-150 meters depth, thus finding the water it needs. It is also a great bane for the Marble mines.

Military Overview

The military is divided into branches (due to the Kapitolian habit of classification), each with specific competence: Ground Forces and Logistics, Air Forces, Shadowship Navy are what they appear to be. So is Special and Covert Operations. The strangest military branches are the Sect of Mercenaries and the Wardens. The first is a sect and as such sells its sevices, but it must have approval from the Army before accepting a contract. The Wardens are the cops. Although they are nominally part of the Military, they are not subject to the autority of the Army unless in "emergency situation of a conflict." Normally they answer to the Triumvirate and the Council.

Justice System

Crimes are more or less the ones you can expect in a civilized Shadow. You can get away with pretty much anything by paying a fine or, if you can't pay, by working for the Public Good (i.e. the Triumvirate). The exceptions are murder, slavery and rape: You cannot get away with those crimes and no position or wealth can buy you a way out. The criminal is taken to an area without settlements, stripped of everything and left there.

The Storm

The electric storms of Kapitol are a nightmare to anyone outside a settlement. They can easily tear a man apart, or destroy his brain. The only thing that can protect a person outside during a storm are an insulating coverall and an isulator field generator, but it is not a fun experience anyway. However the Storm is an alternative: Kapitolians have developed a form of energy based on the storm and, while not nearly as powerful or versatile as Spark, it is much, much cheaper. Another consideration about Storm Energy is that it works only in Kapitol and perhaps a few other Shadows.

Magic Class: M1
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KARM

Amber System [Golden Circle Kingdom] (export: education, wine)

Karm is a Shadow that prides itself on education. The Royal Ericson University, named after the long dead King Eric of Amber, ranks in the top three in practically every Liberal Arts subject matter. Many of the top researchers in sciences and math graduate from REU and are highly sought candidates in the Republic workforce, even in Amber.

Another matter of pride in Karm are the wines it produces. Said rivaled only by those found in Shadow Pariz, when the Karm crops are weak. The specially tended grape vines are cultivated by chief agriculturalists round the clock, working to beat out last year's selling. Wine is the chief export throughout the Republic, but also a profitable source of lavish tourism during the Annual Wine Festival.

Magic Class: M2
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KASHFA

Amber System [Golden Circle Kingdom] (export: tourism, Trade Federation)

Kashfa is a sprawling world of cities mixed with cultivated theme parks and resorts for fantasy getaways. Kashfa also is the chief producer of holo-videos (vids) with amazing production crews, spectacular computer special effects, and the cream of the crop starlets pouring through cinematic features.

The Trade Federation

King Rinaldo has organized something called the Trade Federation that runs parallel to the Republic Guilds, undercutting Republic prices and making larger profits at the same time by avoiding guild middlemen. Rumors persist that Kashfa and Begma receive more than their fair share of Republic profits to try to keep Rinaldo in line, but so far no one has openly challenged Rinaldo's plans.

The Trade Federation operates openly from orbiting stations outside Republic core worlds. Earth does not yet have Trade Federation access due in part to Princess Flora's lobbying against the organization. Rinaldo claims that very soon every Shadow world will know his name and will have their desires met thanks to his Trade Federation. Rinaldo seems to get along well with Random, besides the tension of Republic Guild versus Trade Federation debate. Some believe that Random is making a profit under the table, though none can prove this.

Magic Class: M2
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KASHYYYK

Earth System (export: education, agriculture)

The Wookie homeworld is a mass of jungle terrain with large trees and a surprizingly advanced culture in terms of mathematics and social philosophy. Outsiders are filtered through intense screening processes at the ports and those who bypass security checkpoints are usually expelled to the nearest Republic security Shadowspace station.

Magic Class: M4
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KATEGENO

Earth System (export: exotic goods, tech repair)

In Amber game terms, Kategeno is a normal Shadow: relative time is about the same as Shadow Earth or a bit slower, there are no special barriers or odd rules, normal powers work normally, and normal technology for the Star Wars and Amber genres applies. If interlopers with strange powers create mayhem, the civilized natives, who are excellent merchants, will just have to hire someone with even better powers to quiet things down. There are many Shadow Paths centered on the one major city, but they don't go anywhere important, just to places that have resources to trade. Most of those places are also fairly desert-like.

Kategeno is a desert planet, similar to Tatooine: a lot of the Arabian Desert, and a bit each of Sahara, Moroccan bazaar and Australian Nullabor. It's fine place to wander around, get lost and die. Get used to sandy yellow and pale, washed-out blue skies. You'll see lots of them in Kategeno. Sunglasses are good, there is plenty of glare. And it's hot by day and cool to freezing at night. Pale robes are practical.

Kategeno has a normal atmosphere (0.01% less than Earth oxygen but vastly less pollution), normal gravity (0.98G), days (24hrs), normal bright light (but plenty of ultraviolet so watch out for sunburn and cover up), tolerably normal weather (but watch out for sand/dust storms), and a full range of desert flora and fauna, including scruffy bushes, palm trees, cacti, scorpions, vultures and dingoes (sandy yellow wolves).

Kategeno long ago sold off its mineral resources, so the place is riddled with worked-out and abandoned mines. It's a great place for having people suddenly appear "out of nowhere" ("nowhere" being the hidden entrance of an old mine).

There are two races on Kategeno. The humans for all practical purposes are Arabs except in their religion - more on that later. The Jindalee are a tall, humanoid, primitive race, sand-colored and with shark-like fins on their heads. They are stealthy nomadic hunters. The two races live apart and in peace, and they have been at peace since the mines ran out. The Jindalee want only to be left alone, and leaving them alone is easy, as you are not likely to see one unless he or she wants to be seen. The humans respect the Jindalee and are happy to leave it like that.

Public knowledge on the Jindalee is scarce, because the idea of being objects of study, as though they were prey and not the hunters, offends them. Privacy laws in Kategeno are strong, and include a collective privacy code for the Jindalee. A museum of Jindalee artifacts would be completely illegal.

The human population of Kategeno is widely dispersed, and the most traditional (and respected) element is nomadic. There are a lot of old, small, one-road towns that used to be mining towns but have become mere trading posts Kategeno houses are like stone igloos. There are a lot more tents than houses.

There is one major city, which is simultaneously a Shadow Path nexus, a river and sea port, a star port, a nexus of ancient stone roads and a site of ancient temples: ancient Hazbaal. This also looks a lot like Tatooine: it would not seem out of place to see Watto, a Hutt, Sebulba or pod races there. (But child slavery or any other form of child abuse would be unacceptable, see religion below.)

The religion of Kategeno is an ancient radical reform of a primitive tradition where the children of the best and wealthiest people of the sacred and ruling city were sacrificed at altars and statues to the gods Baal (physical power and prosperity), and his wives Pteor (love and "right emotion") and Tanit (wit, learning and wisdom). The reforms were:

* No human sacrifices -- give charity not children.
* No altars, statues or images.
* No child slavery/sale, to priests or anyone else.
* No city walls raised against the nomads.

The reform was entirely successful. The revolutionaries won because (a) the nomads were all for ending a city temple-based cult that excluded them, and (B) nobody fought too hard for the right to have their children dragged away and sacrificed by bloody priests.

The result was a pagan religion that superficially looks like Islam because of the charity and ban on images, but which is nothing like Islam in spirit. (There is no monotheism, no Prophet, no Koran and so on.) Two side effects of this are that there is a tradition of elite polygamy (once essential because of the heavy sacrifices of first born boys) and strong precedent for the masses taking up arms to get rid of elites who engage in corrupt, evil, non-traditional ways -- and everybody is very aware of that. (I've specifically defined all this so that whatever happens in the game, good or bad, it has nothing to do with a real world religion.)

The armed forces of Kategeno are small and weak. It has been a long time since anyone fought a real war. There are no war veterans. There are abundant recruits for low-technology light infantry: fit, lean desert-dweller. But that is only potential. There are princes in plenty to train assiduously with advanced vehicles of all kinds. The air force is good. But that's all. The senior officers of the Kategeno armed forces are soft, fat, amiable princes who would have to learn the reality of war from scratch if one broke out. Vital military arts such as logistics are not studied because they are not glamorous and nobody really feels the pinch of necessity to do dull jobs right. Battle droids could walk all over this planet, at least at first.

Kategeno traders are shrewd, well-educated, polite, and unusually honest This is no planet of crooked rug-merchants. In ancient times, Kategeno traders would arrive by ship, and row to shore. There they would leave goods spread out, and row back to the ship. The natives, of whatever race, would come and inspect the goods. If they were satisfied, they would lay down their own trade goods, such as ivory, and retreat. The merchants would come in and check the native offer, and row back without touching anything if they thought it was not enough And so on, till both sides were agreed, and the deal went ahead, or the ship sailed away. Of course if the natives stole the trade goods on offer, the ship would never sail back.

The same spirit of personal caution and commercial trust still prevails. As does the attitude that if someone robs you, you never give them a second chance. As bankers and securities traders, Kategeno merchants are more honest and reliable that Swiss banks, and at least as discreet. When you need top quality and merchants who can recognize it, and you can't risk chicanery, Kategeno traders are as good a bet as you'll get. This is why a planet with only a subsistence agriculture and little heavy industry is still prosperous.

The government of Kategeno is Saudi-style: a traditional monarchy, bolstered by a royal family of thousands in a planet with a low population. Kingship is limited to the sons of the late king, unless all of them are hopeless, in which case the late king's brothers and their sons would be considered candidates for the crown. There is no opportunity for mass political representation, but the king has to travel and hold an open court regularly, listening to complaints from anyone who chooses to get in the queue to talk to him. The legitimacy of the government rests on tradition, charity and delivering the goods economically. The government's policy is always conservative, avoiding trouble with the people and other planets. Local communities regulate themselves by custom, and have little interest in what the king thinks. The real political contest is in the family. Many positions, such as in the military, are up for grabs.

There is no overall leader of the armed forces, and no state secret police to be chief of, since nobody could agree on who would hold such important jobs. Instead, various branches of the family have their own business intelligence agencies and people in the armed forces, with lots of turn-taking, sometimes at the expense of talent.

Society can be summed up as "Star Wars standard", with Arabian Nights touches and occasional belly-dancing. There are no odd kinship structures, and a newcomer will probably not get in terrible trouble with any local customs. The main form of serious crime in Kategeno is vendettas over family honor. Don't insult people, especially without knowing who they're related to, that's a very bad idea. Other kinds of crime exist, as in any human society, but at fairly low levels. There are no beggars. Drug addiction is rare. Tax evasion is not much of an issue. Kickbacks are not an issue because they are legal.

Besides trade, a big economic activity is repair. Kategenoites are great tinkers, tailors, mechanics and whatever. If it's a job that calls for a small craft workshop, and you have the essential parts, and the money, you're in luck. The technology is good, but static. Everybody knows what works, and it only changes in fashion and what priorities your customers have, so it makes more sense to keep old things running than to always replace broken items with the latest model.

That's all. To sum up: this is a standard Star Wars decorative planet with a desert theme and no mighty power sources.

Magic Class: M2
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THE LEAGUE OF SHADOWS

Chaos System [the former Courts of Chaos] (export: tourism)

This area is made up of many of the lands formerly held by the Courts of Chaos, as well as a small handful of Shadows that actually seemed to form around the fall of that ancient and aeonic realm. It proved, for once and for all, that the poles were and that was all there was too it. Unless something destroyed the absolute existence of a place, eradicating it so thoroughly none might ever find it again by any means, either real, imagined, or recovered from the darkest memory, the universe would continue trundling onward towards some unknowable end.

Into the vacuum left by the fall of the Courts, numerous petty warlords, tyrants, and rabble-rousers rose to claim dominion of the newly vacated worlds. Trade lanes passed into lament, abandoned to misuse thanks to the lack of order. And many thought it a grand bit of irony that the dissolving into anarchy of the Courts was heralded by the destruction of the home of the Chaos itself.

Now, very little stands over the Abyss. None pass within the walls that formerly held the Grand Bazaar, greatest of trading outposts and malls and pawn shops and bars. The seat of power shifted out and into the stellar winds blasting eternal from the mouth of the Abyss. Disorder spread and there was a greater danger than just the fall of one Shadow or two, perhaps even a dozen.

When the Courts fell, the shock of the impact was felt all the way to Amber and back. But on the rise back, that wave was ridden by Dalt. Upon it he brought the forces he had built over time, those armies and navies and war-machines he had spent long years crafting without the interference of meddling Amberites, Jedi, or wizards. Into a maelstrom the bastard son of Oberon took his forces and took what he could. Surprisingly enough to many, and far from heartening to many others, he took a great deal of the Shadows formerly residing on the extreme end of Ygg.

While certainly not the most diplomatic of leaders, Dalt has proven from the beginning of his government's existence that thanks to untold years spent leading ragtag bands against vastly greater odds, as well as riding at the head of a day-long legion, he has developed the skills to make something out of nothing.

Current News

Through the efforts of the League's Senators and the perseverance of her army, numerous Ways have been opened from one end of the League to another, greatly expediting travel across that System. In addition, plans have been announced to begin in the clearing of many of the lost SpaceWays and Navpaths, places where the stuff of Shadow grows thin in the emptiness of the absolute outer space and allows for extremely rapid transport. Also of note, though not so recent, the League was able to offer transport and assistance to first those suffering from the plague spreading across a number of Shadow worlds.

Dalt established a new capitol two Shdaows removed from Thelbane and the old Court realms, taking over a small citadel and establishing it as the base of opertations for consolidation of the territories that would become the League. Luckily, Dalt's arrival was welcomed by many of the Shadows he visited, particularly those that had experienced the atrocities of roving bands of Shadow Raiders and marauders. The city that has grown about that citadel is known as Alian, and has grown from a simple military camp to a bustling trade city with nearly five million inhabitants. Which is not to say it is a metropolis by the standards of many worlds, but it is a far cry from the low-tech, no magic, barbarian strong hold it had been. From here, Dalt works to consolidate his strength and aid the Republic, something which strikes many as odd considering his previous hatred of all things Amber. There are those that have intimated that this support is designed to draw support away from Amber and her ages old dominion over most of the known Shadows, but this is conjecture and not usually mentioned by those with tact or forethought, as Dalt is well known for his treatment of those who question his motives.

For Many, The League of Shadows now stands as a testament to the power of Republic military and political might. Dalt's control over the territories is loose, but attentive to the remaining inhabitants.

Magic Class: M8
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PARIZ

Pariz System (export: blasters/weapons, wine, tourism)

Home of King Corwin, and his remarkable Blaster manufacturing plants, outside of the capitol city of New Avalon. Pariz is said to be a Shadow of mystery and delights where horse-drawn buggies roam the fog laden cobblestone streets under magic lanterns between gothic-inspired architecture.

It is a realm of quick duels, magnificant ships, and ageless secrets. The people of Pariz speak with what some from Shadow Earth might state, "A French lilt," to the usual more gutteral Thari. The marketplaces in Pariz bussel in the spring through fall seasons. The merchant class is about on par with the working and artisan class. There is a marginal government composed of members from the regions of Pariz, called governors. For the most part this is little disturbance within Pariz as no threat of war, starvation, plague, or other incidents threaten the Realm of Lights.

Visiting Pariz is often like entering into a noir genre. No matter the time of year the realm is surrounded with a thick bank of clouds like a cotton shell keeping the sights hidden until you step through and are simply there.

The actual landmass itself is not large and if one could say so, it is more or less a single continent with inland channels of rivers and lakes, peppered with islands. The ocean is a glistening silver reflection of the sky. Dots flit about, mostly other distant crafts, along with the mysterious feathered serpents. There is a steady precipitation throughout, pausing with brilliant moments of radiant sunlight. One heavily snowcapped mountain range where most of the fresh water trickles down to the civilized metro, including New Avalon, home of the government and production of the blaster technology which the Republic relies on for settling aggressive negotiations swiftly. The spires of the Faiella Cathedra reach up in a gothic defiance to the surrounding Republic modern architecture. The Palace across the street is a mixture of gray rusticated stone, and buttressed walls with plasteel windows over the central hall of Parliament. Gargoyls in the shape of familiar creatures of Chaos line the palace's exterior.

Magic Class: M4
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REBMA

Amber System (export: tourism, glassware and jewelry)

Rebma is the underwater sister nation that shares the world called Amber. Rebma is a queendom of quiet power. It prefers to not interfere in other nations and to not resort to military action unless necessary. The Rebmian Trade Guild hold equal status with the Amber Trade Guild and has successfully helped develop a strong central economy for the Amber Shadow System.

Many in Rebma prefer the long stretches of peace and prosperity that is rarely enjoyed by their land-dwelling cousins in Amber and take great steps to preserve this natural state of Rebma. Many Rebmians believe that the land dwellers of Amber are uncultured and prone to violent ends.

Moire, the former Rebmian Queen, was murdered while visiting Amber during the Wiermonken Conflict. She was allegedly assassinated by a mysterious dark figure who, after failing to assassinate Princess Xanieas and the rest of Moire's entourage, fled as Amber Royal Guards and Padawan Morgan pursued the figure down to the Pattern room. The assassin escaped capture by walking the Kolvir Pattern and teleported away to the Wiermonken base of operations in Tir-na Nog'th. Morgan walked the Pattern for the first time, against the wishes of his Master, Princess Llewella, and died fighting the assassin in Tir-na Nog'th. No one has yet to come forth with knowledge about why an assassin would target Moire and her line.

Moire's (and Corwin's) daughter, Princess Xanieas of Rebma, Amber, and Pariz, was crowned shortly after Moire's death, and has ruled Rebma with extraordinary caution.

Overview

Rebma is a society nearing the brink of drastic change. The imminent clash in the society is best symbolized between the two distinct cities that have emerged in the years of the Republic. The first, sometimes referred to as the Old City by visitors who don’t know any better, is based upon uncounted centuries of tradition. Cut and formed from the coral and other rock deposits of the ocean – formed from the very ocean herself – the City is a place of wonder and breathtaking beauty. While very little sunlight filters from the surface of the water, that light is caught and magnified by a multitude of mirrored surfaces placed in the coral, bringing light to the darkness of the deeps. However, the City is beautiful by any light, including that of the softly hued magical globes that illumine the homes and streets at night. The Palace and the Houses of the Nobles, no matter how poor, are in this area. All buildings are masterpieces of natural workmanship, cut to appear natural yet majestically their own. Most have skylights cut through the roofs of the coral or mineral deposits from which they are fashioned, with more of the mirrors bringing light into the rooms.

Beyond the "Old City," and even more ancient, are areas that are truly the Old City for native Rebmians. The distinction is important to natives, though often lost on visitors. It is also referred to as the Dark Zone. This area extends for many miles both out into the sea as well as deeper under the water, and includes both the dimmer and less artistic homes of the worker class members, as well as the Ruins. What the Ruins are, no one seems to know. But pockets of ancient broken buildings and sections of cities can be found throughout the Dark Zone. Some, usually the more accessible ones, are open for tourism. However, others are off-limits to non-Rebmians, and zaedals found poking about there are arrested without exception. It is said that Royal Permission must be obtained to visit these sites.

But apart from the majesty and wonder of the City, there is the New City. Shallower and less stable, this consists of bubbles, artificial and alien environments with no sympathy to the Sea. These domed structures are anchored to poles attached to the seabed, drilled into the Dark Zone terrain apparently without much concern for what had originally been there. It is in this area of Rebma that the younger set can be found. Declaiming the beauty of the sea of their birth, younger Rebmians can now theoretically live their entire lives without stepping into the Sea that previously had been their home. This is highly unlikely, though, since as members of the Noble Houses, most of these have had to visit their ancestral homes in the City at least once or twice.

The artificial, air-filled environments in the New City house every convenience of the Republic, as well as every vice. The younger set is enjoying the increased freedom from the somewhat stuffy environment found in the City. However, perhaps because some things have become so ingrained over time, even the wildest Rebmian night spots are tame and quiet compared to Amber. And more Rebmians still find fulfillment in the arts in greater concentration than in any other Shadow. An unusual number of fountains can also be found in the domes of the New City as well, proving that though you can take the Rebmian out of water, you can’t take the water out of the Rebmian. At least, not right away.

Though the rigid two-class system has survived for centuries beyond counting, the lines are beginning to blur between the members of the two classes amongst the younger people. Add to that tension the mounting friction between the City and the New City due to their differing desires and requirements, and the Rebma that queen Xanieas rules over is a far different creature than that of her mother’s era. How long Rebma will maintain its current structure, and which of the sides will buckle, remains to be seen.

Lay of the "Land"

Rebma lies off the coast of the Amber Sea, a mystical land without land, a haunting apparition under water. It is reached most easily by train, the Queen Moire Memorial Monorail [the ‘3M’ to locals] making the trip to and from Amber in a mere 8 hours. The crystal-clear waters of the sea conceal no secrets near the coast, but farther out onto the water more is obscured, and Rebma can only be seen from above the water on very clear days when the sun is near the horizon. Consequently, glass-bottomed pleasure boats make a healthy profit by claiming to allow people to see the "mystical city under the sea." No refunds are offered if the conditions are not ideal, and the patrons are unable to see Rebma.

Politics

Rebma is a monarchy ruled exclusively by a Queen – currently the young Queen Xanieas – who is in turn advised by a Parliament of Elders. While the Queen’s decree is absolute, the Parliament acts to bring forth issues of concern to the people. Each House appoints an Elder to represent them in the Parliament, and each of the Guilds also appoints representatives from their ranks. Any member of the Parliament may bring up an issue for discussion. The Parliament may then formulate a law or decree, agreed upon by majority vote, which is then presented to the Queen for consideration. The Queen then may approve the law or decree, or send it back for revision. The Queen may also dismiss the item, though it is usually not considered politic to do so.

People

All social status in Rebma is centered on the royal family, and one's status is measured by how closely one is related to the Queen. Anyone in the noble class is in some way related to the royal family, no matter how distantly and even if she does not hold rank herself. The larger, more powerful and richer Noble Houses maintain close ties both with the Royal Family and with each other, arranged marriage alliances still common practice amongst those with the rank and the power to trade. On the other hand, most of the minor nobles have little in the way of anything except their titles, maintaining position in the noble class by virtue of their lineage alone. Some who have dwindled or been cut off from their parent House may even lack representation in the Parliament, and may have to work for a living. These are often the minor ministers, secretaries, and accountants that keep the whole government system running.

Apart from the noble elite, the rest of Rebma is what one might call the worker class. They are the ones who do the building, cleaning, and other undesirable work. These are the people who can claim no legitimate lineage to the Queen, holding no titles or lands. Members of the worker class usually live in the deepest parts of Rebma, away from the lights and life of the upper domes, or the staid elegance of the City.

Recently, in the past 200 years or so, a third class has begun to emerge and take shape in Rebmian society. This supposed third class would be people who are not nobility but still have money enough to be social. This group, often referred to by the Noble Elite as "gleps," which is an old Rebmian word for someone who has stepped out of place, is a tiny minority. The Gleps are usually members of the worker class who have managed to get into one of the Guilds by sheer skill or talent, although usually a fair monetary donation needs to be offered as well. The Guild then gives them access to a far greater income than one of their social station may ordinarily expect. And money along with artistic notoriety brings new social standing. Some Gleps may also be members of the minor nobility as well, though it is less common. Most Gleps from the noble class are referred to as such because of some familial indiscretion tainting the family’s reputation.

Culture

Rebmian custom is very stylized, based on politeness, formality, and correctness of form – and according to some people – egotism and issues of ownership. Of course, those same people are often uncomfortable with the way that Rebmian society is centered on women. Women are most assuredly the ones in authority in Rebma, with men taking a back seat in all things, becoming both classes’ "alternate class." While Rebma has progressed beyond the ancient practices of entrenched division between the sexes, including separate living quarters and segregation in all aspects of daily life, men still have not made it into a state of equality in the culture. The monarchy is ruled by a Queen, and all Noble Houses are headed by women. If no female heirs are produced, the line is passed to the nearest female heir, no matter her age. While there is a small movement that might be equated as masculinism, its influence is yet small with the rigid and unchanging rules of the Noble Houses. However, the movement is gaining some popularity with the younger set, and may yet enjoy more influence as the youth of today take the positions of authority of tomorrow. Provided it can survive until that day.

In keeping with the stiff and stylized manners, preserved and nurtured since antiquity, Rebmian Court and Noble Class society is one of set rules and strict etiquette. As an example of how the Noble Class operates, take a simple example: a hair clip as a symbol for one’s romantic involvement. Male members of the Noble Class – even those with little status – use a hair clip to indicate whether he is involved with another person. Different properties of the clip indicate different things about the relationship. For example, a round clip indicates a relatively casual dating status, with other shapes indicating both the man's partnership status as well as how seriously involved he is. An oval clip – a shape in the rounded category – still denotes dating. However, it does indicate a more serious involvement, with subtleties in the color scheme indicating how serious one might be. These subtleties might include anything from whether the relationship has progressed to being monogamous dating, all the way to being one step away from being engaged.

A square clip would mean a betrothal, with slight shape and color-scheme variances indicating the ranks of the parties involved. Some Rebmian boys start to wear their hair back in a square clip from the time they reach puberty, since betrothal is popular especially in the higher circles. In that case, often the young betrothed girl also wears a matching hair decoration of a different style to indicate her status. This is because not just boys are marriage bait the closer one gets to the crown, with families always vying for more position. The decoration on the jewelry is unique to each person or family, although the colors are often predetermined by social convention. The round ones, being so casual, are not governed by much formality.
Other shapes indicate other attachments, such as to holy orders, magical training, the Jedi, etc. In those cases, girls also often wear something to indicate their status. Diamond shapes always indicate marriage, and are often quite plain, but again sometimes variances can be found. However, those variances are not often discussed in polite company, and are never found anywhere near the Royal Court.

In keeping with the Rebmian attitude about men and women, when speaking about monogamy in Rebma, one is referring always to the woman. It is assumed the man would not see any other woman until and unless the woman in the relationship releases him. However, this may today almost be considered more of an ideal, as adherence to custom always depends on the individual.

In this way one may extrapolate and imagine an entire society built off of cues given by what people are wearing, how they are wearing it, when and where it's being worn, etc. This may include both the clothes in and of themselves, as well as in relation to religious and political celebrations or other observances. And while the rules may not be as strict amongst the lower class, the same sort of mentality still permeates the whole of society. Natives raised in this environment who learn the intricate rules from birth have no trouble navigating the societal code, but it is often recommended that visitors to Rebma – especially long-term ones – should find a guide who is willing to explain what is going on.

Apart from this, Rebmian society is fairly free in its expression of itself in the various art forms. Music, dance, and more concrete artistic endeavors are all highly valued in society, and Rebma seems to have an unusually high number of those gifted in these expressions. While it is slightly more difficult for men to achieve high status in the arts as women in the same discipline, it is not impossible or unheard of. It is a rather amazing societal phenomenon that a culture as stiff, formal, and repressed as Rebma allows such freedom of personal expression. Perhaps it is because such an outlet is allowed that Rebmian society has survived relatively intact for so long.

One artistic expression that is dominated by women is the theatre. Men are outlawed from becoming actors in Rebma and this has forced some men to either appear as a women or find a career outside of Rebma. Theatre is considered one of the greatest performing arts in Rebma and attracts patrons throughout the Republic who attend the Summer Season Royal, a month-long series of amateaur and professional performances usually sold out a year in advance.

Economy

Rebmian money is based almost exclusively on trade in fine art. Whatever it is, if it is Rebmian and art, it usually sells for three and sometimes four times more than from anywhere else in the Republic. And that only includes things that are easy to get. Music, painting, sculpture, stonework, jewelry, and metal-working are all specialties in Rebma, with attendant highly powerful Guilds to support them. However, above all else, Rebma prizes their work in glass. Rebmian glassware is valued and even treasured for its exquisite clarity, delicacy, and beauty. Fortunes have been paid for pieces of the rarer pieces, and some artists’ work is almost never seen outside of Rebma unless it is in the possession of a Rebmian.

The Rebmian Guilds have peaceful relations with the Amber Guilds for the most part, with competition existing only in certain areas such as metal-working and stonework. However, the introduction of King Rinaldo’s Trade Federation threatens to upset the balance of the economy in the Amber System, undercutting Guild prices and introducing new competition into the markets. But for all of that, Rebmians seem confident that their products will still claim enough prestige to keep their economy strong.

Religion

At one time, Rebma was governed by a theocracy, the ultimate authority resting with one declared to be the true representative of the goddess amongst the people, called the Pryl'Tiran. At this time, it was believed that the Maelstrom was the physical manifestation of the Goddess in the world, and the priests would visit it in order to gain insight and wisdom, although sometimes these things came with a price in the form of sacrifices of various kinds. It is said that in the misty dark times the priests even sacrificed people to the Maelstrom, although there is no evidence to support these rumors.

During this time, a certain Pryl'Tiran rose to power by promoting the belief that he could bring absolute goodness to Rebma. Tarothin determined that darkness was evil, so in order to destroy all evil in Rebma, he and his priests created magic torches to burn away any darkness they encountered. They took these torches everywhere, burning away anything determined to be dark and therefore evil. Unfortunately, as one might guess, the determination of what exactly is dark and what is light is somewhat open to interpretation. And when Tarothin and his followers took over interpreting this, as might be expected, as their power grew. And as their power grew, so too did their wealth and greed. Originally, the priests were just ordinary people who found they had a special bond with the Maelstrom and had dedicated their lives to serving the people. With the rise of Tarothin and his ideals, the priesthood was quickly overrun with self-serving individuals who used their position to further their own needs and desires, eventually being stylized as gods in their own rights.

Then a prophet by the name of Alynus appeared, stylized as being the true daughter of the Maelstrom, and began teaching that the efforts to burn away the dark were neither effective nor the Goddess’ true Will. Alynus gained immense popularity with the people, all of whom were, at the time, living in fear that Tarothin’s priests would discover the Dark within them and sacrifice them to the cause of Light. No one was safe from the wrath of the Pryl’Tiran. Alynus, naturally, was denounced by Tarothin as a fake, and eventually exiled, although whether Tarothin sent her away or she went into hiding is not clear.

However, she returned eventually, stronger than before. What was creating the problem is that she was succeeding in her efforts to teach the people a different way. Her personal charisma was astounding, and she had a special gift for turning the arguments and accusations pointed at her around towards her accusers. So Tarothin, finally realizing that he could not discredit her and, his fear of Alynus’ popularity finally overcoming his fear of public outcry, he invited her over for a philosophical discussion and killed her.

Very shortly after Alynus’ death—perhaps even that same day—Tarothin announced that the Goddess had given him special new knowledge through a vision that the Maelstrom, previously thought to be the Goddess’ presence in this world, was in fact the Goddess’ sworn and most feared enemy. Alynus, the daughter of the Maelstrom, had tried to kill Tarothin who, of course, had to defend himself. It was at this time that the Maelstrom began being identified as male.

But shortly after Alynus’ death, all of Tarothin’s priests fell ill with a disease soon named Jioh’Dah, which is very old Rebmian for "Darkness," the thing most feared by Tarothin and his followers. The illness was attributed to the Maelstrom, as revenge for killing his daughter, and was visited first on the newest priests and then moved its way up the ranks finally to Tarothin himself. It has been suggested that the illness was actually caused or spread when the priests violated Alynus’ body at some point, though no one can guess if it was when she was still alive or after she was dead. According to scholars, it would seem that Tarothin, in his delirium, thought he had a vision from the goddess that told him to purify himself of the Jioh’Dah by using the holy light. So he burned himself to death. The deaths of Tarothin’s followers and the Pryl’Tiran himself caused quite a bit of turmoil amongst the people. There now existed a void of power that the people were afraid to fill, afraid of bringing something worse to their lives. However, the religion limped on during this time of civil strife, being changed by the remaining priests and believers to become more... palatable... and still exists today in a very subdued form.

In fact these early beliefs were soon overtaken by a bold new faith that focuses on the cleansing redeeming mother-of-the-sea figure, the Holy Seahorse of Rebma, partnered with the Sorceress, Nikrowd. These to matriarchs are believed to have founded law and order within Rebmian society for what it is today.

Magic Class: M4
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TARA

Earth System (export: minerals)

Shadow Tara Obital Base The place is high tech medieval. Most of the population was lost in a plague so they depend heavily on android workers.

It is ruled by a monarchy and has a court of nobles from which the monarch is selected. There is some infighting for the throne but not much. They still prefer to keep the aristocratic style and ways. For example, their blasters look like crossbows, they still fence with rapiers but the blades are electrified by power packs in the hilt. The nobles focus on the higher arts of fencing, philosophy, and politics while regulating things like electronics and such to the peasant classes.

In other news, Republic pathogenic investigators believe that the recent deadly plague on Shadow Tara was perhaps biological warfare rather than a natural event. Further tests are being conducted, but the strain shows signs of bacteria not native to Tara's ecosystem. The quarantine continues until investigators can completely isolate and eradicate the plague.

Magic Class: M4
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TEXORAMI

Earth System (export: tourism, black market goods)

Said to be the music and gambling entertainment center of the Multiverse. For most conservative types they would prefer to see this "Red Light Shadow" to be forgotten. It remains as a constant reminder of the decadence surrounding the Amber Royal Family, especially as its chief patron was King Random of Amber.

While Texorami is barely considered a member of the Republic, it is visited by many within the Social Elite, such as royalty, senators, music stars, models, and other artists. For them, Texorami is a haven to release steam without fear of most news hitting the front page of the Daily Republic.

Magic Class: M1
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TIR-NA NOG'TH

Amber System (export, via Amber: ore for making cross-Shadow computers, droids, repulsorlift crafts, Shadowships...)

The Story: Tir-na Nog'th's mines were discovered by Random, Gerard, and Bleys one night following a party. Random found that the piece of rock he had taken from Tir-na Nog'th remained with him when he returned to Amber. The rock contained bits of silver metal that proved durable upon testing.

What Happened: After further investigation, Amber constructed a hovering work station, called Moonrider, that links with Tir-na Nog'th on full moon nights. The station allows technicians and materials to be transported safely back and forth during work hours, which are limited to about ten hours a month. The mines hold precious Spark-conducting metals that the technicians assemble later into droids and other products in shops in Mt. Kolvir.

Idle Chatter: Adventurers have tried in vain to determine the origin of the refined materials since some believe that the mines are unnatural. Many explorers went missing after wandering into the deeper parts of the mines alone, searching for the benefactor of Tir-na Nog'th's rich gifts. A few scholars believe that the mines are the most likely origin of the metal used in Benedict's artificial arm during the Patternfall War, and the metal found in the three Pattern swords.

To this day Tir-na Nog'th can be seen from Castle Amber only as a ghost city on full moon nights. Legends tell of many miraculous events that have happened in Tir-na Nog'th. Alternate destinies, significant battles, and now seemingly magical gifts have originiated from this place.
King Random has resisted pressure from the Republic to open Tir-na Nog'th to the public, or more specifically, to anyone not of Amber Royal blood. Random is adamant about maintaining firm Amber control over this unusual and sometimes dangerous resource.

Some senators feel that Random is acting unreasonably because Tir-na Nog'th was where Vialle's and Random's son, Morgan, died defending Amber and Rebma from a mysterious assassin. These same senators believe that Random has an overly developed sense of vengeange and will retain sole control over Tir-na Nog'th's resources for personal reasons rather than for the sake of the people of Amber.

Magic Class: M8
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YGG

Ygg System (export: education)

Ygg is the old site of neutrality between Order and Chaos, or so the legends say. It is said to be where Dworkin planted a magical tree that maintained the balance between the extending forces of the Logrus of the Courts of Chaos and the Primal Pattern of Amber. The same tree is said to have been visited by Prince Corwin on his trip through Shadow from Amber to Chaos at the end of the Patternfall War.

Now Ygg has fostered a period of renaissance throughout the Republic. Ygg is on the cutting edge of culture and academic research. There is talk that the Senate may move to Ygg sometime in the near future to better suit the needs of the diverse and steadily growing Republic.

Magic Class: M4
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