ChaosBorn

GM: Paul Weimer

Introduction:

Like the Royal Family of Amber, young scions of Chaos are sometimes fostered out in Shadow. In this way, they can escape some of the dangers of growing up in a House of Chaos, especially Great Houses of Chaos. You and your friends are junior members of House Sawall, living in Shadow, gaining education, and seasoning for the time they are ready to rejoin their parents and Elders in Chaos. But why did they not prepare you for the strange changes, and the new bond that has formed between you, formely at best distant relations, House mates. And who or what is the force that now hunts you in this Shadow home? What is the secret of the Chaos Born?

ChaosBorn was updated 21-May-2006 09:08 AM.

Please note that the game has been cancelled for TBR 2006 due to lack of interest. This page will remain in case it is ever resurrected.

The World of ChaosBorn (referred hereafter as CB)
General Information
The Milieu

CB is set fifty years after the coronation of Merlin I of House Sawall as the Emperor of the Courts of Chaos. As House Royal, House Sawall, your House, has extended prestige and power, even if only Merlin himself is formally installed within the structure of Thelbane itself.

Especially given the status as House Royal, House Sawall looks to its young for future leadership. Given the good results engendered by Merlin's time spent in Shadow, some of the high and powerful within Sawall have decided to foster their children within Shadow as well.

You are those children.

Building a Character for AAP
Characters in CB should be based on 75 points. Good and Bad Stuff should be limited to 5 points. Characters are assumed to be between the Earth equivalent of 18 to 25 years old, young Chaosians in the first flower of their power.
Characters will be children of High Lords and Ladies of House Sawall, either one of the six Marcheses, or the thirty six Barones. Names of the six Marcheses are given in the section on House Sawall below. Players can invent names and details for their parents if they choose to be a child of a Barone, if desired.
Powers available to the Chaosians include
  • Trump, Full Shapeshifting, Common Chaos Shapeshifting Sorcery, Power Words, Conjuration.
  • Artifacts, with no more than 6 points, can be obtained as well.
  • Knowledge of the Courts can be bought as a item. Characters who do not purchase this are assumed to be average, competent students. Characters with up to 5 points in Knowledge will know more and recognize more things that are Courts related.

    For example, someone with no points might recognize someone as possibly a Helgram based on their House Colors

    Their classmate with 1 point of HK would be certain of it, and know that they are likely of one of the political factions that make up Helgram

    Their other classmate with 3 points of Hk would recognize the ring that the Helgram wears as indicating she is of the Sorcerer's Faction, and thus a potent and dangerous potential enemy because of House politics.

  • If you'd like to use a power not listed here, such as the powers on my powers page, or a variation on one of the powers, talk to the GM and I'll see if we can work it out. No character can have Pattern or Logrus (part of the education here on Earth would be directly to eventually qualify a character to make an attempt at the Logrus if they so wished).
Contacting the GM
My email address is Paul Weimer(jvstin@mindspring.com)
Earth, Shadow of the Courts
Earth Geography

Earth is a shadow on the far side of Yggdrasil, a large shadow consisting of a complete universe of planets, stars and galaxies. However, the focal point of the shadow is the planet Earth itself, a spherical world that orbits a yellow dwarf star. Earth has several other planets in its solar system, and one large moon that shows phases on an approximately 28 day cycle.

Earth is a water world that has a ratio of 70% ocean to 30% continents and other landmasses. The dominant species resembles the human form of Chaosians, and of Amberites. The Chaosians have taken over and influenced an institution for higher learning near the north center of one of the landmasses, in a place called Minnesota.

Twin Cities Geography
The seven counties of the Twin Cities Metropolitan Area, Anoka, Carver, Dakota, Hennepin, Ramsey, Scott and Washington together have an area of approximately 3000 square miles, and a population of approximately 2.8 million people, slightly more than half the entire population of Minnesota.
Gopher State University

Nowhere near as large as the far more well known University of Minnesota, GSU is a small liberal arts institution located at 300 Mississippi River Blvd, in St. Paul. Like many Minnesota colleges, GSU emphasizes a catholic education, with students expected to be educated in a wide variety of disciplines.

(People familiar with Minnesota Geography will recognize that the fictional GSU takes the place of the real life Town and Country Club in this universe)

As House Sawall owns the University completely, courses for the House Sawall students there (as opposed to the shadow natives) include higher level seminars where Courts life, history, politics, and more are taught by two of the three House Sawall members resident at GSU. There are also courses in the esoteric arts. Needless to say, shadow students at GSU never manage to get into these courses.

GSU is a pastoral and sylvan campus of a dozen low buildings dotting a parkland like landscape. For ease of travel during the colder winter months, a well lit and extensive tunnel system connects all of the buildings, including the four dormitory buildings.

Minneapolis, City of Lakes
The larger of the two Twin Cities, Minneapolis is a modern, cosmpolitan city of 375,000 people along the Mississippi River. It gets its title as the City of Lakes thanks to the 24 lakes within its boundaries. Much more information on Minneapolis can be found at Wikipedia.
St.Paul, Capital of Minnesota

The capital of Minnesota, St. Paul is comprised of 280.000 people in fifteen distinct and diverse neighborhoods grouped together south and east of Minneapolis on the Mississippi River. This neighborhood layout, combined with the geography of the river leads to an almost Central European City-like confusing layout of the streets in downtown St. Paul.

GSU is located in the affluent western reaches of St. Paul.

Much more information on St. Paul is located on wikipedia.
How things Work
Earth is a shadow where Technology works more reliably than esoteric arts. While Sorceries and Conjuration do work, more spectacular and energetic effects do not work as well as in more mana-rich shadows. In point of fact, the natives generally dismiss esoteric arts as nonsense, and those who do employ them often do so incorrectly, without consistent results. The students of House Sawall are advised to be extremely cautious about displaying any esoteric abilities to others.
People to Know
Patrick Duffy, The Bursar
Better known in Chaos as Lord Padraig Sawall, Patrick Duffy is the Bursar of GSU and is the highest ranking member of House Sawall within the university itself. An energetic, short, laughing red haired man, he is known for listening to talk radio broadcasts in his office and eating several additional meals a day. To the player characters, he is the main point of contact for House Sawall students seeking to reach their families in the Courts as well as arranging for any of their special needs.
Sophia Karakova, Courts Politics and Life Teacher
Sophia Karakova is a young member of House Sawall only a couple of decades older the the Player Characters themselves. Her first real assignment outside the Courts is to teach a seminar and independent study course for the House Sawall students on Courts Politics and Life. In her human form, she is a moderately tall woman with dark hair and violet eyes and a pale complexion. Many are the shadow students who try (and fail!) to get into her "Advanced Seminar in Theoretical Feudal Social Structures" classes based on her striking appearance alone as she strides across the campus.
Leuis Mondrake, Esoteric Arts
The other House Sawall teacher on campus, the dispassionate red haired Leuis is a Neuromancer who also has a solid grounding in the foundations of sorcery, poisons and other esoteric arts. Leuis has been asked by Patrick/Padraig in the past to perform some editing of memories when House Sawall students have caused too large a problem with local authorities or other shadow residents to be ignored or dismissed. Gossip on campus is that he is related to Patrick and that's why his "Aspects of Theoretical Esoteric Arts" courses is on the roster at all.
The Courts of Chaos
The Ways of the Courts of Chaos
The Courts of Chaos are an island of relative stability in the moat that forms the Abyss At the End of the World. The longest lived and most successful civilization in the universe, they were already old when a rebel son of a rebel house stole the Eye of the Serpent.
And yet, some time ago, they lost a major war with Amber on, ultimately, their own home territory. It is suggested that the stress and strain of this is what led Swayvill, may his soul rest in peace, finally take the final trip into the Void.
In the wake of the struggle for the succession afterwards emerged new, and debatable leadership in the form of the young Merlin of House Sawall. While his sorcery is undeniable, and his dual heritage deplorable, he is the Emperor of Chaos, for better of for worse...
The Houses of the Courts of Chaos

For time immemorial, the Courts have been shaped by a system of organization known as the Houses. Even in those rare times when no Emperor sits on the Throne, or in the ancient days before Emperor Primus built Thelbane, there have always been Houses. Legend has it that the first Houses were created from the teeth of the Serpent. No matter what their origin, they, rise and fall, and sometimes rise yet again. Houses splinter off, grow, and perhaps engender their own progeny, and of course can die.

In the legal sense, a House is a political unit. The succession to the Throne of Chaos is determined in terms of Great Houses. Most of the members of a House, excepting adoptions, have blood in common. So, Houses are families as well. Some Houses dominate certain professions or fields. Therefore, Houses are socio-economic units as well.

Houses, thus, are many things all at once.

The modern system of Houses defines two classes, Major and Minor. There are always exactly Thirteen Great Houses, and thus sometimes are collectively known as the "13" or the "12 and 1" (a holdover from the time where dodecadecimal number systems were used by the Courts). The number of Minor Houses usually numbers in the several score. It can vary almost every turning. Minor Houses are far more prone to merger, fission and extinction than Great Houses.

The Top of the Courts is the Emperor, Merlin.

Below Merlin is the unicameral parlimentary like body known as the Diet.

The Diet always has one representative from each of the Thirteen, and 6 other slots rotated among the Minor Houses, for a total of 19 persons. The Diet fluctuates wildly in power, and has ranged from the currently rather impotent and shadowy body it is now, to, once, ruling the Courts themselves during the brief Chaosian Republics that have sprung up from time to time in the long history of the Courts. The main reason for the Diet is to provide a curb on the Emperor's excesses of autocratic rule.

Perhaps, with a new young and relatively untried Emperor, the Diet will try and wield more influence in the matters of Chaos. Even more powerful and tempting than being on the Diet, the other major signature of a Great House is that the Emperor is always chosen from their ranks.

To prevent the unusual series of assassinations which did propel Merlin to the Throne from being an exception rather than rule, the succession is a complex and not very straightforward affair.

Considering Mandor has formally removed himself from the succession both for the leadership of Sawall and the Throne of Chaos, Merlin's brother Despil is, in effect, the Crown Prince. He is not much for the spotlight, and it is not clear how exactly he feels about this, since there has not been an official Heir in quite some time. After Despil, the succession would go to Jurt, and then Belissa Minobee, head of House Hendrake.

The order of succession goes circularly through the Houses, and no more than 2 heirs in a row in a single House...this is to prevent a single House having a stranglehold on the succession, and the temptation to simply destroy that House. To move up the ladder, as it were, requires much more work...

Dara, then, happens to be currently 27th in line to the Throne...not that she seems interested in such overt power. However, if she were to kill her own children Despil and Jurt, she could easily jump up the rankings and become Crown Princess...since she would be the highest ranking person in Sawall...and directly related to Merlin.

Thus, the question turns to how does a House become Great, or lose such status? It is relatively straightforward. With a single exception, the excommunication of Lessima, Great Houses have always lost their status in conflict with another House, usually the minor House trying to ascend into the slot. Great Houses thus jealously guard their status, and scheme and plot the fall of their rivals. Minor Houses aspire to become powerful enough to knock off one of the Thirteen. The Courts may sometimes seem placid, but they usually are not so peaceful...

The Youngest Great House is Baccaran, having knocked off the tottering House Shaydacs a century before the Patternfall War. Sawall, Helgram, Ambelrash and Hendrake are the only four Great Houses which predate Emperor Primus.

The Great Houses of Chaos
  • Sawall: House Royal
  • Hendrake: The Martial House
  • Helgram: House of Sorcery
  • Minobee: House of Trading
  • Aricline: The Generalists of Chaos
  • Amblerash: The Priestly House
  • Baccaran: House of the Golden Tongued
  • Draynell: The Imperialist House
  • Vangrast: The Masters and Mistresses of Trump
  • Elvina: The best experts on Shapeshifting outside of Lessima
  • Wererathe: The Shadowmasters House
  • Chanicut: A House barely holding onto Great Status
  • Jesby: The Incorporators
House Sawall, House Royal
Symbols of House Sawall:
Colors: Black and Silver
Symbol: A Wall

House Sawall is one of the oldest Houses in Chaos, a house with a long and proud tradition within the Courts. While known for a variety of specialties, Sawall is known best for something which it holds the major access to, and some whisper, has control over: The Logrus.

The Caverns of the Logrus are mainly reached through House Sawall, although by long established law, even those with whom Sawall is in Vendetta are allowed free passage to visit the Keeper of the Logrus if that is their stated, witnessed and affirmed intention. Violation of this law on either side has resulted in very harsh penalties.

Until the ascent of Merlin I to the Throne of Thelbane, Sawall had not been House Royal in quite some time, not because of weakness in the House, but because of the greater ruthlessness of other Houses in pushing their claims and plans forward. Now, with Merlin as Emperor, all of Chaos looks to Sawall for leadership and an example to strive toward...or one to strive to bring down.

Sawall is led by Gramble Sawall, the aging Duke of the House. Although elderly and frail beyond his years, the care and devotion of his much younger wife, Dara Sawall, has kept him alive and well and still in charge of the House. Still, Gramble relies heavily on Dara and her children to lead the Black and Silver.

Dara and Gramble's Children are:
  1. Mandor Sawall, advisor to Gramble, Dara and sometimes, the Emperor himself. The Lord of the Silver Balls is an accomplished and feared sorcerer whose hobbies include, depending on his feelings toward you, culinary conjuration and creation, and diverse and interesting hells of imprisonment. He is widely thought to be Gramble's Heir for the Dukedom, although the other Nobles of Sawall dispute this claim.
  2. Despil Sawall, the Heir. The unassuming Despil Sawall is the heir to the Throne of Chaos. He is known to have a son who works closely for him and for House Sawall. Some PCs may know more about both Despil and son.
  3. Jurt Sawall. One-eyed, taciturn and gruff, Jurt is a difficult man to know. He is second in line to the Throne.

Sawall is modeled on a Feudal power structure. The Duke is at the top of pyramid, and he is attended by six Marcheses. Each of these Marchese has six Barones. Titles are passed along the patrilineal or matrilineal line depending on the tradition of that line. Roughly half of the Marches and Baronies are of each persuasion.

The Six Marcheses are:
  1. Marchese Donato Sawall
  2. Marchese Junious Sawall
  3. Marchese Delmas Sawall
  4. Marchesa Creola Sawall
  5. Marchesa Delois Sawall
  6. Marchesa Chiara Sawall