The Golden Circle

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Douglas Adams (1952-2001), author of the Hitchhikers Guide to The Galaxy. May you never forget your towel.

Every Ambercentric Campaign has, at some point, interaction with the various shadows which comprise and don't comprise the Golden Circle. Jockeying for influence, trade rights, and more, they can be a source of endless plots for both GM and player alike.
Here is a selection of some of the Shadows the players in Strange Bedfellows can visit. Please note this is hardly a complete list.
Feel free to browse, or take a shadow path to Antioch, Asherah, Arcana, Begma, Cochis, Corilaine, Crie, Dahnash, Deiga, DuMarque, Ersia, Euterpe, Felis, Ghenesh, Kashfa, Maeonis, Menuis, Montenegro, Mortis , Weirmonken, Gaiga Eregnor , Risterion

The Shadows of the Golden Circle

Begma
Shadow: Golden Circle.
Treaty Status: Full Member
Inhabitants: Human
Technology: Medieval
Magic: Sorcery, Conjuration, T. Artistry. The Academy, in the coastal city of Erkus, is a major center of magical learning.
Culture and government: Office of Prime Minister, inherited, the highest position in government. Current PM is Domineo Okruz. The Minister's Residence, as well as the Chamber of the Council is in the capital city, Tyin.
Biome: Temperate Coastal to Piedmont. The disputed region of Eregnor is Piedmont to Low Mountain.
Import/Exports: Begman fabrics are prized throughout the Golden Circle. The Begmans themselves import metals such as Iron and Lead, of which the country is surprisingly short, except for Eregnor.
Begma was one of the first shadows to join the Golden Circle. It has had a long standing rivalry with nearby Kashfa over a region known as Eregnor. There was a closed shadow path to Corilaine which has been recently fully reopened.
Current Ambassador to Amber is Ferla Quist.
Deiga
Shadow: Golden Circle.
Treaty Status: Full Member
Inhabitants: Human, and Merfolk
Technology: Medieval
Magic: Limited Sorcery and Conjuration among Merfolk. Humans do not practice Magic.
Culture and Government: Mayor highest office, elected by the elders of the city. The Merfolk have no known government.
Biome: A very small island. One town, same name as the Shadow.
Import/Exports: Exports mainly seafood. Imports Metals.
Deiga is a not very noteworthy shadow. A small Island known for its Seafood and tobacco and the fact that several shadows are adjacent to it, including Kashfa. It is unfortunately infamous as the place where Prince Caine of Amber was murdered.
Kashfa
Shadow: Non member of the Golden Circle.
Inhabitants: Human
Technology: Early Medieval
Magic: Limited Sorcery. Apprentice system.
Culture and Government: Monarchy. Current Monarch is Luke I and his Queen, Nayda of Begma. Capital is Jidrash.
Biome: Temperate Woodland and Low Mountain on the short region of coastline featuring the only port, Punt. The interior and majority of Kashfa ranges from steppe to desert. Border region of Eregnor in dispute with Begma.
Import/Exports: Until recently, a rather backward and primitive shadow. The current Monarch has aggressively forged treaties with other shadows and imported experts of various kinds. It is no secret that his goal is Golden Circle Treaty status.
Kashfa, until recently, was of little note, except for their disputes with Begma. However, like the symbol of its ruler, it seems that Kashfa is a shadow reborn.
Asherah
Golden Circle Shadow
Treaty Status: Full Member
Inhabitants: Human
Technology: Iron Age, Pre-Medieval
Magic: Sorcery, Conjuration. Limited to Priesthood. Unauthorized use of magic is a serious crime, even for visitors.
Culture and Government: Theocracy. The Apollonian Sun God, Baal and the Dionysiac Moon Goddess, Astarte are the two major deities. The shadow is governed by a High Priest/Priestess, chosen by the Knesset, a college of 12 Priests of Baal and 12 Priests of Astarte. The members of the Knesset are chosen from the various Parishes. Capital is Sidon
Biome: Island and Coastal.
Import/Exports: Asherah exports dyes, especially Sidon purple, as well as Sidon Steel, possibly the finest unenchanted steel in the Golden Circle. As much of the higher classes have some sort of devotion, their religion is also simultaneously spread through the Golden Circle, especially in Antioch. Rumors of a chapel to Astarte and/or Baal in Amber city itself are denied by the Ambassador. Asherah mainly imports artwork and jewelry.
Current Ambassador to Amber is Priestess Ocrisia, a devotee of Astarte.
Antioch
Golden Circle Shadow
Treaty Status: Full Member
Inhabitants: Human
Technology: Medieval, Pre-Firearms
Magic: Sorcery, Conjuration and T. Artistry. Magicians are a great part of the new middle class.
Culture and Government: What if the Roman Empire never fell, and technology and magic advanced? That, basically, is the culture of Antioch. The culture is a Greco-Roman mix. The basic polytheistic mythology which everyone reads about in High School. The Royal Family of distant Amber, by the way, are considered demigods, the unicorn was a manifestation of the gods. Gerard, for example, noteworthy for having married a lady from the realm, is considered to be an incarnation of Heracles. Also, the enlightened Antiochans import other religions with ease. There are Churches of the Unicorn, as well as Temples of Baal and Astarte from Antioch. Mithraism from Dahnash is also popular among the legions. Religious tolerance is high.
Biome: Various, ranging from islands to alpine mountains and deep forests.
Import/Exports. The Romans are aggressive in trade as well as war. Their traders are everywhere in their neighboring shadows, and have spread throughout the Golden Circle.
Ambassador to Amber is Krispos Videssos.
Corilaine
Shadow; Non Member of the Golden Circle
Inhabitants: Human, Sidhe, some Dragons.
Technology: Medieval
Magic: Sorcery, Conjuration, Trump Artistry. Sorcerers teach via apprentice system. No known centers of magical learning.
Culture: Feudal Monarchy. Landed Nobles, both human and Elven. Ultimate fealty is to the current monarch, Queen Sand
Biome: Temperate Forest and Mountain. Some Taiga and Tundra.
Import/Exports: None, currently. The shadow only recently reopened for trade.
Corilaine, when it was open, had a long standing feud with the shadow Menuis. Time has not mellowed relations. The more jesting are taking bets on when outright war will take place.
Menuis
Golden Circle Shadow.
Treaty Status: Member
Inhabitants: Human, Dragonmen
Technology: Medieval
Magic: Sorcery, Conjuration. Apprentice System of learning among the humans, Sorcerous power is common among the Dragonmen.
Culture: Dual Monarchy. One Dragonman and one Human rule together. The rulership rotates among the various races of Dragonman, and among several noble human families. Current rulers are Fynth Icebreath and Creusus III.
Biome: Diverse, ranging from Tropics to polar.
Import/Exports: Menuis is well known for its bounty of grains, ranging from wheat to oats to rye. Odds are the bread baked in Castle Amber's ovens comes from Menuisan grain.
As above, observers aren't concerned if Menuis will feud with Corilaine and Euterpe again, but when they will...
Dahnash
Non member
Inhabitants: Human, Djinn
Technology: Early Dark Age
Magic: Somewhat distrusted, as the capricious Djinn are powerful magicians.
Culture: A world out of the Arabian Nights. Powerful Emirs, Sheiks and others rule various cities and territories. The most notable thing, is the presence of the Efreet, Marids, and Djinn. The Efreet tend toward malevolence, the Marids tend toward being friendly, and the Djinn are neutral. However, all tales agree on the importance of care in dealing with any of them. For example, the Djinn do grant wishes. Once, a visiting ambassador from Antioch was given a gift of gold which originally came from a wish on a Djinn ring. Said ambassador was angry when the gold turned to dust at the border of his land. To this day, the phrase "not worth Djinn gold" is a term for worthlessness in Antioch.
Biome: Very much like it's neighbor Felis, a land of desert and mountains, with the notable exception of an arable region known as the fertile crescent.
Import/Exports: Having been only recently discovered by Amberite traders, the Dahnash trade mainly with their neighbors, Asherah, Antioch, Felis, and Maeonis. Their greatest export is tapestries and rugs, with intricate geometrical patterns inscribed.
Euterpe
Non Member, and they like it that way
Inhabitants: Sidhe, of several races.
Technology: Not quite known.
Magic: Extensive. The Sidhe are known to employ Sorcery, Conjuration and T. Artistry extensively.
Culture: A somewhat xenophobic place. Going there usually is only a good idea if you can convince the Sidhe of the necessity of your visit. Otherwise, a few Sprite archers will soon convince you to visit another realm. There are several races of Sidhe, ranging from the ruling Sidhe True to the subterranean Sidhe Dark. Nodonn, the Sun King is the current ruler of the shadow. Their religious beliefs center upon the nine Muses, and their mother, Memory. In addition, artists, called Makers, devote themselves to one Muse and form of expression upon the successful journey to the famous, but rarely seen Spring of Hippocrene.
Biome: Mostly temperate forest, not including the caverns of the Sidhe Dark and the undersea realm of the Sidhe Aquatica.
Import/Exports: None. The only known regular contact of any kind is with the neighboring shadow of Corilaine, where also Sidhe dwell. Rumors that the Sidhe use their magic to explore shadow at will are unproven.
Arcana
Golden Circle Shadow
Treaty Status: Full Member.
Inhabitants: Human
Technology: Magic based
Magic: Powerful, useful and ubiquitous. Sorcery, Conjuration and T. Artistry all here, and used to a high degree.
Culture: There are two classes of citizens, magi, those who can use magic, and magi-dun, the ones without magic. People who are magi-dun are not advised to visit. The political system is a mageocracy. Rank in the system is directly proportional to magic knowledge and ability.
Biome: Mediterranean is the best adjective. Mountains, some forest, lots of seashore. Moderate climate.
Import/Exports: The Arcananians export mostly their magical talents, ranging from freelance work to enchanted items. They import raw materials for such items, ranging from rare woods to Sidon steel to gemstones.
Weirmonken
Definitely not a member
Inhabitants: Weir
Technology: No indigenous technology
Magic: Unknown
Culture: What is known is that the shadow is inhabited by the race of shapeshifting Lupines (wolves) known as Weir. Details on government, and other information is sketchy and not reliable. What is proven, however, is that there must be separate tribes or other units, since KingEric did import some as a personal bodyguard, even given the fact that a decidedly different force from the shadow had attacked the KingdomOfAmber in the past.
Biome: Temperate to sub-polar Forest. Some mountains and a jagged, perilous coastline.
Import/Exports: None. The Weir, when they leave their shadow, usually do so to raid nearby shadows. They have curbed this activity since Patternfall, however, for reasons unknown.
Ghenesh
Non-Member
Inhabitants: Moonrider?
Technology: Bronze-Iron Age?
Magic: None known?
Culture: Unknown?
Biome: Chapperal?
Import/Exports: None. In the wake of the Moonrider attack, the paths to Ghenesh were severed. It is thought that the shadow itself was also destroyed by the scions of Amber.
Felis
Shadow, Golden Circle.
Treaty status: Probationary Member
Inhabitants: Humanoid Felinoids. Average height is 5'4" Average weight is 110 lbs. Fur coloration varies from common colors of brown, orange, black and gray, to rarer ones like red. Rarest of all is the ruling clans, which are pure white, or white with black striping.
Technology: Iron age. Pre-Medieval.
Magic: Restricted to Priesthood and ruling clan. Sorcery. No conjuration or T. Artistry known
Culture: Quasi-Egyptian. Monarchy, claiming divine descent. Absolute rule.
Biome: Mostly desert and mountain, except around several large river valleys.
Import/Exports: Felis is known for its fine stonework, both freestanding artwork as well as architecture. Their Pyramids are a wonder of the Golden Circle. Several Felians were among the artisans who helped rebuild the Castle following the explosion. They also occasionally hire out mercenary companies, especially if they are fighting their rivals, or excursions into Weirmonken. They have a rivalry of sorts with the nearby shadows of Antioch and Asherah. They violently hate the wolves of the non-member shadow of Weirmonken. The Felisans import mainly foodstuffs.
DuMarque
Non Member
Inhabitants: Human
Technology: Iron Age, Medieval
Magic: Common, including an unusual concentration of Trump Artisans
Culture: Feudal, limited, Monarchy. Landed Nobility. Current Monarch is Henry II. The DuMarqueans believe Amber's Unicorn led their patron the Griffin to this land, and that the Griffin brought the first members of what would become the royal family to DuMarque.
Biome: DuMarque is a mountainous, sea coast country similar to Earth's Norway, including spectacular fjords and coastal valleys. However, it seems to be in what most would call a mild Ice Age. Taiga Forests can be found in the valleys.
Import/Exports: The DuMarqueans export seafood and minerals, and import grains, beef, and other foodstuffs.
The major point of interest with DuMarque is their odd relationship with Crie. It is uncertain if Crie is in the same shadow or merely one shadow veil away. Their adversarial relationship has existed all the way back into their respective mythologies. The Phoenix, symbol of Crie, appears as the nemesis of the Griffin in the Book of the Griffin.
Castle Azure
Crie
Non Member
Inhabitants: Human
Technology: Iron Age, Medieval
Magic: Common, especially fire based sorceries.
Culture: Absolute Monarchy. The Crieans have a rather draconian sense of justice as well as a rigid government, as suits their harsh land. The populace honors the Phoenix. There appears to be no connection between Crie and the late Prince Brand.
Biome: Some Mountains (along the DuMarquean border), mostly deserts of various kinds. A Salt Sea is another major geographic feature.
Import/Exports: The rich minerals of Crie are their major export. They import a great deal of consumables.
See DuMarque for information on the Crie/DuMarque relationship.
Maeonis
Non Member
Inhabitants: Human
Technology: Iron Age
Magic: Some magicians. While not common in the shadow, they are not completely unknown. The Trump Artists who are in Maeonis usually derive their skills from visits to the Academy in DuMarque.
Biome: Mediterranean, mostly, with a touch of the colder north, and the hotter desert.
Import/Exports: Maeonis boasts a number of large cities, and the population as a whole is very urban. They import raw materials and turn out finished goods of several kinds.
A shadow which is just flexing its large potential for trade. It's possible future role as a trading partner in the Golden Circle looks bright.
Cochis
Shadow: Non member of the Golden Circle
Inhabitants: Human, Sidhe (unseen for 500 years)
Technology: Renaissance
Magic: Ancient sites and salvaged heirlooms. Country 'hedge' practitioners. Foreign professionals. Interesting facet of magic here is that certain families inherit minor personal magics (but not necessarily skill or talent).
Culture and Government: Once great Republic of Cochis is now several centuries in decline. Ancient Republic forms still survive, but trade, wealth, and influence are more powerful than the laws and justice of the Republic.
Biome: Many city states represented in a terrain ranging from coastal riches to poorer steppes.
Import/Export: Does good trade with Antioch. Antiquities from Cochis are worthy conversation pieces in many other countries. The art and level of preservation in some of the abandoned cities of the distant back country brings treasure hunters and scholars from more sophisticated lands. Surprisingly, some of the Art guilds maintain the secrets of the ancient ways of producing splendid glass and engraved pieces. Exquisite aesthetic skills still passed on in the remaining guild systems are dance, singing, painting, and theater. Skilled foreign trades find work in Cochis. Young natives tend to seek other opportunities in other places as it takes years to accomplish power and prestige there, further adding to the decline.
Montenegro
Shadow: Once part of the Golden Circle. Non member for over a century.
Technology: Age of Exploration
Magic: Sorcery, Conjuration, and Divination
Culture and Government: Traditional Duchy. Modern guild system, led by the Vintners, Moneychangers and Navigators Guild, has representation with the Duke. Justices (judges) are Duke's Officers. Traditional military commanded by collateral branches of Ducal Family or young heirs of the throne. The culture is very cosmopolitan and encourages trade with all other races and governments. People are friendly. Pace of life is modest. But scratch the surface of these pleasant people and you will find passion and traditional views. Very intolerant of criminals and organized crime.
Biome: Island nation. Single complex port and urban center. Lush countryside. Rain and sun and beautiful weather in equal parts makes this country the acknowledged prime wine growing nation in shadows near to Amber...almost the equal (if not better than) of the Bayles.
Import/Export: Once a member of the Golden Circle due to its friendly relations with neighboring countries and its amazing capacity to produce premium wine. Lost this status due to a personal clash between the reigning Duke and King Oberon over a woman. Now trades with less volume and nearer countries. Aware of the larger trade possibilities and always eager to explore for Shadow routes being used by other Traders. Alas for Montenegro, other countries and Shadows with better political positioning have preempted most of the trade routes and will not share the secrets. This hardly isolates Montenegro but it does mean they are not seeing the full potential of their own trade goods. In imports, only the luxury products and rare arts are interesting to the native people.
Mortis
Shadow: Non member of the Golden Circle
Inhabitants: Human, Weir
Technology: Medieval
Magic: Sorcery, Conjuration, Mind, Divination, Runic. All at maximum efficiency. Harmless spells from other learning systems tend to produce dramatic and dangerous results in Mortis.
Culture and Government: Traditional Monarchy. Unbiased by gender. The Throne may also designate an heir by decree from any strata of the society. Provinces are run by the Noble families. But Provincial Titles can be lost through politics, negligence, or by Royal decree. There are in fact, more families than titles to go around. Noble intrigue and infighting is at times impressive. People are hardy, lively and somewhat culturally casual about sudden death. Style is revered in all levels of society. A generous farmer with a reputation for being a grand host may have more status than a sullen son of a Noble family who is a dullard. . Mortis is surrounded on all sides by less sophisticated lands and barbaric tribes.
Biome: Magic seems to have influenced this land is ways not imaginable elsewhere. Volcanoes, rugged weather, sharply changing seasons are the norm in this land. Magic is so potent here, veteran practitioners are part of the Biome. Elemental manifestations are common.
Import/Export: Very little organized trade takes place from within Mortis. Shadow paths to this distant place are not easy to find. Magic anomalies sometimes result in unplanned travel for citizens of Mortis. Magicians rarely leave due to the loss of power they experience. Magic crafted in Mortis often fails to function at all when removed from the country. Merchants looking to trade with Mortis often have to establish their credentials with treasure bonds or hostages. But once the outsider has established their own history locally, they are as accepted as anyone. Of note, hunters of unusual lifeforms from across shadow are known to seek out the Mortis wilderness. Many are never seen again.
Ersia
Shadow: Non member of the Golden Circle
Inhabitants: Human, Weir, Dragons, Pix, Kith
Technology: Medieval
Magic: All common magics
Culture and Government: Fierce Monarchy. Heirs by family relation unless no candidate exists. Throne is won through formal combat open to anyone within the borders of the country at the time of the former ruler's death. Ersia has no record of a weak Throne in its written history. In the urban areas, mystic religion, magic, pantheistic cults are common. The laws and culture of Ersia can be paradoxical. Many non-human races are present in the boundaries of the Shadow. None of these non-humans are represented in the humanocentric government. And none of these other races are culturally urbanized. Military expeditions into the uncivilized interior of the country are uncommon. The frontier of the interior is dangerous. . Abundant natural resource from the inner lands are difficult to get. Some mining and forestry are resisted by the non-human races depending on local conditions.
Biome: Most of the best arable land is limited to the thousands of miles of coastline and the half dozen cities located there. Weather runs the full temperate range.
Import/Export: Sophisticated trade does not exist with the humans. Little is known about the non-human trade policies.
Gaiga
Shadow: Member of the Golden Circle.
Inhabitants: Human
Technology: Late Medieval
Magic: Fey only. Magic here works through living things.
Culture and Government: Monarchy. Current Queen has closed borders with the rest of the Golden Circle. Capital is Gargamohh.
Biome: Temperate Woodland and Low Mountain. Wild flora dominates this small country. Alchemical treasure trove of exotic plants and plant based life forms. The Bay of Gayle (the most used port city) is a beautiful showcase of all colors and ranges of plant life.
Import/Exports: Foresters and gardeners from Gaiga are sought everywhere in the countries of the Golden Circle. Until recently, a rather strong partner in the general trade route. Recent politics have unsettled the partnership. The current Monarch has temporarily closed borders with other Shadows. Treaty status is intact.
Eregnor
Shadow: Non member of the Golden Circle
Inhabitants: Human
Technology: Early Medieval
Magic: All common magics. Magick nodes are common here. Noble holdings are arranged around the extremely potent primary Nine Nodes that are scattered across the region.
Culture and Government: One of the most famous pieces of territory in the Golden Circle. Historically, one of the bloodiest. This verdant coastal piedmont between Begma and Kashfa has changed rulership between both countries over a dozen times. Emotions and politics within Eregnor have swayed to both Begma and Kashfa in this long history. The promise of a new future has recently come to light with the simultaneous actions by the Nine Houses of Eregnor to approach the governments of Begma, Kashfa, and Amber for independence. This surprise move could end one of the longest political disputes in the Golden Circle. Ambassadors of Kashfa and Begma have taken the matter up at the urging of Amber with representatives of the Nine Houses.
Biome: Piedmont to Low Mountain. Some unusual flora and fauna in Node locations. Deep within Eregnor, especially close to Kashfa, the terrain turns dry and desert-like.
Import/Export: Known as a bountiful realm of agriculture. Also metal rich lands. Border shares some of the fine gemstone mines known to exist in Begman mountains in the area. Traditional trade has been strongest with Begma. Kashfa has recently made economic headway with the region by  heavily subsidizing the trade routes into Kashfan markets. If Eregnor gains its independence through negotiation, the way would be clear for it to apply for Golden Circle status.
Risterion
Shadow: Non Member
Inhabitants: Human
Technology: Early Industrial Age...the steam engine is the latest and greatest invention, and James York's Steamships are starting to show their usefulness over clipper ships.
Magic: Rarely seen. While a large part of the population knows of its existance, its power here is quite limited.
Culture and Government: Representative Monarchy: Much like England in the late 18th and early 19th century, while there is a Queen (currently Queen Penelope II), there is also a Moot, a body similar to Parliament, complete with a First Minister who handles much of the political power of the shadow.

Risterion is not a member of the Golden Circle, and is in fact not contacted by many of the Golden Circle shadows as of yet. This is mainly due to it's relationship with Kashfa. King Rinaldo opened up the shadow path from Kashfa to Risterion, the shock of which is still being felt throughout Risterionian society. Fortunately, the path connects in an undeveloped subcontinent a fair distance away from the Risterionian Archipelago, which minimizes the culture shock to a degree. King Rinaldo decided to forge ties with a shadow in order import some new and interesting products into Golden Circle commerce, such as Tea.

Biome: Ranges from the temperate Islands of the Risterionian Archipelago to the subtropical subcontinent of Yore, where the Risterionians have begun exploration and colonization. The shadow path to Kashfa begins in the Gurpa Mountain Range, on the eastern coast.
Import/Export: Currently, Kashfa imports Tea from the plantations on Yore, and is looking at other agricultural products at this time. Manufactured devices will have to wait on testing to see if they will work in Kashfa and the more magical Golden Circle shadows.
Few non-Kashfans have gone to Risterion, so information on this most unusual shadow remains forthcoming.

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