Oaths of the Unicorn

Oaths of the Unicorn

Welcome to Oaths of the Unicorn, a newly unveiled PBEM campaign. Your GMs and hosts are FeliciaOlson and myself, Paul Weimer. While Felicia is the creatrix of the idea and in many ways its guiding visionary, I am devoted to the details. Thus, since I have the experience and knowledge of HTML and other matters, I handle this end.

Please Note: The Game often deals with mature themes and texts that are definitely not for everyone. Minors and those easily offended or repelled by such should NOT read any further. The GMs do not profess advocacy of any of the events or situations in the game. We simply want to explore a rather darker Amber than the usual. Reader Discretion is seriously advised.

Oaths of the Unicorn is a game with a rather divergent concept from the main. Much of what Amber is like in most games does not apply here. The King is Oberon, there is the mysterious and powerful Dworkin, and the players take the roles of the children of Oberon. As Oberon slips toward what might be an untimely demise, the player characters have learned part of their father's legacy...in a bid to keep power, he has made it impossible for his children to bear or sire children on shadow persons.

At the same time, a realm as old as Amber has come into view. Amethyst, a realm seemingly derived from Tir, may hold the key to the solution of Oberon's Legacy...or prove the most implacable of foes for the Amberites. For Amethyst is ruled by Queen Titania, and she bears little love for her brother Oberon's descendants...

Oaths of the Unicorn is Defunct and this website shall not be updated further. Please feel free to enjoy what is here.


The World of Oaths of the Unicorn(hereafter referred to as OTU)

General Information
The Milieu
Building a Character for OTU
Characters for OTU are based on 250 points, plus Pattern as a given for free. Felicia and I justify this on the basis that most of the player characters will be children of Oberon, and thus by any classical definition, elders. Besides, since everyone else will be of similar power, it is still a matter of equals, albeit ones with more power than in many PBEMS.
Character Parentage is primarily limited to children of Oberon. If you want to play something different (eg. an descendant of Titania or a child of a PC or NPC Elder, then consultation with the GMs is mandatory. In any event character design and insertion into the game does require some work, since the GMs have, while keeping much of the milieu of Amber in terms of geography intact, have basically reinvented the Royal Family to our taste. This is not to say that you couldn't have a character who was, say, Julian-like, just don't expect to interact with him. :Grin:
Although Player character concepts are important, a character cannot survive without powers! Powers available to a PC include:
  • Pattern (FREE, remember), Trump, Logrus, Shapeshifting, Sorcery, Power Words, Conjuration. We do accept advanced levels of all of the above.
  • Dream Walking,courtesy of the Strange Bedfellows Campaign
  • Alternate Sorceries from the SB campaign
  • If you'd like to use a power not listed here, or a variation on one of the powers, talk to the GMs and we will see if we can work it out. We do, and have accepted new and variant powers from the PCs! The GMs have a taste for discovering well designed new powers. Other powers that might take your fancy are available on my site at New Powers.
Contacting the GMs
My email address is jvstin@aol.com and Felicia is available at fyrangel@speakeasy.net. Email correspondence and turns should be addressed to BOTH GMs. PBEM turns will and can come from either of us, depending on whims, NPCs involved and the like. Felicia will likely do most of the writing, and thus most of the turns will come from her. The game is currently CLOSED to new players. The response to OTU has been outstanding, more than Felicia and I could have guessed.
Amber, the Eternal Realm
Amber Geography
Amber is at the pole of the universe, the very icon of order. The size of Amber itself is roughly that of a moderately large Earth Nation.
The centerpiece of Amber is Mt. Kolvir, the largest and tallest mountain in the range which bears its name. The City of Amber and the Castle Amber nestle against its eastern flank, bordering the sea. Amber's harbor is legendary, and its lifeline.
Arden Forest is a wild, untamed, Primal Forest that covers much of the land west and south of the city. Most if not all shadow paths by land either end in the tangle of the mountains of Kolvir, or most commonly wind up passing through Arden.
To the east of Amber City are the counties and shires of the Kingdom. Small towns and farming communities such as Bayle make up the bulk of the open land. Although Amber does import some foodstuffs, this is the 'breadbasket' of the Eternal Realm. Toward the north of this region, the fertile land gives way to rolling hills more suited for livestock than crops.
Rebma, the City under the Sea lies about 10 miles southwest of Amber. The sole land entrance is at the Staircase known as Faiella-Bionin.
The Isle of Cabra lies about 30 miles southwest, in a shallow bay known for its rocks and shoals, a hazard to ships which must necessarily pass through it to go to and from Amber Harbor.
The Golden Circle
No kingdom is an Island, and Amber is no exception. The Eternal Realm has trading and alliance treaties with a group of shadow realms which lie on the outskirts of Amber. This group of shadows is known as the Golden Circle.
Examples of Golden Circle Shadows can be found at the Shadowwalker's Guide to the Golden Circle.
How Things Work in Amber
Amber is a realm which resists and indeed was created to oppose chaos. Raising the Logrus is difficult to do without attracting a lot of attention. Sorcerers must account for the effects of the Pattern in their spells, as they tend to wither away from the energies of the icon of Order.

Technology seems to be at the early Renaissance level. The printing press is still considered a relatively new and neat idea.

Ironically enough, using the Pattern is difficult in Amber. An initiate must move physically away from Amber for miles before shadowshifting becomes practical. Likewise, powers such as probability manipulation and the like do not work as well in Amber as they do in Shadow. The more advanced practitioners of Pattern can alleviate some of these problems to an extent, of course, but it is still far more laborious to do anything with Pattern in Amber than in Shadow.

Who's Who
The Player Characters
For more information on the Player characters in Oaths of the Unicorn, visit the Player Character's site. You may also wish to visit the Oaths of the Unicorn Amber Family Tree page for a better overview of the entire Royal Family Tree of Amber, NPC and PC alike.
Oberon's lovers and descendants
Boedecea
Oberon's First wife, Warrior Queen of the Shadow Rune
Falcon (PC)
Cernunnos (PC)
Sabre (PC)
Arwen and Peregrine, Twins (PCs)
Adrina
Lady Adrina of Alamut
Solomon
A mage, came to Amber in his late teens
Feria
Wife: Lady Feria of Begma, cousin to the King Raulf of Begma
Nathaniel
Admiral of Amber's Navy, eldest son of Lady Feria.
Parsis (PC)
Scipio
Soon to be Prime Minister under the new King. Ladies man, diplomat. Fraternal twin to Parsis.
Alexi
Protector of Arden. Feria died giving birth to him.
Scaylene
Concubine: Draconic Princess of Ravenna
Angelique
Tannim
Malgorm (PC)
Allanna
A potent sorceress of Shadow Magica.
Tyrance
Successor to Oberon
Alton (PC)
Syren
Reputed to be the most powerful magic wielder of the family, or at least the most tempermental and manipulative.
Gareth
A moody artist who follows Syren in all things.
Hope
Snowden
Courtesan
Lyall (PC)
Selene
Lady Selene of Elysian
Katerina and Persephone (PC), twins
Roland(PC)
Queen Delilah
Laria
Lysell
Both of Delilah's daughters are delicate and gentle natured ladies, easily led and told what to do. They are used to a woman's place being at the whim of her husband.
Elizabeth Barrett
From Shadow Earth
Gabrielle
Studying Medicine on Shadow Earth
Shiarra
Dianeira(PC)
Other People to Know
Amethyst
The Dreams of Amethyst
Tir is not all that there is in the realm of Tir Na Nogth. For those who know the way, and find a method of entry, can learn that the Ghostly City shares the space and realm with someplace...else.
The Realm of Amethyst is as old as Amber. Founded by Titania when she and her brother split apart the serpents multi colored eye. The Pattern of Amber was drawn with the Red Jewel of Judgement. The Pattern of Amethyst with the blue Heart of Dreams.
Titania has ruled there for many centuries and her family is large. Until recently, the (Amberite) Player Characters by and large knew little of this realm, just as the descendants of Titania knew little of the Amber Royal family. You can visit the Introductory page to Amethyst, or check out the Amethyst family tree.
Rebma
The Realm of Rebma
Under construction

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