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When Corwin, Random and most of the other Elders went to Chaos
to prosecute the end of the Patternfall War, Gerard was the sole
elder left behind, to manage Amber while his siblings fought for
Amber's survival at the gates of their mortal enemy.
What no one imagined was the time, in Amber, it would take for
the rest of the family to return. Thus, in the wake of Oberon's
death in re-inscribing the Pattern, Gerard has turned to his
children, nieces and nephews. Left behind by their parents, it is
they, under Gerard's leadership, who must manage and deal with
the problems and threats to Amber during Gerard's Regency.
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| Tales of the Regency is a set of scenarios set during the 10
years that Gerard managed Amber while the rest of the family was
in Chaos. With only the younger generation to rely upon, Gerard
depends on you, the player characters, to deal with events as
they unfold. The basic set up and non player characters remain
the same, but otherwise each of the TOTR games are independent,
and can be enjoyed seperately as well as together. I expect there
will be significantly different mixes of player characters in
each of the scenarios. |
Tales of the Regency was last updated Sunday, April 01, 2007
Added Concordance of PCs and Games and the
TBR 2007 entry, The Invasion of Time
The World of Tales of the Regency
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- The Invasion of Time (TBR 2007)
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A new problem faces the Regent, one that seems to threaten the entire Golden Circle.
Mysterious monoliths, with destructive force, begin to appear out of nowhere in various locations with
inscriptions claiming conquest and subsequent suzerainty over lands by someone or something named "Kuin".
With these giant markers of future
victory appearing closer and closer to Amber, can the Amberites solve the secret and stop the Invasion of Time?
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- The Road to Fair Elphame (ACUS 2006)
- The children of Amber have faced many difficulties during the Regency of
Gerard, from a Dragon in Arden to hitherto unknown relatives being found
in Shadow. This time, one of their own needs their assistance.
Carl, the dependable son of Prince Julian, and Warden of Arden in his absence,
has mysteriously disappeared into the Shadows that surround the Greenwood.
A key linchpin in the defense of Amber with Gerard's siblings gone,
Uncle Gerard wants him back.
Where might the road to finding and retrieving the missing Carl take
the children of Amber?
- A Piece of the Action (TBR 2005)
- In the aftermath of the rewriting of the Pattern, Amber seeks
to restore its ties to Golden Circle Shadows. A mystery and an
opportunity, however, has appeared. A hitherto unseen shadow has
now moved into conjunction in the Golden Circle. Before the other
nearby shadows stake their claims to trade, commerce and
knowledge of this new world, Gerard wants you to ensure Amber
gets A Piece of The Action.
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- Royal Legacy (ACUS 2005 Slot 2)
- The Player characters are asked to visit the shadow of Nauru
,whose islands have long since been a personal fief of King
Oberon. In the wake of his passing, the islands seek to make a
destiny of their own. Gerard needs you, the player characters, to
"show the flag" and investigate the situation.
- Cityscape (ACUS 2005 Slot 4)
- In the wake of the Pattern's rewriting, many of the old
shadowpaths to members of the Golden Circle have been eliminated
or transformed or transmorgified. Gerard would also like some
face presence for these shadows. And yet, even as the players do
this, they find at least one of the shadows is far less stable
than prior to the War, as the capital city changes under their
feet to a far more sinister place...
- Remnant Population (ACUS 2005 Slot 5)
- Arden is a wild and wooly place, even in the best of times.
In the wake of the Black Road and the Chaosian invasion, Prince
Carl needs his cousins help in making sure there aren't any
lurking surprises in the Greenwood. After all, even if you are
very good, its awfully hard to know everything about the
Forest...
TOTR games are set in the period of the Gerard Regency.
Between the leaving of the Elders for Chaos, and their return,
ten years passed in Amber with Gerard in effective control.
Without his siblings, Gerard relies on the next generation, the
player characters, to help maintain order and deal with problems
and threats to Amber and the Golden Circle
Characters will be based on 150 points. Players are strongly
urged to send their characters in advance, to give more playing
time at the convention. Characters created at the convention (or
pre-gens given to players at the Con) will be based on 135
points. Character concepts are strongly recommended to focus in
and around the Amber Royal Family. Chaosian characters are not
permitted. In this time frame and setting, a Chaosian is going to
be shot first and asked questions via a speak to dead spell.
Character Parentage can be up to the player within reason.
(Strange stuff like children of Oberon or Dworkin will require GM
approval). Characters should probably be less than two centuries
old (or else they likely would have been brought to Patternfall
with their parents)
Although Player character concepts are important, a character
cannot survive without powers! Powers available to a PC include:
- Pattern, Sorcery, Power Words, Conjuration.
- If you'd like to use a power not listed here, or a variation
on one of the powers, talk to the GM and I'll see if we can work
it out. Logrus and Shapeshifting, however, are right out. The
former may not exist in this milieu, and the latter would mark
one as one of the enemy. As far as Trump, Trump Artists are very
rare, and are likely the children of the not-very-trusted
Redheads.
My email address is Paul
Weimer(jvstin@mindspring.com)
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- 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 the domain of Prince Julian and 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.
- 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.
- 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, despite
efforts of some of the royal family to experiment with more
advanced technologies.
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.
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- Gerard
- The Regent of Amber, the one the late King Oberon trusted
above his other children to manage Amber while the rest of the
family went to fight the Chaosians on their home turf.
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- Carl, son of Julian
- The eldest of your generation, Carl has lived and helped his
father manage Arden for nearly three centuries. In his father's
absence, he has been given the ranking authority to run Arden by
Gerard. A cold and withdrawn man, it is rumored some ancient
crime or dispute is what keeps him from often coming to the
Castle Amber, even in these times.
Carl is depicted as Karl Urban
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- Lord Henden
- The irrepressible and unflusterable Chamberlain of Castle
Amber. A fixture from the days of Oberon, Lord Henden continues
his eternal fight to maintain the orderly running of the Castle
Amber...even if he grates on the nerves of many, and rarely ever
backs down from anyone of lesser rank than the Regent.
- Commander Rylac Gerison
- The commander of the guards in Amber Castle, a red haired,
skilled swordsman still in the prime of his career. He is
publically unhappy with Princess Deirdre, who has made it known
that she intends to create an all-female seperate branch of the
guards.
- Michael
- The head of the Amber Kitchens, sometimes called (behind his
back) the "Second King" of the Castle for the regimented and
complete control he has over his domain. Even Lord Henden rarely
challenges the portly salt and pepper bearded man in his element.
On the other hand, with a judicious amount of flattery, he can be
a great ally...when one wants a special meal or a midnight
snack.
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- Little is known of the Courts of Chaos, save that your family
has gone there, to prosecute the War. It has been years, and
there has still been no word from them. Trumps seem not to reach
that far, and no other messages have arrived from the family who
has gone there.
What they have found, what they are dealing with, remains a
mystery.
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