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| and the Thousand Worlds | |
The Campaign
The GameThe HeroesInactiveThe AmberitesThe Others
The Realms |
Campaign News and RumorsAmberway's Greatest Hits (February 1999) In the absence of new activity, we begin an irregular series reprinting some of the campaign's finest moments. This month, the, er, quarrel that parted Delve and Fisher. Relive the events of "The Well," in cleaned-up and color-coded format. All redundant message-quoting has been removed. Text contributed by Fisher's player is colored darkolivegreen; text from Delve's player is maroon; the GM's own text is black. Fare Forward Voyagers (November 1999) In the face of server growing pains and real-life obstacles, our Heroes (hey, it's the official term) press ever onward:
Temporal Distortions The nice even even time flow of the Thousand Worlds has come under assault by numerous forces from Amber and Shadow. First, eGroups entered another of its periodic slowdowns. Second, it's vacation season on the obscure sphere (outside the Thousand Worlds) where our heroes' creators reside. Third, the PCs are scattered hither and yon, with only Turtle, Seeker and Behemoth having each other for company. But here's what passes for the latest news:
The Passing of Puma One of the most universally-liked player characters, Walks-with-Puma, became the first victim of the Pattern, dying in the attempt to traverse the copy in the basement of (the former) Castle Amber. Puma had been warned not to try it by Fiona. Was his desire to find his people so strong that he undertook a suicidal task? And has he found them now? Who can say. In the meantime, the players eagerly await Tony Sturgeon's next PC. But Tony - WAAAUUUGHH! Ahoy! Chaos! Looks like Fisher meets the first foul demon of chaos - in a Strangerside bar. Fisher being Fisher, he chatted her up and played cards, at first thinking she was Queen Corinne of Rebma. No no no. The FDOC claimed that the Pattern was an offense to the supreme deity. But why would the Walker hate the Pattern . . . ? Menace in Meander Fisher heads for home to find one of the artifacts of power. Things aren't so great there. Huge venomous bats, eerily bad weather and maybe, just maybe, a big ol' dragon in the wings. As it were. Last Boat Leaving After the destruction of Castle Amber, Fiona took shelter with Seeker, Turtle and Behemoth, and instructed Seeker and Turtle in the ways of the Pattern. (Behemoth was too unwell to attempt it.) The four have set sail for the Thousand Worlds as part of a deal - Seeker takes Fiona to a place where she can restore her sight and Fiona tells Seeker how to make trumps. It's a good deal for Fiona - her part of the bargain: up your water and air scores, Seeker. What's Up? Peregrine and Tempest In a semisurprising return to action, the two avially-inclined heroes wander up the stairs to Tir na nog'th, where the phantoms aren't quite so phantasmal as one might hope. Corwin uses Greyswandir to spot Tempest and Oberon materializes Peregrine with the Jewel of JudgmentTM. Or is it all just a dream? Frankly, we have no idea - yet. from the campaign records
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The Links
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A selective, and we do mean selectiveset of links - cool Everway pages, cool Amber pages, cool related or relatable pages by our participants. |
The Fine Print |
Everway is © 1996-1999 by Rubicon Games. Everway and Spherewalker are trademarks of Rubicon Games. None of the materials found herein are intended as challenges to the trademarks and/or copyrights of Rubicon Games. That goes for Amber and Phage Press too, by the way. Fred Wolke owns all other contents of the Amberway campaign site unless stated otherwise. Characters found on this site are the sole property of the players who have created them. Images found on this site are the property of their creators. The site design is © 1999 by Jim Henley, for what that's worth. Same for the Amberway logo and the trumps. |