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Amberway'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:

  • SpawitdaSpa. Seeker takes on Turtle and Behemoth at the same time - don't be alarmed; they're only practicing. Then Seeker uses a nifty pattern trick to find someone he's looking for even though he can't, technically, use Pattern to find people yet. Turtle and Behemoth have, like, a moment in a Gleamingrose bar. Turtle offers his friendship. Behemoth offers a grunt. And kindly old Fiona says of their hired navigator, "If I had my eyes he'd be putty in my hands." Our Heroes continue their quest to get her her eyes back regardless.
  • Was it something I said department. Maybe Delve shouldn't have made that joke about selling orphans to, you know, the foundling. The amazing thing is that Delve was abashed enough by his behavior not to put the moves on the tall but tempting Cat (see below). Or is he afraid she's a real giant after all?
  • In his own inimitable way Fisher pursues a meeting with Dog Giantheel. By, um, going on a river boat expedition to hunt giant eels. With what turns out to be a former, though not formerly bitter, flame. And her boy toy, with whom he has ended up in a duel.

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 Good Ship Lollipop makes landfall. Behemoth, Turtle and Seeker spend a month on a boat with Fiona and all they can talk about is themselves. Actually, Behemoth doesn't really talk to anyone - nor is anyone polite enough to talk to him - but his leg heals nicely. Turtle and Seeker practice finding things in shadow. (Hijinx ensue.) And once through the reef, their ship makes landfall in a sleepy hamlet where they find lodging with a local elder. Can Story Time be far off?
  • Delve mixes business and pleasure in Stonedeep, chatting up a very tall adventuress named Cat Giantsdaughter over lots and lots of pie. Cat has clearly just completed the Journey to Stonedeep quest from the Everway boxed set. She eats like Delve and relationships have been built on less, but does she go for short guys? One minor worry: How did Brand know the Ghoul Queen's castle was in "ruins" before Cat and her friends actually ruined it? Or was the Ghoul Queen that slovenly in the first place.
  • Fisher demonstrates the common touch in a rather ... unpretentious bar in Beerbarrel. He's looking for Dog Giantheel, wielder of the fabled (in this campaign anyway) Edge of Light and Darkness. One minor worry: Dog doesn't do such nice things with it. And he could probably destroy Fisher instantly. Fisher's solution: Let's be friends. If he can find the man. Oh, there's no reason to believe that Cat Giantsdaughter, a foundling, is related to Dog Giantheel, a rogue who travels freely among the spheres and has probably, as they put it on Monty Python, been with a woman. Must be a coincidence.
  • Meanwhile, in Tir na Nog'th, or can you even say that? department Peregrine has learned that Gerard is strong! Tempest has learned that Corwin is a skilled swordsman! Hey, it's news to the characters anyway. Peregrine is walking down some stairs in a strangely solid version of Tir, while, some ways away, Tempest is mulling over whether to give Corwin his parole.

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 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.