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| People Out of Shadow | |
The Campaign
The GameThe HeroesInactiveThe AmberitesThe Others
The Realms |
HawkeyeThe heroes discovered the youth, Hawkeye, in the forest of Arden. He claimed to be the last survivor of a group of friends (the rest were eaten by feral hellhounds, and to have built the rather nice treehouse in which he was living. A scruffy youth with black hair and an effort at a beard, Hawkeye gives every evidence of having come to Amber from the Thousand Worlds. He may have had a brief romance with Rebma's Queen Corinne. If so, it ended unhappily. He is a typically taciturn teenager (so far as anyone knows), and his true significance is yet to be determined. The Guild of NavigatorsThe Guild controls the seaways that allow ships to pass from sphere to sphere. They are very wealthy, as they have a virtual monopoly on intersphere trade. The other organisations can do it, but the Guild can move much more cargo in a week than any other organisation. The Guild keeps very close tabs on its members, requiring them to keep careful financial records and logbooks. The punishment for cheating the Guild is death. Being a full-fledged Navigator requires skill with numbers, nautical charts, navigational instruments, and the memorisation of long lists of instructions and formulae. In short, a high Air score: 5 or better. Back to top The Wizards' ConvocationIn every Sphere, somewhere, there is a tall stone gateway, carved with strange runes over every square inch of surface. The men and women who know the secrets of these stones, and how to activate them to send them to other spheres, are members of the Convention. They are even closer with their secrets than the other organisations... it is said that they do not recruit, but rather are forced to admit new members to their ranks when they divine the secrets of the Rune Gates... Opening oneself to the powerful energies that course through the rune gates requires a connection with primal, mystic forces that is rare in mankind. A Water score of 5 or better is required to open a Rune Gate. Back to top The Brotherhood of RoguesThe Brotherhood controls the secret underground passages that link the sewers, catacombs, and dungeons of the cities and palaces of the thousand worlds. They are the unrivalled masters of the shadows, having criminal operations wherever their burrows crop up. Each Sphere has its own 'Elder Brother', a local authority whose words are not questioned. The punishment for disobedience is death. Surviving a trip through the Grand Tunnel requires endurance, a strong will, and determination. In short a high Earth score: 5 or better. The Rogues do not tell what horrors they encounter. Back to top The Knights ArgentSwearing fealty to no King, but claiming to be in the service of all mankind, the Argent Knights patrol the lonely forest paths, including the strange ways of the darkest parts of the woodlands, the ones that lead from one Sphere to another. To some, they are saviors, the lone word of justice in an unjust world; to others they are meddlesome political plotters that use their reputation and influence with the peasantry to assure that crowns sit uneasily on the heads of their enemies. All of the Argent Knights are warriors par excellence, and no man (or woman) may join their ranks without besting one of their number in combat, a feat that requires a fire score of 5 or better. It is rumored that this martial prowess is necessary to evade or defeat the guardian that every Knight encounters when he attempts to move from one Sphere to another. The Argent Knights are loose coalition of elite fighters, spread across the Thousand Worlds. Their higher ideals are for the defense of the common man and truth, liberty, and justice, but sometimes these ideals are tarnished to one degree or another. Their exact organisation, leadership, and goals change from sphere to sphere. It is generally considered Proper for a visiting knight to defer to the local leadership, but if he differs with them he is under no compulsion to stay in the sphere and may move on. In extreme cases, Argent Knights have been known to fight duels over points of honor. There is a central leadership in Everway, that tries to keep track of things and correct the most egregious violations of the code of chivalry, but they are relatively weak, and some of the stronger groups are many 'hops' away. Their most potent tool are the 'Green Knights', a small group of the most senior, most trusted knights whose job it is to travel the spheres and make sure that things are going well. Of course, not all of them are completely noble and good, but that's life. characters and
organizations created by Fred Wolke
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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. |