Amberites Campaign

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Run by Carl, this GURPS campaign started in a Swashbuckling fantasy era, and moved to a world based on Roger Zelazney's "Chronicles of Amber."

The players, already powerful persons in their world undertook a quest at the behest of their worlds Arch-Mage (a guardian of thier world, there is only one Arch-Mage.) This quest took them to Castle Amber, now deserted. There they discovered Amberite blood in their veins, allowing them to walk the great Pattern and gain their Amberite heritage.

The new Amberites can walk through shadow, are longed lived, have increased physical strength and healing. They are now quasi outcasts from their home world of Hanasquhar, as their aura's, able to be read by any normal mage, distinguishes them from normal.

The party spend years in a convergence of shadows called the Nightside, to avoid Shadowhounds that hunt them. Now, two decades have passed and they walk the shadows to return to their home-world.

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