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Forest of Dreams
Somewhere, deep in the Forest called Arden, Prince Julian is meeting the Lord and Lady of the Fey, always an occasion for much feasting and merriment. But is this just to celebrate another 7 years gone by -- or is there a deeper meaning to this ?

Background
This game is set somewhere (somewhen ?) in the past of Amber, when the world was younger, and the Princes and Princesses of Amber more innocent (or were they ?). Oberon is still king in Amber (though not always around...)

In Arden, Julian and his Rangers are (by most) considered to be the 'powers-that-be', though even he pays proper respect to the Lord and Lady of the Fey. It is said it is not wise to anger them...

As for timeline and technology, this tale plays when shadow Earth has about reached the year 1600, which means the Renaisance is in full swing over there. What that means for Amber and Arden is to be seen.

The Location
The game is set somewhere in the Forest of Arden, quite some way from Amber proper, in a place where the trees grow high and wise, and the flowers are bright on the meadows... or are they ?

The meeting of Amberite and Fey is planned near the Grove of the Unicorn, always a place of great importance. In two days time, the official ceremony will take place, on the eve of Beltane, and already a great many people have gathered in the attendant campsite. And you are among them.

Who is who
Of Amber:
Prince Julian - of Amber and Arden, he is master of these woods.
Princess Fiona - of Amber, and a sorceress.
Lord Rein - a minstrel.
Master Fredrick - the Huntsman, master of Julian's Rangers.

Of the Fey
The Lord - King Obrey of the Fey, Lord of the Unseelie.
The Lady - Queen Dymphna, Lady of the Seelie.
The Amadan - a small winged sprite, and the Lord's messenger.
Puck - looks like a faun, acts like a Fool.

On the Fey
The Fey are an ancient people, closely connected to the forests of the worlds. Some say they are more connected with the plant than with the animal kingdom, but few know for sure.

There is much strife amongst the Fey. They are (by tradition and attitude) separated in a Seelie and an Unseelie court, who are by custom at war with one another. The Lady is often associated with the Seelie court, and the Lord with the Unseelie court.

The Seelie Court
Fey of the Seelie Court are often more human-looking. Their inhuman trait tends more to unearthly beauty rather than to monstrousness. This court is dedicated to the gentler passions; love and sensuality rule this fair domain.

The Unseelie Court
The monstrous and frightening fey tend to belong to this Court, a dark, insane place where trickery and dark desire rule. At times, their Lord rides the woods at night with his servants running by his side, and mortals who stumble across his path are hunted and chased for pleasure and fun, though they are seldom harmed. Their revels tend to wild, bacchanalian orgies.

Note, however, that the Seelie are not necessarily 'good', and neither are the Unseelie 'evil'; it is just a way of looking at the world. But an Unseelie Fey doesn't needto be vicious and cruel, any more than Seelie fey are need to be fluffy and nice.

Character Creation & Restrictions
Characters are to be built on 100 points, and can choose to be from Amber, Shadow, or even have Fey blood in their veins. No Chaos characters please, unless you manage to convince me otherwise.

If you choose to be an Amberite, you will most likely be someone of the younger generation, a child of one of the Elders. Remember that this game plays well before the 'Chronicles', so characters will not be well-known Amberites. You might be known as an Elders 'ward' or something like that, but keep in mind that this will
not be common knowledge in Corwin's time. You can choose who you might want for your parent; consult with me for a definite choice.

Maximum of 5 points of either kind of Stuff.

Powers: choose from Pattern, Trump, Sorcery, Conjuration, Power Words or the powers detailed below. Creatures and Artifacts are also available, as are Personal Shadows. Shapechanging, Advanced powers and parents by prior agreement with the GM. No constructs, broken pattern, etc. unless you make me REALLY happy ( = have a GREAT idea ;-) ).

What I would like to see for each character:
Name
Statistics (Strength, Endurance, Warfare, Psyche)
Stuff
Powers
Info on who your character is (somewhere between 75-150 words is fine.)
What you think others (i.e. other PC's) know about you.
For Amberites: desired parentage
For those with Blood of the Fey: a brief description of your 'natural' form.
Why would your character be invited for, or be around, the event described above (in 100 words or less.)

The Fey

Blood of the Fey
15 points. Necessary for the other two Fey powers.

You are one of those born of the Fey, one of the primal creatures of the Forest. This grants you a special connection to the woods of the worlds, and the ability to use this connection to travel through Shadow -- though only to forested areas and places of great natural beauty. Of course, you can lead mortal Shadow dwellers there -- only to make them lose their way forever!

The Fey are not all human-shaped or sized. Some might be human or almost-human, but they always have some distinguishing feature. This can be minor, like an animal's tail, or ears, or eyes, or having your feet backwards, or major, like the tiny pixies, who sleep in a flower's petals, or the Jenny Greenteeth or Redcaps,
fearfull monsters from your worst nightmares. Choose and describe your 'natural' form when you choose this power.

Fey Power: Glamour
25 points. Needs Blood of the Fey.

The power of Glamour allows the fey to create illusions and tricks to deceive the minds of mortals. Almost all Fey have this power, and it allows them to 'make the Shadows lie for them'.

Attribute Tips for Glamour: Psyche is the most important attribute for this power. Glamour is the art of forcing someone else to see something that's not really there, and to manipulate the Shadows to show what the Fey want to show.

Glamour Abilities
Create illusionary shapes
You can create illusions to cloak yourself or your surroundings. This is often used to hide paths and doorways, or to hide someone or something. The illusion will work best if there is something 'real' to support it, i.e. an illusion to hide a passageway works better if there is a closed door in the opening than when there is just a hole to hide. Persons and creatures can be cloaked as well; your Psyche advantage   determines how well the Glamour 'sticks'.
Create lights and shadows
You can create shapes and shadows out of pure light and darkness.
Take on a seeming
You can take on the shape of someone or something else. If you want to imitate someone specific, your Psyche determines how much (or how little) you resemble him or her. You can also try and become invisible with this ability; however, you will still leave trails and footprints.

Weaknesses.
Glamours are of limited duration, never lasting beyond sunrise or sunset. Glamours typically affect sight and hearing, and will only provide a tactile, smell or taste illusion to those subjects over whom the Fey has a clear Psyche advantage.

If the illusion moves, or is interactive, it requires concentration on the part of the controling Fey. The GM's
decision is, as usual, final.

Fey Power: Enchantment
20 points. Needs Blood of the Fey

Enchantment describes the fey power to bend the will of a mortal to your bidding, to charm and enchant someone, or to make one fall in love with you. Befuddlement of the mind is also a possibility.

Attribute Tips for Enchantment: Psyche is once more important. A strong advantage is required to achieve the full effects of this power, although a Psyche battle needn't be fought. The power may still be used when you have a less clear advantage, or even when you are at a Psyche disadvantage, but its effects will be appropriately diminished.

Enchantment Abilities
Control of Emotion.
You can use this power to enhance or dampen people's emotional states, pushing towards either peace or bloodlust, heightening or removing lust, hate or devotion. Alternatively, you fey can create an entirely artificial emotion, making an angry man happy or a fearful man bold. This is more difficult, however.
Control of Desire.
You can make someone desire the individual or object of the fey's choice, and that person will pursue it for his or her own. Likewise, the subject's desire for an object or person may be broken, making him forget something he once wanted with a passion.
Fade From Memory.
The classic quality of the fey is the elusive, dreamlike recollection they leave when they have gone. With a sufficient Psyche advantage, you can make your subject entirely forget an encounter; even with a slight disadvantage in Psyche, you can leave the subject confused as to some of the details.
Confusion.
The most elementary control fey over their subject's thoughts is to derail them. A traveller may lose her way in the woods; a cobbler may err in his work; a guard may stand, diligently, at her post while fey thieves stroll past her, never thinking to stop them. The subject should be engaged in a continuous, preferable fairly monotonous task, rather than something requiring a lot of attention; it would be difficult to confuse someone in a fight, while somone writing a letter could readily be persuaded to wander hopelessly off his point, waffling for pages about something completely irrelevant until his pen broke.

Weaknesses.
This power is subtle and powerful, but essentially non-confrontational. The effects are strongest on the unalert and unwary, on whom an Enchanter with a strong Psyche advantage can inflict powerful mood swings and passionate desire, and in whom an Enchanter with even a narrow Psyche advantage or even a small disadvantage can create perceptible effects.

Someone aware he is being enchanted, however, is very resistant to the effects, and a clear Psyche lead is required to achieve even quite small effects. Winning a Psyche battle can allow the fey to inflict Enchantments with the full effects, of course, but this method is a little coarse and not often favoured.