A A , S B : S BOVE O ELOW T R S HE EBMA OURCEBOOK for Amber Diceless Role-Playing by Mark Jason Durall In those days the world of mirrors and the world of men were not, as they are now, cut off from each other. They were, besides, quite different; neither beings nor colors nor shapes were the same. Both kingdoms, the specular and the human, lived in harmony; you could come and go through mirrors. One night the mirror people invaded the earth. Their power was great, but at the end of the bloody warfare the magic arts of the Yellow Emperor prevailed. He repulsed the invaders, imprisoning them in their mirrors, and forced upon them the task of repeating, as though in a kind of dream, all the actions of men. He stripped them of their power and their forms and reduced them to mere slavish reflections. Nonetheless, a day will come when the magic spell will be shaken off. The first to awaken will be the Fish. Deep in the mirror we will first perceive a very faint line and the color of this line will be like no other color. Later on, other shapes will begin to stir. Little by little they will differ from us; little by little they will not imitate us. They will break through the barriers of glass and metal and this time will not be defeated. Side by side with these mirror creatures, the creatures of water will join the battle. "Fauna of Mirrors" Jorge Luis Borges The Book of Imaginary Beings (Avon Books, 1969) Thanks to: All of the following people whose playtests, ideas, and suggestions have helped shape this sourcebook: Advice and criticism came from Carol Dodd, Jennifer Jerlstrom, Don Woodward, and David Kubanek. “Hellos” to all those players who’ve encountered Rebma in all the various games at Ambercons and Gen Cons galore, and much appreciation to those who have shared their stories and journals with me, and for the great characters you all created and played! Thanks to the gallant officers at the Japanese Maritime Safety Agency for their inspiration and nautical-related advice, and to H.P. Lovecraft, Jorge Luis Borges, and Microprose’s X-Com: Terror From the Deep for the darker elements of the Rebman universe... Thanks to Erick Wujcik, who trusted a first-time writer with a project of this scope and size, and to Michele Spainhour, for a brutal first edit. Both of them were kind and unkind enough to edit the thing into something publishable. An immense debt of gratitude is due the late Roger Zelazny, whose world continues to grow daily. The greatest regret I have about taking so long writing this is that he didn’t get to read it. Thanks to my parents, who had little to do with the writing of this manuscript, but without whom, it wouldn’t have been written. Finally, thanks to all of you, players and Game Masters alike, who waited... Table of Contents ************************INSERT HERE*********************************** INTRODUCTION "Rebma is the ghost city," he told me. "It is the reflection of Amber within the sea. In it, everything in Amber is duplicated, as in a mirror. Llewella's people live there, and dwell as though in Amber." Random, to Corwin Nine Princes in Amber (p. 62) Barely touched upon in the ten novels of the Chronicles of Amber, Rebma remains as mysterious at the close of the series as when first viewed by the amnesiac Corwin. So many questions are raised which are never answered. Corwin's deeply hidden memories were sparked by the sight of its architecture, at once familiar and unsettling, but little more was said about this strange and wonderful world beneath the sea. In a way, Rebma is the first real glimpse readers get of Amber, home to the Royal Family and center of the universe. In Corwin's opinion, the reflection, as interesting as it is, cannot hold a candle to the real Amber. He teleports from there at his first opportunity, and doesn't look back. Perhaps this was rash, as Rebma undoubtedly held much more to encounter... What are the secrets of this strange watery kingdom, identical and yet so unlike Amber? What are those strange mirrors hanging about the castle in Rebma? How is it that dwellers of lands above may breathe without difficulty in Rebma, and that her people walk freely upon the surface? Described as woman of beauty and great nobility, with a trace of vanity, Queen Moire is as enigmatic as the seas themselves, liege of a realm which knows peace well, when for so long Amber herself did not. Who is the Lady Moire and what are her connections to Amber? How did she become ruler of its reflection beneath the sea? Why is she the ruler of Rebma when Llewella is present in Rebma enough to be its Queen? What is so captivating about Rebma's nature that Llewella resides there instead of Amber, calling it home and appearing in Amber only rarely, briefly, and with apparent reluctance? Now we have answers to those questions. As Above, So Below...: The Rebma Sourcebook is the complete guide to Amber's sister-city of Rebma: detailing its people, culture, and powers. It explores the connections between the royal families of the two realms, and provides character creation guidelines for members of the Rebman royal court, as well as Amberites whose origins involve Rebma. Rebma's origins and nature are described, as is its relationship to Amber. Several new magical powers unique to the Rebman world are included, and alternate versions of a few familiar faces are unmasked. In addition, there are a number of suggestions on integrating Rebma into ongoing Amber campaigns. For the Game Master's use, there are extensive guidelines and numerous suggestions on how to run campaigns and adventures based in Rebma, with a trio of ready-to-run adventures, and a vast number of adventure “shells” and ideas to bring Rebma and its people in Amber role-playing. This sourcebook can provide the basis for any scenarios you might think of, from campaigns in which the characters visit Rebma briefly during Amber play (maybe a quick trip to the Pattern there or a visit with Llewella), to fully realized campaigns set in Rebma using Rebman and Amberite characters. As Above, So Below... is also useful for Game Masters who have already used Rebma in their campaigns, providing a wealth of information to enhance play and giving a framework which incorporates personal views on Rebma and information already brought out in previous Amber role-playing sessions, as well as new non-player characters and adventures which should be easily adaptable to any Amber campaign. Hopefully, you'll take out of this some new ideas for any campaign, and a few new ideas about Rebma, Tir-na Nog'th, Shadow and Amber itself. Welcome to Rebma, enjoy your stay here. “WHY REBMA?” Why this sourcebook, even? Because Rebma presents a wealth of great opportunity for any Amber campaign, from a dozen or more different angles. So close to Amber, and so different, Rebma is a mysterious and intriguing source of adventure for players to explore and interact with and within. One of the most important questions when integrating Rebma into a campaign, whether as a player or a Game Master, is what you are using it for. Following are a number of ways Rebma can be useful to player-character Amberites, Chaosians, Shadow folk, and Game Masters alike. A Home For Player Characters. Rebma provides an unusual yet logical choice of a background for player characters in an Amber campaign. If they are Amberites, the characters can be among Oberon’s illegitimates, or legitimate like Llewella and estranged from Amber for their own reasons. They can be married into the Rebman family, like Random was (however unwillingly). Characters might be the offspring of Amberites who have visited Rebma, either choosing to embrace the land, or shun it as Martin does. Or they might choose Rebma first, as Llewella does. Whichever the case, Rebma will be an important, defining part of their character background. A Source of New Elders and Non-Player Characters. Queen Moire is not the only Rebman who might serve as an ally, foil, or source of information or aid. The Rebman Sea- Court, though not as powerful as Amber’s, has a variety of royals who are viable sources of assistance, alliance, information, arbitration, or enmity. Their strengths are more subtle than those of the Lords and Ladies of Amber, but equally potent. Looking outside the Court of Amber is often a wise idea when player characters are eager to keep their actions secret, or are worried about them being interfered with by nosy uncles, aunts, or cousins. A Source for Friends, Allies, and Devotees. Having friends is important. The more, the better sometimes. The player character options of An Ally in Amber and Family Friend can also be applied to the royal family in Rebma without difficulty. The section on Rebman Campaigns lists the cost and description for Rebman Court Devotees, and for the advantage of Triton Blood, which measures one’s connectedness to the Tritons, the semi-mythical founders of the Rebman Court. Again, Rebma provides a number of alternatives to the Elder Amberites, who might even be at cross-purposes with them and more than willing to assist player characters against the Court of Amber, if need be. A Potential Trouble Spot. This sourcebook also presents many ready-to-run scenarios, adventure shells, ideas for adventures, and other elements which make it an important place, and a source for many adventures, mini-campaigns, or even full campaigns. Its proximity to Amber, the presence of a Pattern and Jewel of Judgement, and the full-time presence of an Elder Amberite make Rebma a place not to be ignored. If your campaign has Random as King and Vialle as his Queen, then Rebma and the importance of its alliance with Amber becomes even more of a potential lightning rod for trouble. The introduction of the Seven Shadow Sea- Kingdoms, the Sargasso Sea, and the Maelstrom all expand the stage, and the Tritons present a unique and powerful threat to both Rebma and Amber. A Neutral Force. Corwin and Deirdre were able to seek sanctuary in Rebma, even chased to the foot of Faiella-bionin by Eric and Julian’s men. Despite this, Moire would not send troops against Amber. Even Random was able to stay there without threat from Eric or Moire, and perhaps through Vialle’s importance to Moire, was spared when his assassination attempt upon Eric failed. Queen Moire presents a powerful presence in Amber, only nominally allied with the Amber Court, and thusly becomes a valuable ally in situations where neutrality is called for, such as arbitration, or serving as a site for negotiations. Asylum/Exile/Hiding Out. As mentioned above, Corwin, Deirdre, Random, and perhaps others sought refuge there from their siblings in power in Amber, and were granted it without fear of extradition or harm. Banishment from Amber would not necessarily preclude visiting or living in Rebma, close to the source of action. Perhaps this explains Llewella’s absence from the Court of Amber. Rebma is also a place where one might hide from Amberites. With competent magical warding versus Trump, Pattern searching, and other sorcerous means of detection, one might dwell close by the Court of Amber and monitor things at leisure through the magical mirrors or other methods. New Powers. Rebma also presents a number of new avenues of Power, open to its people and others with the proper discipline. These include Mirror Wrighting, in addition to a cornucopia of new Sorcery Spells and Power Words. Additionally, the Tritons are rumored to possess a strange power based on a force from within their home realm of the Maelstrom. Brand might have been seeking more than knowledge of Martin when he spent time there... A Place of Power. As a reflection of Amber, Rebma is also a place of considerable power. With the presence of a working Pattern, and a version of the Jewel of Judgement, Rebma is nearly as “real” as Amber, and has many enchantments which are quite ancient and powerful. The ability of surface-dwellers to breathe the water there is one of these. Like its sister in the sky, Tir-na Nog’th, Rebma is an alternate Amber, with its own games and players thereof. The omnipresent mirrors and longtime presence of Amberites have all served to make Rebma much more than a mere Shadow duplicate of Amber. The Pattern and the Jewel of Judgement. The reflected image of the Pattern of Amber is in Rebma, locked deep beneath the Castle, behind Triton-sized doors. Barred from the Pattern of Amber, as Brand was, characters might seek out the Pattern in Rebma to conduct their experiments or traverse it in relative secrecy. Similarly, those who might have need of the Jewel of Judgement might seek to borrow it (or worse) from Moire. According to Random, the powers it confers are the same as that of Amber’s, which makes it an item of extreme value. Entire plots might revolve around procuring it around from the Queen’s neck. Political or Military Allies/Naval Importance. Due to its nearness to Amber, Rebma figures prominently in any political situation involving Amber and Shadow, and therefore, ties with the Rebman Court are more important than ever. Characters might find themselves as peace envoys to Rebma, or sent there by the Court of Amber in times of crisis. A revolution in Rebma would create all new sorts of problems for Amber, and characters might find themselves embroiled in a Rebman civil war. Characters from Rebma could end up on opposite sides from their Amberite kin in such a struggle. Elder Amberite Involvement. Quite a few members of the Court of Amber have connections to Rebma; Llewella prefers Rebma to Amber; Random has an unsavory past there as well as a Rebman wife and son; Corwin regarded Moire with some affection; Deirdre dwelt there in exile for a couple of years after her escape from Eric; Brand spent time in Rebma while researching Martin; Eric was familiar enough to Moire to be hated; and Benedict was remembered with fondness. Martin is from Rebma, though he spends little time there. The current Queen of Amber is Rebman. Who knows what Gerard, Julian, Caine, Bleys, Flora, and Fiona have done there in the past? Player characters might have their own agendas in Rebma, or might find themselves seeking information about the machinations of their elders there. The section on The Elder Amberites gives more details on what they might be up to in Rebma, and how they might be encountered. Elder Chaosian Involvement. There’s no reason to believe that the Amberite Court has been the only one meddling in Rebma for all this time. Amber’s location has been no secret from the Courts of Chaos, and it is doubtful that Rebma would remain closed to those of Chaos. Perhaps Rebma has been more receptive than Amber in overtures from the Lords of Chaos, and have made deals for protection and trade of which Amber is unaware. Note Merlin’s observation about the receiving area of Mandor’s personal Ways: The entire wall to my right was composed of slow flame; that to my right, a non- returnable way, save for light, giving sight of some sea-bottom trench where bright things moved about and ate one another. Prince of Chaos (p. 56) It’s possible that more than one Lord of Chaos has made a part of their home in some of the waters near Rebma, the Coral Branch, the Sargasso Sea, or even at the Maelstrom. More likely is it that they have encountered the Rebman’s ancient ancestors, the Tritons (perhaps kin to Demons), and made pacts with them... Enemies. Another reason for using Rebma is that it presents a source of new non-player character villains, opponents, rivals, or challenges. Not all of the Rebman folk are as accommodating to the Amberite royal family as Moire and Llewella are. Some are downright antagonistic. Additionally, the wide range of creatures from the sea can be brought against Amber and Amberite characters. These include the enigmatic Tritons, who are a threat to Rebma on the order of the Courts of Chaos to Amber. Wonders of the Deep. Simple exploration. The exhilaration of voyaging throughout a new world, experiencing untold wonders, daring to go farther than any have gone... these are all valid reasons for exploring Rebma. Just as many of the Amberite royal family seek out the mysteries and infinite possibilities of Shadow, those of Rebma are equally curious and adventuresome, though less able to act upon it. A child of Amber, or of both Amber and Rebma, would have the possibility of two universes to voyage through. The Next Best Thing to Being There. Though Rebma is quite different from Amber in many ways, it is the closest thing to Amber that there is. Ambitious Amberites (and are there any other kind?) might find themselves seeking power in Rebma. The political game there is a looser one, with more players and looser rules, so many of the Court of Amber might try to create a base of power nearby in Rebma before moving onto the grand prize of the throne of Amber itself. Exotic Base for a Campaign. You, as the Game Master, could even entice the players into entire campaign set in Rebma, whether with Rebman characters, a mixture of Rebmans and Amberites, or all Amberites. Perhaps the characters are part of a new Amberite embassy in Rebma. Or how about an embassy from the Courts of Chaos? Various powerful dwellers of Shadow would also find positions of importance in the Rebman Court, and be drawn into the affairs of Amber and Rebma, making Rebma an exciting and viable setting for an entire campaign. And these are only some of the reasons one might have to use Rebma in a campaign! As you read more of the sourcebook, other reasons will probably occur to you, ways to make Rebma a great new part of your campaign, spice up a place which hasn’t been defined in your games, or add some new twists to what you’re already established! Whatever the case, read on, as adventure beneath the sea awaits... GETTING TO REBMA The rising sun cast billions of bright shards into the foaming swell of the waters, and our eyes were dazzled by their dance so that we could not see below the surface. We had lived on fruit and water for two days and I was ravenously hungry, but I forgot this as I regarded the wide, sloping tiger beach with its sudden twists and rises of coral, orange, pink, and red, and its abrupt caches of shells, driftwood, and small polished stones; and the sea beyond: rising and falling, splashing softly, all gold and purple and royal blue, and casting forth its life-song breezes like benedictions beneath dawn's violet skies. Nine Princes in Amber (p. 63) The marker for Faiella-bionin, entryway to Rebma, is a nondescript pile of stones. There is no arched, golden gateway or elegant, marble-pillared plaza. If you don't know what to seek, you could walk right past it with nary a glance. That is exactly how those of Rebma like things. Though the Stairway to Rebma is wide enough to march an army down (as Corwin discovered, almost to his destruction in Nine Princes in Amber), the way is rarely traveled, and visitors are infrequent enough that a small guard force is all that is required for Rebma's security. Few come to Rebma, and fewer leave its walls. Most trade is conducted in the sea above; envoys bearing trade goods swim up to meet the tall ships of Amber and carry their purchases down that same watery path. Official delegations alone use the stairway of Faiella-bionin, as Amberites usually Trump there through Llewella if they need to visit Rebma. FOR A BREATH, I TARRY: BREATHING UNDERWATER We were on some sort of rocky surface which descended into the sea. I didn't know how we would breathe while we walked it, but Deirdre didn't seem worried about it, so I tried not to be. But I was. When the water swirled and swished about our heads, I was very worried. Deirdre walked straight ahead, though, descending, and I followed, and Random followed. Each few feet there was a drop. We were descending an enormous staircase, and it was named Faiella-bionin, I knew. One more step would bring the water around my head, but Deirdre had already plunged below the water line. So I drew a deep breath and took the plunge. There were more steps and I kept following them. I wondered why my body was not naturally buoyed above them, for I continued to remain erect and each step bore me downward as though on a natural staircase, though my movements were somewhat slowed. I began wondering what I'd do when I could hold my breath no longer. There were bubbles around Random's head, and Deirdre's. I tried to observe what they were doing, but I couldn't figure it. Their breasts seemed to be rising and falling in a normal manner. . . . We were about twenty feet below the surface by then, and I exhaled a small amount of air and tried inhaling for perhaps a second. There was nothing disturbing about the sensation, so I protracted it. There were more bubbles, but beyond that I felt nothing uncomfortable in the transition. Nine Princes in Amber (p. 65) Those first few breaths in Rebma are a bit disconcerting, bubbles swimming across your face and water in your nose and lungs, but breathing underwater is easy to get used to after that. This is the greatest of Rebma's many enchantments. As the mirror of Amber, that those who visit the city might breathe as if above water, and those of Rebma may breathe the air aboveground as well. This is how it is possible for the people of Amber to trade with those of Rebma, bringing the two realms together in that way. Many Rebmans call it is a mixed blessing. Rebma surrenders one of the few boundaries between her and Amber in return for trade with surface dwellers. While you can eat and sleep and drink in Rebma as though surrounded by air, it is impossible to ignore that you are a considerable distance beneath the surface of the sea. There is little natural light, and all around you swim various fish and sea-life, living reminders of the element Rebma belongs within. The Enchanted Waters. The enchantment of the waters surrounding and within Rebma is an ancient one, given by the Pattern there so that all who dwell there may breathe freely and be spared the effects of pressure, cold, and other threats to human life. This enchantment also protects the realm and its people from the effects of the considerable pressure, the intense cold, and even allows sound to travel with much more ease than would be expected underwater. All of these things, while remarkable, are so much a part of the background world of Rebma that they do not question them any more than surface dwellers wonder at the miracles of their own atmospheres. As for the elder Amberites, keep in mind that far stranger conditions exist throughout Shadow. This enchantment in Rebma’s waters extends only as far as most of the Seven Shadow-Sea Kingdoms of the Coral Branch. Beyond those, in the waters of the Sargasso Sea, the only way to survive is through Shape Shifting, Sorcery, or with the assistance of other powers or equipment. Other interesting effects of the enchantment are the curious fact that fish, which generally do not need much in the way of oxygen for survival, aren’t inconvenienced by the waters in Rebma and seem not to notice the unusual quality of the waters. Another feature of the water is that fires of a sort burn beneath the sea, either magically set or created with phosphorescent torches. There exists in today’s Shadow Earth technology the ability to create heavily oxygenated waters which are breathable, though with discomfort. These have been developed for use in depths at which deep-diving suits with air-filled tanks and masks would be crushed. Whether or not this is the secret to Rebma’s waters is unknown, as few have shown the interest in testing and measuring the waters there. The ability to breathe in all waters, even those outside the range of Rebma's enchantment is a gift belonging to those of the older, full-blooded Rebman heritage. It is rarely found in those in whose families run the mingled blood of surface dwellers and original Rebman racial stock. The character Ally of Royal Triton Blood, offered in the Rebman player-character section, describes this advantage. FAIELLA-BIONIN, THE STAIRWAY TO REBMA The bridge between the two worlds of Rebma and Amber is in the form of a stairway, making it possible to walk directly to Rebma. It is unusual in that it protects those who traverse it, keeping them save on their voyage either down to the sea-bottom, or upwards to the tiger-striped beach near Arden. Those traveling on the stairs feel none of the effects of buoyancy, tidal force, pressure, or coldness. Experimenting with the bridge's protective enchantment will reveal that these qualities come into effect once the bridge's confines are left. Jumping upward from the stair will render a character susceptible to the drift and weightlessness one feels when underwater, but only violent or intentional motion will carry a character over the bannisters into the cold pressure outside the bridge. Faiella-Bionin, Gateway through Shadow. Rebma may exist in a different realm from Amber, perhaps as a Shadow of Amber or some other plane of existence. The trip down Faiella-bionin was surreal, and could be described as a trip into a different universe, one with different physical laws which allow people to breathe water and for flames to ignite and burn. The stairway to Tir-na Nog'th exists only at nighttime when moonlight falls upon it. Perhaps Tir-na Nog’th’s stairway exists in another plane at other times, and is only synchronous with Amber's reality at nightfall, with moonlight acting as the catalyst for maintaining its solidity. Rebma's stairway would be similar, existing only sometimes within Amber's conception of reality. Hence, the usual periods of Llewella’s absence from Amber. Rebma might only show up at high, or low tide. Rebma as a Shadow Kingdom. Once through the Gateway to Rebma at the foot of Faiella-bionin, there is some distance to cover, taking perhaps fifteen to thirty minutes or more to cross. Maybe the way there is accomplished by Shadow Shifting while walking. A newcomer down the Stairwell might never find Rebma without making the requisite Shadow Shifts, though a well-traveled way through Shadow is generally easy to find, and often stumbled into by Shadow folk. Rebma as Shadow Itself. Perhaps Rebma is like Tir-na Nog’th, and is nothing but a place shaped by the inner mind and unconscious desires of those who enter it. Random called it a “ghost city” and it might be just that, a realm unreal save for what is brought into it. The power to manipulate Shadow combined with will and desire could create a Rebma which is distinct and unique to each character or group of characters who enter it, with each finding what they seek, perhaps through forces they do not understand,
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