The Golden Circle
- In Memoriam:
- Douglas Adams (1952-2001), author of the Hitchhikers Guide to
The Galaxy. May you never forget your towel.
Every Ambercentric Campaign has, at some point, interaction
with the various shadows which comprise and don't comprise the Golden Circle.
Jockeying for influence, trade rights, and more, they can be a source of
endless plots for both GM and player alike.
Here is a selection of some of the Shadows the players
in Strange Bedfellows can visit. Please note this is hardly a complete
list.
Feel free to browse, or take a shadow path to
Antioch, Asherah,
Arcana, Begma, Cochis,
Corilaine, Crie,
Dahnash, Deiga,
DuMarque, Ersia,
Euterpe, Felis,
Ghenesh, Kashfa,
Maeonis, Menuis,
Montenegro, Mortis ,
Weirmonken, Gaiga
Eregnor
, Risterion
The Shadows of the Golden Circle
-
Begma
-
Shadow: Golden Circle.
-
Treaty Status: Full Member
-
Inhabitants: Human
-
Technology: Medieval
-
Magic: Sorcery, Conjuration, T. Artistry. The Academy, in the coastal city
of Erkus, is a major center of magical learning.
-
Culture and government: Office of Prime Minister, inherited, the highest
position in government. Current PM is Domineo Okruz. The Minister's Residence,
as well as the Chamber of the Council is in the capital city, Tyin.
-
Biome: Temperate Coastal to Piedmont. The disputed region of
Eregnor is Piedmont to Low Mountain.
-
Import/Exports: Begman fabrics are prized throughout the Golden Circle. The
Begmans themselves import metals such as Iron and Lead, of which the country
is surprisingly short, except for Eregnor.
-
Begma was one of the first shadows to join the Golden Circle. It has had
a long standing rivalry with nearby Kashfa over a region known as Eregnor.
There was a closed shadow path to Corilaine which has been recently fully
reopened.
-
Current Ambassador to Amber is Ferla Quist.
-
Deiga
-
Shadow: Golden Circle.
-
Treaty Status: Full Member
-
Inhabitants: Human, and Merfolk
-
Technology: Medieval
-
Magic: Limited Sorcery and Conjuration among Merfolk. Humans do not practice
Magic.
-
Culture and Government: Mayor highest office, elected by the elders of the
city. The Merfolk have no known government.
-
Biome: A very small island. One town, same name as the Shadow.
-
Import/Exports: Exports mainly seafood. Imports Metals.
-
Deiga is a not very noteworthy shadow. A small Island known for its Seafood
and tobacco and the fact that several shadows are adjacent to it, including
Kashfa. It is unfortunately infamous as the place where Prince Caine of Amber
was murdered.
-
Kashfa
-
Shadow: Non member of the Golden Circle.
-
Inhabitants: Human
-
Technology: Early Medieval
-
Magic: Limited Sorcery. Apprentice system.
-
Culture and Government: Monarchy. Current Monarch is Luke I and his Queen,
Nayda of Begma. Capital is Jidrash.
-
Biome: Temperate Woodland and Low Mountain on the short region of coastline featuring
the only port, Punt. The interior and majority of Kashfa ranges from steppe
to desert. Border region of Eregnor in dispute
with Begma.
-
Import/Exports: Until recently, a rather backward and primitive shadow. The
current Monarch has aggressively forged treaties with other shadows and imported
experts of various kinds. It is no secret that his goal is Golden Circle
Treaty status.
-
Kashfa, until recently, was of little note, except for their disputes with
Begma. However, like the symbol of its ruler, it seems that Kashfa is a shadow
reborn.
-
Asherah
-
Golden Circle Shadow
-
Treaty Status: Full Member
-
Inhabitants: Human
-
Technology: Iron Age, Pre-Medieval
-
Magic: Sorcery, Conjuration. Limited to Priesthood. Unauthorized use of magic
is a serious crime, even for visitors.
-
Culture and Government: Theocracy. The Apollonian Sun God, Baal and the Dionysiac
Moon Goddess, Astarte are the two major deities. The shadow is governed by
a High Priest/Priestess, chosen by the Knesset, a college of 12 Priests of
Baal and 12 Priests of Astarte. The members of the Knesset are chosen from
the various Parishes. Capital is Sidon
-
Biome: Island and Coastal.
-
Import/Exports: Asherah exports dyes, especially Sidon purple, as well as
Sidon Steel, possibly the finest unenchanted steel in the Golden Circle.
As much of the higher classes have some sort of devotion, their religion
is also simultaneously spread through the Golden Circle, especially in Antioch.
Rumors of a chapel to Astarte and/or Baal in Amber city itself are denied
by the Ambassador. Asherah mainly imports artwork and jewelry.
-
Current Ambassador to Amber is Priestess Ocrisia, a devotee of Astarte.
-
Antioch
-
Golden Circle Shadow
-
Treaty Status: Full Member
-
Inhabitants: Human
-
Technology: Medieval, Pre-Firearms
-
Magic: Sorcery, Conjuration and T. Artistry. Magicians are a great part of
the new middle class.
-
Culture and Government: What if the Roman Empire never fell, and technology
and magic advanced? That, basically, is the culture of Antioch. The culture
is a Greco-Roman mix. The basic polytheistic mythology which everyone reads
about in High School. The Royal Family of distant Amber, by the way, are
considered demigods, the unicorn was a manifestation of the gods. Gerard,
for example, noteworthy for having married a lady from the realm, is considered
to be an incarnation of Heracles. Also, the enlightened Antiochans import
other religions with ease. There are Churches of the Unicorn, as well as
Temples of Baal and Astarte from Antioch. Mithraism from Dahnash is also
popular among the legions. Religious tolerance is high.
-
Biome: Various, ranging from islands to alpine mountains and deep forests.
-
Import/Exports. The Romans are aggressive in trade as well as war. Their
traders are everywhere in their neighboring shadows, and have spread throughout
the Golden Circle.
-
Ambassador to Amber is Krispos Videssos.
-
Corilaine
-
Shadow; Non Member of the Golden Circle
-
Inhabitants: Human, Sidhe, some Dragons.
-
Technology: Medieval
-
Magic: Sorcery, Conjuration, Trump Artistry. Sorcerers teach via apprentice
system. No known centers of magical learning.
-
Culture: Feudal Monarchy. Landed Nobles, both human and Elven. Ultimate fealty
is to the current monarch, Queen Sand
-
Biome: Temperate Forest and Mountain. Some Taiga and Tundra.
-
Import/Exports: None, currently. The shadow only recently reopened for trade.
-
Corilaine, when it was open, had a long standing feud with the shadow Menuis.
Time has not mellowed relations. The more jesting are taking bets on when
outright war will take place.
-
Menuis
-
Golden Circle Shadow.
-
Treaty Status: Member
-
Inhabitants: Human, Dragonmen
-
Technology: Medieval
-
Magic: Sorcery, Conjuration. Apprentice System of learning among the humans,
Sorcerous power is common among the Dragonmen.
-
Culture: Dual Monarchy. One Dragonman and one Human rule together. The rulership
rotates among the various races of Dragonman, and among several noble human
families. Current rulers are Fynth Icebreath and Creusus III.
-
Biome: Diverse, ranging from Tropics to polar.
-
Import/Exports: Menuis is well known for its bounty of grains, ranging from
wheat to oats to rye. Odds are the bread baked in Castle Amber's ovens comes
from Menuisan grain.
-
As above, observers aren't concerned if Menuis will feud with Corilaine and
Euterpe again, but when they will...
-
Dahnash
-
Non member
-
Inhabitants: Human, Djinn
-
Technology: Early Dark Age
-
Magic: Somewhat distrusted, as the capricious Djinn are powerful magicians.
-
Culture: A world out of the Arabian Nights. Powerful Emirs, Sheiks and others
rule various cities and territories. The most notable thing, is the presence
of the Efreet, Marids, and Djinn. The Efreet tend toward malevolence, the
Marids tend toward being friendly, and the Djinn are neutral. However, all
tales agree on the importance of care in dealing with any of them. For example,
the Djinn do grant wishes. Once, a visiting ambassador from Antioch was given
a gift of gold which originally came from a wish on a Djinn ring. Said ambassador
was angry when the gold turned to dust at the border of his land. To this
day, the phrase "not worth Djinn gold" is a term for worthlessness in Antioch.
-
Biome: Very much like it's neighbor Felis, a land of desert and mountains,
with the notable exception of an arable region known as the fertile crescent.
-
Import/Exports: Having been only recently discovered by Amberite traders,
the Dahnash trade mainly with their neighbors, Asherah, Antioch, Felis, and
Maeonis. Their greatest export is tapestries and rugs, with intricate geometrical
patterns inscribed.
-
Euterpe
-
Non Member, and they like it that way
-
Inhabitants: Sidhe, of several races.
-
Technology: Not quite known.
-
Magic: Extensive. The Sidhe are known to employ Sorcery, Conjuration and
T. Artistry extensively.
-
Culture: A somewhat xenophobic place. Going there usually is only a good
idea if you can convince the Sidhe of the necessity of your visit. Otherwise,
a few Sprite archers will soon convince you to visit another realm. There
are several races of Sidhe, ranging from the ruling Sidhe True to the
subterranean Sidhe Dark. Nodonn, the Sun King is the current ruler of the
shadow. Their religious beliefs center upon the nine Muses, and their mother,
Memory. In addition, artists, called Makers, devote themselves to one Muse
and form of expression upon the successful journey to the famous, but rarely
seen Spring of Hippocrene.
-
Biome: Mostly temperate forest, not including the caverns of the Sidhe Dark
and the undersea realm of the Sidhe Aquatica.
-
Import/Exports: None. The only known regular contact of any kind is with
the neighboring shadow of Corilaine, where also Sidhe dwell. Rumors that
the Sidhe use their magic to explore shadow at will are unproven.
-
Arcana
-
Golden Circle Shadow
-
Treaty Status: Full Member.
-
Inhabitants: Human
-
Technology: Magic based
-
Magic: Powerful, useful and ubiquitous. Sorcery, Conjuration and T. Artistry
all here, and used to a high degree.
-
Culture: There are two classes of citizens, magi, those who can use magic,
and magi-dun, the ones without magic. People who are magi-dun are not advised
to visit. The political system is a mageocracy. Rank in the system is directly
proportional to magic knowledge and ability.
-
Biome: Mediterranean is the best adjective. Mountains, some forest, lots
of seashore. Moderate climate.
-
Import/Exports: The Arcananians export mostly their magical talents, ranging
from freelance work to enchanted items. They import raw materials for such
items, ranging from rare woods to Sidon steel to gemstones.
-
Weirmonken
-
Definitely not a member
-
Inhabitants: Weir
-
Technology: No indigenous technology
-
Magic: Unknown
-
Culture: What is known is that the shadow is inhabited by the race of
shapeshifting Lupines (wolves) known as Weir. Details on government,
and other information is sketchy and not reliable. What is proven,
however, is that there must be separate tribes or other units, since
KingEric did import some as a personal bodyguard, even given the fact
that a decidedly different force from the shadow had attacked the
KingdomOfAmber in the past.
-
Biome: Temperate to sub-polar Forest. Some mountains and a jagged, perilous coastline.
-
Import/Exports: None. The Weir, when they leave their shadow, usually do
so to raid nearby shadows. They have curbed this activity since Patternfall,
however, for reasons unknown.
-
Ghenesh
-
Non-Member
-
Inhabitants: Moonrider?
-
Technology: Bronze-Iron Age?
-
Magic: None known?
- Culture: Unknown?
-
Biome: Chapperal?
-
Import/Exports: None. In the wake of the Moonrider attack, the paths to
Ghenesh were severed. It is thought that the shadow itself was also destroyed
by the scions of Amber.
-
Felis
-
Shadow, Golden Circle.
-
Treaty status: Probationary Member
-
Inhabitants: Humanoid Felinoids. Average height is 5'4" Average weight is
110 lbs. Fur coloration varies from common colors of brown, orange, black
and gray, to rarer ones like red. Rarest of all is the ruling clans, which
are pure white, or white with black striping.
-
Technology: Iron age. Pre-Medieval.
-
Magic: Restricted to Priesthood and ruling clan. Sorcery. No conjuration
or T. Artistry known
-
Culture: Quasi-Egyptian. Monarchy, claiming divine descent. Absolute rule.
-
Biome: Mostly desert and mountain, except around several large river valleys.
-
Import/Exports: Felis is known for its fine stonework, both freestanding
artwork as well as architecture. Their Pyramids are a wonder of the Golden
Circle. Several Felians were among the artisans who helped rebuild the Castle
following the explosion. They also occasionally hire out mercenary companies,
especially if they are fighting their rivals, or excursions into Weirmonken.
They have a rivalry of sorts with the nearby shadows of Antioch and Asherah.
They violently hate the wolves of the non-member shadow of Weirmonken. The
Felisans import mainly foodstuffs.
-
DuMarque
-
Non Member
-
Inhabitants: Human
-
Technology: Iron Age, Medieval
-
Magic: Common, including an unusual concentration of Trump Artisans
-
Culture: Feudal, limited, Monarchy. Landed Nobility. Current Monarch is Henry
II. The DuMarqueans believe Amber's Unicorn led their patron the Griffin
to this land, and that the Griffin brought the first members of what would
become the royal family to DuMarque.
-
Biome: DuMarque is a mountainous, sea coast country similar to Earth's Norway,
including spectacular fjords and coastal valleys. However, it seems to be
in what most would call a mild Ice Age. Taiga Forests can be found in the
valleys.
-
Import/Exports: The DuMarqueans export seafood and minerals, and import grains,
beef, and other foodstuffs.
-
The major point of interest with DuMarque is their odd relationship with
Crie. It is uncertain if Crie is in the same shadow or merely one shadow
veil away. Their adversarial relationship has existed all the way back into
their respective mythologies. The Phoenix, symbol of Crie, appears as the
nemesis of the Griffin in the Book of the Griffin.
|
|
-
Crie
-
Non Member
-
Inhabitants: Human
-
Technology: Iron Age, Medieval
-
Magic: Common, especially fire based sorceries.
-
Culture: Absolute Monarchy. The Crieans have a rather draconian sense of
justice as well as a rigid government, as suits their harsh land. The populace
honors the Phoenix. There appears to be no connection between Crie and the
late Prince Brand.
-
Biome: Some Mountains (along the DuMarquean border), mostly deserts of various
kinds. A Salt Sea is another major geographic feature.
-
Import/Exports: The rich minerals of Crie are their major export. They import
a great deal of consumables.
-
See DuMarque for information on the Crie/DuMarque relationship.
-
Maeonis
-
Non Member
-
Inhabitants: Human
-
Technology: Iron Age
-
Magic: Some magicians. While not common in the shadow, they are not completely
unknown. The Trump Artists who are in Maeonis usually derive their skills
from visits to the Academy in DuMarque.
-
Biome: Mediterranean, mostly, with a touch of the colder north, and the hotter
desert.
-
Import/Exports: Maeonis boasts a number of large cities, and the population
as a whole is very urban. They import raw materials and turn out finished
goods of several kinds.
-
A shadow which is just flexing its large potential for trade. It's possible
future role as a trading partner in the Golden Circle looks bright.
-
Cochis
-
Shadow: Non member of the Golden Circle
-
Inhabitants: Human, Sidhe (unseen for 500 years)
-
Technology: Renaissance
-
Magic: Ancient sites and salvaged heirlooms. Country 'hedge' practitioners.
Foreign professionals. Interesting facet of magic here is that certain families
inherit minor personal magics (but not necessarily skill or talent).
-
Culture and Government: Once great Republic of Cochis is now several centuries
in decline. Ancient Republic forms still survive, but trade, wealth, and
influence are more powerful than the laws and justice of the Republic.
-
Biome: Many city states represented in a terrain ranging from coastal riches
to poorer steppes.
-
Import/Export: Does good trade with Antioch. Antiquities from Cochis are
worthy conversation pieces in many other countries. The art and level of
preservation in some of the abandoned cities of the distant back country
brings treasure hunters and scholars from more sophisticated lands. Surprisingly,
some of the Art guilds maintain the secrets of the ancient ways of producing
splendid glass and engraved pieces. Exquisite aesthetic skills still passed
on in the remaining guild systems are dance, singing, painting, and theater.
Skilled foreign trades find work in Cochis. Young natives tend to seek other
opportunities in other places as it takes years to accomplish power and prestige
there, further adding to the decline.
-
Montenegro
-
Shadow: Once part of the Golden Circle. Non member for over a century.
-
Technology: Age of Exploration
-
Magic: Sorcery, Conjuration, and Divination
-
Culture and Government: Traditional Duchy. Modern guild system, led by the
Vintners, Moneychangers and Navigators Guild, has representation with the
Duke. Justices (judges) are Duke's Officers. Traditional military commanded
by collateral branches of Ducal Family or young heirs of the throne. The
culture is very cosmopolitan and encourages trade with all other races and
governments. People are friendly. Pace of life is modest. But scratch the
surface of these pleasant people and you will find passion and traditional
views. Very intolerant of criminals and organized crime.
-
Biome: Island nation. Single complex port and urban center. Lush countryside.
Rain and sun and beautiful weather in equal parts makes this country the
acknowledged prime wine growing nation in shadows near to Amber...almost
the equal (if not better than) of the Bayles.
-
Import/Export: Once a member of the Golden Circle due to its friendly relations
with neighboring countries and its amazing capacity to produce premium wine.
Lost this status due to a personal clash between the reigning Duke and King
Oberon over a woman. Now trades with less volume and nearer countries. Aware
of the larger trade possibilities and always eager to explore for Shadow
routes being used by other Traders. Alas for Montenegro, other countries
and Shadows with better political positioning have preempted most of the
trade routes and will not share the secrets. This hardly isolates Montenegro
but it does mean they are not seeing the full potential of their own trade
goods. In imports, only the luxury products and rare arts are interesting
to the native people.
-
Mortis
-
Shadow: Non member of the Golden Circle
-
Inhabitants: Human, Weir
-
Technology: Medieval
-
Magic: Sorcery, Conjuration, Mind, Divination, Runic. All at maximum efficiency.
Harmless spells from other learning systems tend to produce dramatic and
dangerous results in Mortis.
-
Culture and Government: Traditional Monarchy. Unbiased by gender. The Throne
may also designate an heir by decree from any strata of the society. Provinces
are run by the Noble families. But Provincial Titles can be lost through
politics, negligence, or by Royal decree. There are in fact, more families
than titles to go around. Noble intrigue and infighting is at times impressive.
People are hardy, lively and somewhat culturally casual about sudden death.
Style is revered in all levels of society. A generous farmer with a reputation
for being a grand host may have more status than a sullen son of a Noble
family who is a dullard. . Mortis is surrounded on all sides by less
sophisticated lands and barbaric tribes.
-
Biome: Magic seems to have influenced this land is ways not imaginable elsewhere.
Volcanoes, rugged weather, sharply changing seasons are the norm in this
land. Magic is so potent here, veteran practitioners are part of the Biome.
Elemental manifestations are common.
-
Import/Export: Very little organized trade takes place from within Mortis.
Shadow paths to this distant place are not easy to find. Magic anomalies
sometimes result in unplanned travel for citizens of Mortis. Magicians rarely
leave due to the loss of power they experience. Magic crafted in Mortis often
fails to function at all when removed from the country. Merchants looking
to trade with Mortis often have to establish their credentials with treasure
bonds or hostages. But once the outsider has established their own history
locally, they are as accepted as anyone. Of note, hunters of unusual lifeforms
from across shadow are known to seek out the Mortis wilderness. Many are
never seen again.
-
Ersia
-
Shadow: Non member of the Golden Circle
-
Inhabitants: Human, Weir, Dragons, Pix, Kith
-
Technology: Medieval
-
Magic: All common magics
-
Culture and Government: Fierce Monarchy. Heirs by family relation unless
no candidate exists. Throne is won through formal combat open to anyone within
the borders of the country at the time of the former ruler's death. Ersia
has no record of a weak Throne in its written history. In the urban areas,
mystic religion, magic, pantheistic cults are common. The laws and culture
of Ersia can be paradoxical. Many non-human races are present in the boundaries
of the Shadow. None of these non-humans are represented in the humanocentric
government. And none of these other races are culturally urbanized. Military
expeditions into the uncivilized interior of the country are uncommon. The
frontier of the interior is dangerous. . Abundant natural resource from the
inner lands are difficult to get. Some mining and forestry are resisted by
the non-human races depending on local conditions.
-
Biome: Most of the best arable land is limited to the thousands of miles
of coastline and the half dozen cities located there. Weather runs the full
temperate range.
-
Import/Export: Sophisticated trade does not exist with the humans. Little
is known about the non-human trade policies.
-
Gaiga
-
Shadow: Member of the Golden Circle.
-
Inhabitants: Human
-
Technology: Late Medieval
-
Magic: Fey only. Magic here works through living things.
-
Culture and Government: Monarchy. Current Queen has closed borders with the
rest of the Golden Circle. Capital is Gargamohh.
-
Biome: Temperate Woodland and Low Mountain. Wild flora dominates this small
country. Alchemical treasure trove of exotic plants and plant based life
forms. The Bay of Gayle (the most used port city) is a beautiful showcase
of all colors and ranges of plant life.
-
Import/Exports: Foresters and gardeners from Gaiga are sought everywhere
in the countries of the Golden Circle. Until recently, a rather strong partner
in the general trade route. Recent politics have unsettled the partnership.
The current Monarch has temporarily closed borders with other Shadows. Treaty
status is intact.
-
Eregnor
-
Shadow: Non member of the Golden Circle
-
Inhabitants: Human
-
Technology: Early Medieval
-
Magic: All common magics. Magick nodes are common here. Noble holdings are
arranged around the extremely potent primary Nine Nodes that are scattered
across the region.
-
Culture and Government: One of the most famous pieces of territory in the
Golden Circle. Historically, one of the bloodiest. This verdant coastal
piedmont between Begma and Kashfa has
changed rulership between both countries over a dozen times. Emotions and
politics within Eregnor have swayed to both Begma and Kashfa in this long
history. The promise of a new future has recently come to light with the
simultaneous actions by the Nine Houses of Eregnor to approach the governments
of Begma, Kashfa, and Amber for independence. This surprise move could
end one of the longest political disputes in the Golden Circle. Ambassadors
of Kashfa and Begma have taken the matter up at the urging of Amber with
representatives of the Nine Houses.
-
Biome: Piedmont to Low Mountain. Some unusual flora and fauna in Node locations. Deep
within Eregnor, especially close to Kashfa, the terrain turns dry and desert-like.
-
Import/Export: Known as a bountiful realm of agriculture. Also metal rich
lands. Border shares some of the fine gemstone mines known to exist in Begman
mountains in the area. Traditional trade has been strongest with Begma. Kashfa
has recently made economic headway with the region by heavily subsidizing
the trade routes into Kashfan markets. If Eregnor gains its independence
through negotiation, the way would be clear for it to apply for Golden Circle
status.
-
Risterion
- Shadow: Non Member
- Inhabitants: Human
- Technology: Early Industrial Age...the steam engine is the latest and greatest invention, and James York's Steamships are starting to show their usefulness over clipper ships.
- Magic: Rarely seen. While a large part of the population knows of its existance, its power here is quite limited.
- Culture and Government: Representative Monarchy: Much like England in the late 18th and early 19th century, while there is a Queen (currently Queen Penelope II), there is also a Moot, a body similar to Parliament, complete with a First Minister who handles much of the political power of the shadow.
Risterion is not a member of the Golden Circle, and is in fact not contacted by many of the Golden Circle shadows as of yet. This is mainly due to it's relationship with Kashfa. King Rinaldo opened up the shadow path from Kashfa to Risterion, the shock of which is still being felt throughout Risterionian society. Fortunately, the path connects in an undeveloped subcontinent a fair distance away from the Risterionian Archipelago, which minimizes the culture shock to a degree. King Rinaldo decided to forge ties with a shadow in order import some new and interesting products into Golden Circle commerce, such as Tea.
- Biome: Ranges from the temperate Islands of the Risterionian Archipelago to the subtropical subcontinent of Yore, where the Risterionians have begun exploration and colonization. The shadow path to Kashfa begins in the Gurpa Mountain Range, on the eastern coast.
- Import/Export: Currently, Kashfa imports Tea from the plantations on Yore, and is looking at other agricultural products at this time. Manufactured devices will have to wait on testing to see if they will work in Kashfa and the more magical Golden Circle shadows.
- Few non-Kashfans have gone to Risterion, so information on this most unusual shadow remains forthcoming.
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