"Now These Her Princes Are Come Home Again"

SHADOWS FROM THE GAME


A page of shadows from the 'Now These Her Princes Are Come Home Again' game:

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Shadows from 'The Last Enemy'
Shadows from The Girasol Universe
Other Shadows


AHNEL

The shadow where Jihx was raised. It is a primitive, earth like world of rolling green plains, dense evergreen forests, high snow topped mountains and wide blue oceans which lies quite a long way from Amber, well outside the Golden Circle. It is sparsely inhabited by peaceful humanoids who, according to their own legends, arrived from another world centuries before. Many Ahnelians are vegetarians, and some are even vegans. On one of Ahnel's steppes there is a portal to the world of Derris. Before the invasion and skirmishes initiated by the inhabitants of Derris, the Ahnellians were essentially a peaceful collection of 'hippy communes', but after this they turned into a benign military oligarchy led by Jihx, as that was considered the best way to defend Ahnel against the Derrisians. As part of ensuring this, the Ahnelians have ringed the portal to Derris with fortresses.


THE EMPIRE OF ANYAN

A shadow inhabited by a race of bear-like beings from a frozen shadow who attacked Amber ten thousand years ago, invading the Golden Circle along a shadow path, bringing their ice and snow with them. This had little effect on Amber and none on the Pattern. The Anyan were driven away, and exterminated.


AWARCON

A shadow whose location is unknown, but which was, apparently, the location of the signing of the Treaty of Awarcon, which defined the boundary between the shadows of Amber and those of Chaos, and which caused the tree of Ygg to be planted to mark that boundary.


BALNACK

A shadow on one of the shadow paths leading out from Amber, lying between shadows Geranath (which is further from Amber than it) and Neass. It is a world of rolling hills covered with low red, orange and yellow ferns which seem to be this shadow's version of grass. There are occasional lakes in the valleys. The sun is purplish-red in a pale yellow sky.

Dotted over the landscape are vast (skyscraper-sized) termite nests, built and inhabited by reddish-brown termite-like insects the size of rats. Huge networks of termite tunnels surround these nests under the ground.

The people of this shadow are reddish-skinned humans who live parasitically on the termites. Because of this they have an easy life and so devote their time mostly to the creation of art, literature and philosophy, the development of the magics that enable them to live off the termites, or to warfare against the humans inhabiting other termite-cities. Their society is vaguely mediaeval-Italian, with each group of humans in a termite-city effectively an independent city-state.

They export their art and philosophy, skilled warriors, and termite-made papier-mâché-type goods, to other shadows, and import luxury goods of all kinds.


BAMMAGER

A primitive shadow of moorlands and mountains much like Godofos' home world of Bergamer, but where time runs at about half the speed of that in Amber. It is the home shadow of two of Godofos' children, Gonzuole (a girl) and Gassire (a boy), and their mother.


BARGANTHERAT

A shadow given to Godofos as a gift by Etienne. It is a shadow in which the gods/spirits/gremlins are believed to be mischievous, and a man who suffers persistent misfortune is thought of as blessed/holy because they are taking on the suffering of the World. Because of this Godofos is greatly loved and showered with gifts there.

Otherwise, it is similar to his home-world in that it is a primitive world of mountains and wild moorland dotted with villages, and provides plenty of entertainment from vicious sports, hunting, fighting, gorging, loose drink and strong women, and so forth.


BEGMA

A shadow of the Golden Circle which seems to be nothing but one huge medieval city, though with many parks and the like, supported by urban agriculture. It has many local libraries, and the Royal Library in the Palace (a towering building which looks like a massive version of Liverpool cathedral, probably hard to get into), the library of the local religious leader (also hard to get into) and that of the nearby university (a large complex of buildings in many styles quite close to the Palace). Professor Wujcik is a historian at the university. The Amber histories say that Finndo betrayed Amber over a noblewoman from the shadow of Begma, and supported Begma against Amber. Finndo then conducted a vendetta against the House Karm (a noble but non-royal family of Amber). He wiped out most of this family, although he still supported Oberon. His brother Osric (Benedict's younger brother) supported Finndo against Oberon's inevitable anger. In Rebma, the histories say that Finndo was a rebellious son of Amber. Oberon was thought to be generally a good king, and got on well with the Rebman Queen of the time, Moins. Finndo was respected for standing up to Oberon, although he was also disliked because of his arrogance. Problems arose when Oberon decided to marry the Queen of Begma to the lord of the family Karm (who the Queen of Begma detested). Finndo stepped in and broke up the engagement by sleeping with the Queen. The family Karm then set out to try to kill Finndo and he in turn killed nearly all of them. Oberon was not happy with Finndo for this, and so he sent Finndo and Osric to war to die. Lastly, from the Begman histories it seems that Queen Gillian of Begma was coerced by King Oberon to marry Lord Drax Karm, a notorious violent drunken bastard. Finndo was looking for a way to get at Oberon, so had an affair with Gillian for some years, which, when it was discovered (or was leaked by Finndo) lead to the vendetta with the House Karm. Eventually Gillian was kidnapped by the forces of House Karm and held hostage. Finndo had the choice of wiping out the rest of House Karm, or rescuing Gillian. He chose to kill off House Karm, and so Gillian was killed. Only three members of House Karm survived (all children under the age of four). Needless to say, the histories of Begma do not paint Finndo in a very good light. It is linked to Amber by shadow paths.


BELANOTH

A shadow on one of the shadow paths leading out from Amber, lying on the Amber side of shadow Cilanar, Belanoth is a shadow of infinite deep ocean, broken only by occasional randomly scattered cylindrical columns of grey rock which project up out of the sea and miles into the sky; the columns do have a large diameter but because of their height nonetheless appear to be thin. Lichens and other plants grow on the rock. The humans of this shadow live in settlements built on/into the sheer walls of the rocky columns. The only sea life is jellyfish and less advanced creatures; there are no vertebrates in the sea at all. The jellyfish vary in size from tiny to huge. There are birds, which came to this shadow with the human population.

They live from fishing and farming the plants which grow on the columns, and are seafarers and balloonists who originated in a different shadow but who came to live here long ago, fleeing war and persecution. This shadow has no appreciable imports or exports.


BERGAMER

The shadow where Godofos was raised. A primitive world of mountains and wild moorland dotted with villages. Some of the mountains are volcanoes, which are considered gods (such as Gemile, the god Godofos failed to appease) and are appeased by the sacrifice of animals. Major storms occasionally sweep across the land.


BERIDGE

A desert shadow, a flat rocky plain broken only by triangular blades of stone, each long side at forty-five degrees to the ground, much thinner than they are long, so that the steep sides are very nearly vertical. All of these 'blades' run in the same direction. They vary in size from a few inches tall to about five hundred metres tall and a kilometre long. The largest ones have flat paths, roughly a foot wide, up the forty-five degree slopes. Some of the 'blades' have small villages clinging to their tips.

The flat ground of the shadow is dangerous, in that it is dotted with hidden pits with thin sheets of rock covering them, bored by something, which trap unwary travellers for the pit-borers to eat. Once something has fallen into a pit, the rock covering the pit heals, concealing it once again.

One of the taller 'blades' of Beridge had a Chaos fortress, a second Coraltown, clinging to its top.


THE BUILDING

A colossal skyscraper discovered by Whippoorwill, which is so tall that 'the ground' and 'the top' exist only in rumours and legends. All food and essentials are imported from 'below'. The floors of The Building are numbered by non-contiguous schemes that give no clue as to how many there are in the building as a whole (for example, Madison floors 1-800 are followed by Piccadilly floors A-Z, then Constitution floors 1-50 and so on). Magic does not work in the shadow of The Building, and physics has two unusual features:

  • The force of gravity acts in a roughly helical fashion centred on axis of The Building (hence thrown weapons will be inaccurate until the thrower has become used to it). Verticality is about twenty percent different from one side of the building to the other. Gravity does not quite act in a helix - there is a slight bias away from the building, so that an object dropped will gradually drift away from the building.
  • No form of flight, either lighter or heavier than air, is possible.

Time flows roughly as fast in The Building as it does in Amber. Technology is at a roughly 1920's level, so that The Building boasts lifts (with bellboys and manual doors), operating at various speeds and garbage chutes. Magic does not work in the Building, but the presence of even non-functional magical items causes technology in the vicinity to randomly malfunction (the lift halts between floors, guns jam, light bulbs and/or electronic values explode, and so on). The on The Building culture is a kind of 1920s gothic with jazz music, hats, cigarettes and flappers. The Building is governed by an ill-defined body called 'The Directory', which is in place during the (never-ending) economic emergency caused by the Depression, after which democracy will be restored.

Whippoorwill has acquired a floor of The Building, which contains

  • The company offices of his Building Security firm (Bloodhound Security Inc), who deal in bodyguards, private investigation and so on.
  • The Amber Hotel.
  • The General Munitions factory.

CAITLIN'S TOWER

An utterly uninhabited shadow consisting of sand dunes in a very hot desert landscape with, in one place, a white tower without doors protruding up through them. Although it has no door, the tower does have windows all around looking out on the desert landscape. Here Caitlin keeps the Box given her by Etienne, along with assorted other things. The origin of the tower (given the uninhabited nature of the shadow) is a mystery.


CALAGAT

A shadow in the Golden Circle, about half-way between Amber and the ends of the shadow paths which lead out from there. It is a good place for an ambush, thanks to its terrain consisting entirely of largely parallel, non-intersecting steep-sided valleys. The floors of these valleys have rivers flowing down them, and there is some flat land there. The people of Calagat live in villages high up the slopes of their valleys, with terraced fields carved into the slopes. In a few places the valley floor is also farmed, but this is quite rare.


CASHGAR

A fairly barren shadow in the Golden Circle, close to the far end of one of the shadow paths leading out from Amber. It is quite close to where Ghenesh used to be before it was destroyed, and possesses both land and sea.


CILANAR

A shadow on one of the shadow paths leading out from Amber, lying between shadows Neass (which is further from Amber than it) and Belanoth, Cilanar is a shadow of reed-beds and meandering channels of open water, with Venice-style canal-based cities of brick and stone on the occasional small rocky islands which project above or close to the surface of the water. The climate is European, with warm summers and cold winters.

The people of the shadow are considered to one of the most beautiful races in all the shadows of the Golden Circle. They are divided into two groups. The city-dwellers, cultured and sophisticated, who always go masked (with ornate Venetian-style masks) in public, and the 'fen-people' who live out in the marshes in reed huts constructed on floating reed platforms, moving about of reed boats. The city-dwellers provide manufactured goods, while the fen-people provide food for the city-dwellers, hunting the abundant fish and waterfowl (sometimes vast flocks fly over, almost obscuring the sun). The fen-people are definitely second-class citizens.

The shadow imports wood and metal, and exports dried fish, woven products, masks, medicinal mud and 'courtiers'/'courtesans' who work across the rest of the Golden Circle.


'CORALTOWN'

A shadow close to where Ghenesh used to be located. It is quite like Ghenesh in environment, being a moonlit shadow of forest. However, it appears to have been completely devastated by the shadow storms resulting from the destruction of Ghenesh, so the trees are toppled and the shadow is dead. Fractures in the fabric of the shadow run through it; some of these can be used to move into other adjacent shadows.

There was a large Chaos fortress of organic buildings of coral or shell in this shadow, which was eventually destroyed by the forces of Amber.


COVE

A vacation shadow which Etienne gave to Jihx, Moire, Connor and Nemain, primarily to serve as a permanent base for the 'Golden Swan', the flying ship which Etienne gave to Jihx. The entry-point to the shadow is a gorgeous tropical peninsula in a turquoise sea, with picturesque mountains, brilliantly coloured wildlife, friendly, and easy-going village-dwelling people. These people are of Mediterranean complexion and bronze-age technology, who live off the rich variety of floating sea-vegetables and fruits that are offered by this world, catching them with nets from sailing boats. Their villages consist of bamboo huts with palm-leaf thatch roofs.

Time in Cove flows twice as fast as it does in Amber.


DAKAR

Arun's well-guarded shadow where his children are being raised. There is only one route into the shadow, which is known only to Arun, and it (along with the rest of the shadow) is guarded by large, powerful, intelligent dragons. Trump does not work into, out of or inside the shadow. Time there flows five times faster than Amber. Magic functions there.

In terms of geography the shadow is a tropical water-world paradise dotted with archipelagos of islands, most of which have corrugated, fjord-like coastlines, and some of which have caves in which the dragons live. In places the sea is extremely deep. By a quirk of nature in the shadow the sea and the coastline coruscate with light as the waves meet the shoreline. The sky is blue, as is the sea, there is one sun and a normal day-night cycle.

The shadow is filled with continuous ethereal background music.

The seas of Dakar teem with life. There are lots of fish and dolphins, as well as birds, reptiles and so on. Some of the fish found in the seas are very large, to the point that there are legends of fish so big that, sleeping on the surface for long enough for plants to colonise their backs, they are mistaken for islands - at least until sailors build a fire on them, and wake them. Because there are no sizeable land-masses there are no large land-based animals in Dakar other than the dragons.

The shadow was inhabited before Arun found it, by humans living in small, isolated villages scattered across the archipelagos. In terms of society they were egalitarian, with village mentors providing education and guidance for the young. In addition to these villages, Arun has set up a settlement which is an amalgamation of the two villages in which the mothers of his two children, Lanex (a girl) and Darnia (a boy), lived and which he has relocated to Dakar.

Unbeknownst to all but Arun (who discovered it while exploring the shadow), living in the very deepest oceans of Dakar is a huge, strange, essentially immortal sentient (though not too smart) collective hive-mind creature which acts as a non-God-like supreme being of the shadow. Linked mentally, the individuals making up the collective die, but the collective itself continues. It is not a tool user and does not want to change, being content merely to exist, and think. At the moment, the collective is neutral towards Arun. The collective is linked to the dragons in some way and directs them in the defence of the shadow.


DE'ALUND

Finndo's own world, apparently in a sealed off shadow pocket of some kind. It is reached down a zeppelin-sized tunnel which leads through shadow. However, the tunnel branches, and the branch to De'Alund can only be reached with a great deal of effort (or perhaps some kind of key). If the branch is not taken (or not detected) then the tunnel leads to extremely dangerous shadows, with lava floods, falling rocks and the like. Down the branch to De'Alund it feels like one is moving very rapidly through shadow. After half an hour or so the end of the tunnel becomes visible. It ends at a high barbed wire fence, with a large double gate leading onto a road zig-zagging down a steep slope (very similar to that at the base in the unnamed shadow). The tunnel mouth overlooks a massive airship base going off a little way to the right, and miles to the left; it seems several miles deep and has masts at which are moored hundreds of huge airships. Beyond the base is a massive city of tall skyscrapers, under low cloud, with people and motor vehicles moving through the streets at their bases; the whole place has a 1930's, film noir kind of feel to it. It seems almost monochrome with sheets of rain sweeping across the city. Sorcery does not work here; Empowerment does, though. There is a huge skyscraper complex in the centre of the city (like a huge version of the Empire State Building, with eight smaller similar buildings in a square around it, all linked by high arched bridges) with a huge statue of a predatory-looking black unicorn rampant upon its peak. Many of the people walking through the street are uniformed. There are no trees or living things other than people. There are occasional huge propaganda posters, of Finndo, in his black uniform with the red sash; across the bottom of the posters are a variety of slogans : 'Believe', 'Obey', 'Trust', 'Be Pure', 'The Theocrat is Watching'. There are other tunnels in the mountain range the same as the one we are in, probably other entrances to De'Alund. It appears that Finndo has set things up here so that causing trouble for him at home will be very hard.


DERRIS

The shadow where Caitlin was raised. Derris is a hot, tropical, primeval world inhabited by reptiles, insects and limited plant life, as well as the humanoids who are indigenous to the world. It lies quite a long way from Amber, well outside the Golden Circle. The Derris humanoids are proud of the fact that, despite their low population, they hunted their own mammalian ancestors to extinction many centuries ago. The native reptiles are considered sacred by the Derrisians and the insects are just not good sport! The Derrisian way of child rearing is to put all the young into communal tribal creches. The children stay in these groups until they are old enough to hunt/play 'sport', and thus join the rest of the Derrisians. After many years of being able to hunt only each other - and, being cannibals, eat each other too - the Derrisians where delighted to find a portal to the world of Ahnel in an ancient ruin. The Derrisians poured through the portal and set about the Ahnel population, animal and humanoid, with glee until the peaceful Ahnelians got their act together and forced them back...


DIEGA

A shadow of rolling silvery-yellow sand dunes by a blue-black sea, under a pale pink sky. Its capital city is built into and around a collection of what seems to be huge sharp curved teeth protruding from the sand by the shore. It is linked to Amber by shadow paths and is a member of the Golden Circle.


DORAKIN

A shadow of infinite air with people living on and in mile-wide flying jellyfish, which lies outside the Golden Circle but has a shadow path leading into the Golden Circle. There have been incidents of piracy and raiding from there, in shadows along the shadow path in which their jellyfish-cities still fly, but with oceans on which attackable ships sail. They do not speak a language which is a shadow of Thari in this world, one of the few shadows where this is the case.


THE ENCHANTED EARTH

The shadow where Etienne was raised. It is a world like that of Le Morte D'Arthur during a hundred years war between France and Byzantium, but with magic, and which is also home to many mythical and magical beings. The level of magic varies from place to place, and the fantastic creatures (which include faeries, dragons, centaurs and so on) tend to stay within the highest-magic areas, which normal humans tend to shun.

It is a place where no technology works over primitive matchlock gunpowder firearms. Of magic only Sorcery and Empowerment work; Power Words do not work at all in the Enchanted Earth. The shadow has a time flow rate about twice that of Amber.

It has a Christian-type God, benevolent, omniscient and omnipotent within the shadow, who is fuelled by prayer, and whose agent Etienne is.

The Byzantine Empire has just been utterly defeated by France, under the leadership of Etienne, Emperor Louis the Conqueror (a military genius in his own right) and the Dauphin, Prince Charles (a brilliant administrator). The Christian Church has been re-united and the entire Known World (which is in fact the entire world in this shadow) incorporated into a benign Holy Roman Empire extending from Muscovy to the Atlantic.

Etienne is the power behind the throne of the Holy Roman Empire; the good and wise Pope, Pius X, is, of course, the head of the Church.


ERECH

A world with the golden forest under a blue sky, which Gilgamesh found after a Trump accident. Everything living is metallic golden coloured. It seems to have a medieval-theocratic society, and is inhabited by people with metallic golden skins, metallic gold hair and mirrored golden pupils to their eyes. Its capital city is named Nineveh. To the people of Erech, Gilgamesh is God, and has a luxurious temple/palace in Ninevah where he can lounge on golden cushions in luxury; two huge golden statues of himself in the background, waited upon by beautiful scantily-clad golden-skinned women. Conveniently, it turns out that they believe that Finndo is the devil. They also seem to know about magic. Caitlin, Arun, Godofos, Etienne and Jihx are all lesser deities there.


EREGNOR

A world made up of steppes with occasional clumps of trees, under a yellow sky with a blue sun. All the vegetation is variegated blue and orange. Occasional clumps of ruins can be seem protruding through the (obviously fairly thin and poor) soil. It is inhabited by groups of nomads, who aren't particularly friendly to strangers. From what legends they have which pass for history they seem to think both Amberites and those they fought long ago are two different kinds of devils. They are hostile to Amberites, and will try to kill them. Despite this, it is linked to Amber by shadow paths which are used very seldom.


FIDELLIN

A shadow of islands within the Golden Circle, about as close to Amber as one can be and have full Pattern and Trump powers active. The largest islands are about fifteen miles across with more and more islands of smaller sizes. The shadow is uninhabited but has natural resources valued by Amber, such as timber, fish and so on, and so is visited from time to time by woodsmen, fishermen and the like.

There was a Chaos army encamped here, who were destroyed by the forces of Amber.


THE FOURTEEN EMPIRES

A group of fourteen shadows linked together by shadow paths where Skyrie lived from babyhood until he was contacted by other Amberites, and all of which he eventually came to rule from his capital of Mamaxia. All of the fourteen shadows are fairly similar in magical and technological environment (magic works well, technology is limited), and in time flow rate (which is roughly half that of Amber) and include the shadows of Asiyta and Xanusia.

In the heart of the Fourteen Empires is the Well of Shadow, a Real power source related to the power of Trump and linking out across the shadows in the form of the Infinite Citadel.

There is very little belief in gods or supernatural entities of other kinds in the Fourteen Empires. However, they do believe in re-incarnation there, and, from experiments Skyrie performed, it seems that re-incarnation of the soul does actually occur. Because of this belief there is little cultural opposition to the use of people's corpses as zombie labourers after their physical deaths.


GARRAMOTH

A shadow at the far end of one of the shadow paths out from Amber, where the shadow path (which leads to it from Amber via shadow Geranath) finally peters out.

Garramoth is a desert world of shifting dunes of sand formed from multicoloured gems, with a hot blue sun overhead. In and under the sand are also found many kinds of larger gems, and it is the mining of these which provides this shadows main export to other worlds. The cities of this shadow are made up of tall stone spires decorated with swirls of jewel dust and are centred around deep wells which go down into the bedrock to where water may be found; fungus grown in these wells provides the main food source for the people of the shadow. The spires are linked by a network of ropes.

It is inhabited by two intelligent races, one of black-skinned humans, the other of eagle-men. These eagle-men have humanoid bodies but the heads of eagles and clawed bird-like hands and feet; they also have a very good sense of balance. The eagle-men sift the sand for gems and rule the shadow; they live high up in the spires, and travel from spire to spire via the ropes strung between them. The humans live low down in the spires and work down in the wells or run shops and markets in the lower floors of the spires or the open spaces between them; they are definitely lower in the social order than the eagle-men, but not oppressed as such.


GERANATH

A shadow on one of the shadow paths leading out from Amber, lying between shadows Garramoth (which is further from Amber than it) and Balnack. It is an entirely monochrome world with a bright white sun in a pale grey sky above infinite grassy plains dotted with roughly mile-wide clusters of forest each centred about an (apparently) bottomless hundred-metre wide vertical-walled shaft that goes down into the ground. The people of this shadow are monochrome (in a variety of greys) but otherwise human. They live in towns built in the trees around the shafts, which usually have a cleared area around the top of the shaft where communal and industrial buildings are sited.

They hunt the beasts which roam the plains, and also mine metals from deposits found in the shafts. This shadow's main exports are animal hides and metals.


GHENESH

An extremely real shadow, as real as Amber itself, which is extremely rich in magic, much more so than most shadows. It is mainly wintry forest, with skeletal tree branches against a late twilight sky, and a big moon above. It is home of the Moonriders of Ghenesh, rulers of a cross-shadow Empire quite close to Amber, who invaded three thousand years ago. They destroyed several of Amber's armies (partly by military force, partly by the use of cold and winter magic), and almost reached Amber itself before being stopped by Benedict in the pass above Arden. They were exterminated, and their shadow and its neighbours razed to the ground. The Moonriders are tall, slender decidedly non-human people with pale skin, angular elfin features and slightly pointed ears, who dress in ornately embroidered black, grey and silver medieval-style clothing. They wield, among other things, glossy black swords whose blades are inscribed with some kind of runes. Ghenesh is also inhabited by human beings who appear to live in small villages in clearings cut from the woods. The villages have temples of some kind at the edge of their clearing, with its frontage at the edge of the woods, extending back into the forest. From the front it looks like a Grecian-style temple built of polished black stone, with steps leading up to a pillared front over which is a triangular roof-front. They are well kept and not at all overgrown. From the inside, the temples seem to have no walls, but instead several concentric layers of black stone pillars holding up the roof from a stepped base. They are about twenty metres long (into the forest), ten metres wide, and inside the ceiling is about three metres high. There is an open area in the centre, with an altar that is a plain block of black stone. The temple is aligned with the large bright moon of Ghenesh, which shines in through the pillars, casting criss-crossing shadows through the place. They do not speak a language which is a shadow of Thari in this world, one of the few shadows where this is the case. It appears there was a shadow path from Ghenesh to Amber, but details of it were censored by Oberon.


GOD'S GARDEN

Not so much a shadow as a region of shadow, roughly 15% of the totality of all of shadow, and thus an infinite realm in its own right, containing examples of every type of shadow which exists, including the original Enchanted Earth and its shadows. After the return of the other Amberites from Hell, this is all that remains of God's realm, the shadows where God existed or was introduced by Etienne.

Etienne has walled it off from the rest of shadow using her Advanced Pattern powers so that it cannot be entered by any power other than Advanced Pattern. In addition to this barrier, the 'Garden' is surrounded, just outside the barrier, by a 'most' of very unReal - artificially unReal - shadows.


GROGIL

A high-tech and amoral universe in a state of perpetual war, which Whippoorwill found while wandering shadow. It is a universe of high technology (Star Trek level, but without transporters) but in which the culture remains at a medieval level, where hideous weapons of mass destruction are used routinely, and where entire planets are rendered uninhabitable for tactical reasons. It took Whippoorwill quite a long time to find this shadow. Time there flows at roughly the same rate as in Amber, and the shadow is very actively anti-magical (rather than just non-magical).

Whippoorwill has a home in a secret pirate base in a little-visited cluster of rocks in the Dragonfly Nebula, where he has access to a pirate starship. There are five hundred or so privateers and their families at the base.


GYVAR

A shadow ruled by the Priests of Gyvar, who is a shadow God. Seven thousand years ago they attempted to destroy Amber with cold, on the orders of their deity, invading via shadow paths. However, their cold had little effect on Amber itself, and both they and their god were destroyed.


HEXILUNAR

A shadow with six moons (hence its name) where the people are fairly short, broadly built humans with pale skin and black hair. The landscape is farmland with stands of trees here and there and a temperate climate. The shadow has cities, walled with guard towers along the walls, and circular in plan. All the buildings are built out of some black stone, and are generally tall and thin, with many spires, in an angular Arabic architectural style. Streets within the cities are narrow and winding, and may run along the edges of canals. The place is ruled by the Theocrat in the name of the One True God.


THE HOSPITAL

A shadow which Whippoorwill found consisting of a high-tech hospital in a world with a 21st century mixed Western culture but 22nd century technology including cybernetic prosthetic parts, synthi-blood, gene therapy, nano-therapy and cryogenesis. The Hospital has ample stocks of Whippoorwill's genetic material on ice, and he has a private room permanently reserved for him, with full facilities for emergency procedures (resuscitation, blood transfusion, cryogenesis and the like). Time there runs five times faster than in Amber. Magic does work in the shadow, and is used by the inhabitants in conjunction with technology for healing purposes.


IBATH

A highly magical Chinese-style shadow of jade and silver pagodas and a green jade-coloured sky, in the Golden Circle. As well as humans, Oriental-type wingless dragons live there, and are venerated by the people. The King of Ibath rules from the capital city of Mallen.

Thousands of years ago, one of the advisors to the King, the Red Mage of Mallen, came into conflict with Princess Fiona of Amber soon after she first walked the Pattern. After a prolonged battle she killed him, and she took all of his books and magical items, including his scrying orb (the greatest treasure), as her rightful prize.


IDYL

The shadow where Whippoorwill was raised from babyhood to the age of ten, having been left there by Llewella in the care of his father (Rackham, a wealthy wool merchant). The shadow resembles a peaceful bronze-age agricultural community in a fertile valley in the middle of a vast forest.


JYRETSU / ERIDOS

The shadow where Arun was raised, which is known as both Jyretsu and Eridos by its inhabitants, depending on where they live. It is an Earth-like world with slightly lower gravity and a much higher magnetic field, whose surface is 83% water, making it a water world paradise, under its twin suns. The majority of its inhabitants are civilised, social seafaring tribes each of which generally resides in and around one of island groups which dot the shadow. These tribes (and a few land-living ones) form the nations of Jyretsu. The largest of these nations is about a thousand souls. The Akina, who raised Arun, are a great nation of seven hundred and fifty souls who reside in the Chekian island group in tropical Jyretsu. The Chekian Islands contain few animals larger than the native monitor lizard, but have a huge variety of birds and plants; most of the islands are like this, though the sea teems with life. Magic functions in Jyretsu, and a number of the inhabitants of the shadow are sorcerers. All of the inhabitants of the place have to cope with frequent hurricanes and tornadoes, but other than this their existence is fairly peaceful and idyllic. Jyretsu/Eridos is linked to Amber by shadow paths, although it is not part of the Golden Circle and contact with Amber is infrequent.


KASHFA

A shadow in the Golden Circle with a greenish white sky and a golden sun. Its capital is the city of Teshan, a harbour city which spreads up over the slopes around the harbour, which is a roughly circular bite out of an otherwise straight coast of grasslands. The city is made up of single storey bamboo houses. In the harbour there are many floating bamboo jetties where many bamboo boats are docked, as well as a few clippers and other 'alien' boats from other shadows who enter Kashfa via the shadow paths which connect it to Amber and the rest of the Golden Circle.


THE LOBSTER POT

A Guarded shadow in a cave, similar to The Tunnel, which Whippoorwill uses as a base of operations. It is accessed by a lift coming up through large hole in the floor of the cave. Its technology is at a World War Two level, and the area around the entrance is guarded from unwanted intruders by minefields, barbed wire, mud, pillboxes, machine guns and artillery-strikes. Time there flows at the same rate as in Amber, and the shadow is very actively anti-magical (rather than just non-magical).


LORRAINE

An Earth-like medieval world, which was a shadow of Corwin's original shadow, Avalon. The countryside is temperate, with European-type castle and medieval-type farms scattered around, and woodland dotted here and there. Time here flows at roughly the same rate as in Amber, and magic works here.

The shadow was modified by King Oberon into a Shadow of Destiny, to which Corwin was destined to travel, to meet Oberon in his disguise as Ganelon. The Black Road also passed through this shadow, in the form of the Dark Circle, a sinister demonic infestation of the land originating in a Faerie ring which was wiped out by Corwin, Ganelon and Ganelon's army. Other people from Lorraine include Lorraine herself, with whom Corwin fell in love, Melkin (an officer in Ganelon's keep) and Uther (an old King).


MADAN

Home of the Pirate Lords of Madan made war on Amber twenty thousand years ago, and who brought cold, wintry weather with them as they fought their way along the shadow paths towards Amber. However, their attacks did not have any effect on the Pattern, and little effect on/in Amber itself. The Pirate Lords were exterminated and Madan, their shadow, laid waste.


MYAT

An old but peaceful shadow, quite distant from Amber, with whom Amber has had little contact. It is a flat desert with oases, and lies outside the Golden Circle. They do not speak a language which is a shadow of Thari in this world, one of the few shadows where this is the case.


NEASS

A shadow on one of the shadow paths leading out from Amber, lying between shadows Balnack (which is further from Amber than it) and Cilanar. It is a world of snowy grasslands and pine forests roamed by herds of animals, mainly moose, woolly mammoth and woolly rhinoceros. Nomadic tribes of white-furred, white-haired humans follow these herds on horses and sleds, living off them and also hunting the fur-bearing animals (e.g. tigers) which live there too, and also hunt the herds and the people. The tribes occasionally war amongst themselves during times of famine and particularly harsh weather, but are usually quite peaceful and hospitable.

Occasional lakes dot the landscape; some are permanently covered with ice; others are warmed by geothermal heat and remain unfrozen, and in fact warm, all the time. The shadow does have a year, and seasons, but the seasons vary from just about freezing to far below freezing.

Some ruins of huge, ancient cities and the remains of wide, well-built roads dot the shadow. No-one knows who built them or what happened to them.

There is only one city in the shadow, which is a trading post on the shadow path. The natives export furs, carved bone and certain highly potent distilled alcoholic beverages, and import various 'high-tech' items.


PANDOLFA

A rather strange shadow discovered by Whippoorwill in which no magic or technology works, and in which the sensory parts of people's brains are somehow re-wired so that all of the senses are interchanged with one another. This leads to:

  • Smell being perceived as sight - one cannot 'see' motion very well, but you get to see recent history, that is the trail a person has left.
  • People smelling/tasting light - with different mixtures of light corresponding to different smells/flavours.
  • Sound being felt by touch - speech is 'heard' as pins and needles sensations in the fingertips which, curiously, Amberites can understand. Other sounds are felt as pain, warmth, cold, or simply touch sensations (slaps, strokes, prods or whatever).

Whippoorwill has a laboratory/studio in a wild forest in this shadow, where a local housekeeper and lover also lives.


PATHAT-NAAR

The shadow which Skyrie chose as a good place to have his children raised. Click on the name of the shadow to go to a separate page about the shadow.


RAGASA

A highly magical shadow consisting of a rough, crevassed night time ice sheet with mountain peaks protruding through the ice. It has a big moon above, and vast numbers of bright stars. The people of Ragasa, who have faintly white-furred skin, cat-like eyes and small claws instead of fingernails. They wear tabards and breeches, but no other protection against the cold. They live in tunnels and rooms carved out of the rock of the mountains, on meat and fungus, and are ruled by a King. The tunnels connect to the surface of the mountains, and are heavily magically warded. It is the home of the Storm Mages of Ragasa, who invaded Amber sixteen thousand years ago, in a similar manner to the Pirate Lords of Madam. Their powerful magics included blizzards and the like, but had no effect on the Pattern. However, they caused wide-spread devastation before their defeat. The Storm Mages were destroyed and their shadow and all its neighbours (who were ruled by, and assisted the Storm Mages) laid waste. It is linked to Amber by shadow paths.


REFUGE

A very small shadow consisting of a mountain valley containing a hamlet with five families which was found by Whippoorwill for his own personal use. Somehow all efforts to leave the valley end up coming back into the valley. There is just enough farmland in the valley to sustain the population, which remains constant - the women are genetically programmed not to be fertile until there is a vacancy. The only way into or out of this shadow is through a locked, heavy iron trapdoor in the floor of a cave. The culture here is of a medieval pastoral type, assisted by the fact that neither magic nor weapons work here. However, there is a watermill. Time here flows at roughly the same rate as in Amber.

Whippoorwill has a home and a woman named Beth here.


ROVEMA

An old and real shadow who attacked Amber eighteen thousand years ago. They are now part of the Golden circle. Rovema is a temperate world on an 'inside-out' shadow - it is on the inside of a vast spherical bubble in infinite rock. They do not speak a language which is a shadow of Thari in this world, one of the few shadows where this is the case. It is linked to Amber by shadow paths.


TASHIRA

A shadow in the Golden Circle. It produces a beer which Osric likes.


TELARAM

A relatively flat shadow of prairie dotted with small forests and cut by streams and small rivers. Every so often tall, vertical-sided mesas of reddish rock rear up out of the prairie and loom over the landscape. The shadow is inhabited by humans who live in a wild-west-type society, largely based around the herding and farming of the various kinds of dinosaurs that roam the prairies, largely living in small wood-built towns which are dotted here and there, and largely following a religion which is, essentially Christianity. Some of these towns are linked by railway lines which run through the prairies and which apparently connect them to far-away cities.


THE KINGDOM OF TELERANI

A shadow which attacked Amber along the mountains leading up to Kolvir under cover of a huge blizzard (which had little effect in Amber itself) two thousand years ago. They were exterminated and their shadow laid waste. It was linked to Amber by shadow paths.


ThINWHISTLE

Thinwhistle is a shadow quite close to the Courts of Chaos which Godofos found while seeking a shadow which he could use as a base and from which he could recruit troops to form a personal army. It is anti-magical shadow where time runs some five times faster than in Amber.

Thinwhistle is a large medieval walled city spread out around a large castle built on top of a steep-sided plug of rock (rather like the Devils Tower in Wyoming) with a river flowing around one side of it. Everything seems built of a glittering mica-like grey stone. The city is reasonably well-kept, but very Spartan in appearance with no decoration and indeed nothing beyond what is absolutely necessary anywhere. In fact the entire shadow is relatively Spartan, poor and basic, lacking in the sort of luxury to be found in Amber and the Golden Circle. However, this is the way Godofos wants it. There is a large open military training ground outside the city walls.

The flag of Thinwhistle is a black boars head on an orange field. Thinwhistle is only one of a number of other nations in the shadow itself. Thinwhistle wars with these other nations from time to time.

The city and castle are well-defended and strongly fortified. The castle is well-patrolled and intruders will quickly be detected. The Captain of the Guard in the castle is a tough-looking, rather scarred middle-aged man. The city gates are guarded and will stop strangers entering the city, and probably charge them for entrance in the guise of a 'weapons tax' (every if they are not carrying weapons). There are pickpockets, beggars and so on there.

The people of Thinwhistle are all of non-Amberite (that is, non-European) appearance, being a mixture of African and Oriental types. No-one has red hair. They are unused to people who appear unlike them, and will stare at any who appear.

In a small shack at the base of the rock upon which the castle stands there is a secret door, wooden on the outside, well-sealed metal on the inside, into a secret passage which leads up into the castle. Before Godofos arrived this had not been used for a long time, and was full of rotten rubbish. Spy-holes and secret doors lead out of the tunnel into storerooms, dungeons and the like before the tunnel stops at the castle's entrance hall.

All of the stonework in the castle is rough, although well-made, and there is nothing to make the place less Spartan. Torches in undecorated metal sconces light the halls. The throne room is also a rough-walled chamber with a dais at the far end upon which is a plain wooden throne. On the wall behind the throne is a large orange banner with the black boars head of Thinwhistle emblazoned on it. There is a rough-walled Chapel of Rest in the depths of the castle, and a small, single-doored room which Godofos has selected as his Trumping-in point. Its door only locks from the inside, and Godofos has the only key. This does not quell rumours among the people that he has hell-spawned powers.

Godofos turned out to be 'the King's long-lost son, Caralas', who took the throne when his 'father' conveniently died, and kept it despite poisons, assassins and so on which resulted in rather a purge of those members of the nobility who obviously had their own plans for when the old king died. This also led to the poisoning of 'Caralas' appointed regent. Godofos has now set up his dictatorship in Thinwhistle, providing himself with a harem, and ruling the masses in a harsh but fair manner with a loyal army to back him up. He has given titles and land to his supported as rewards to keep them loyal. This includes the Captain of the Guard.

Godofos has been training soldiers from Thinwhistle into more effective troops, combining this with enhancements given to some special forces by leading them through shadow. This has led to rumours of his possessing demonic powers, and having done something horrible to the changed troops. Godofos does not mind this, considering it a good thing for a ruler to be feared, but not for them to be hated. He has also tried to introduced potatoes and tobacco to the shadow. Potatoes have gone down well, but tobacco has not caught on.


THEKIS

This is a land of white lizard men in the Golden Circle, and linked to Amber by shadow paths. It is a landscape ending in cliffs of white rock forming a large peninsular topped with a mixture of white grassland and white forest, over a milky blue-white sea and below us. It has twelve small bright blue suns which visibly oscillate around one another in the sky.


TOMBSTONE

A wild west-style shadow where time runs at about a third of the rate it does in Amber. It is the home shadow of Godofos' daughter Gloria and her mother.


THE TOWER OF SILENCE

A place several months of normal shadow shifting away from Amber, which was found by Skyrie when seeking a way to destroy God. It is an area where things feel Real and old - not Amber, but somewhere of a similar general nature. There is no magic there at all, and it is very, very cold, and utterly silent. The whole place feels very Real, but also very artificial. Time here flows at exactly the same rate as it does in Amber.

The place itself is a plain of flat ice with icy mountains just visible on the horizon off in the distance. Between the place in which one first comes into the 'shadow' and the mountains is a vast minaret-like tower, roughly two miles high, which also seems to be built of ice. The sky is utterly black overhead, the only light coming from eight (roughly shadow Earth-sized) moons which are arranged in a perfect octagon directly overhead, and a great many stars arranged in intricate and complex geometric Patterns. Although there is no day or night, the star-field does rotate overhead, stars rising on one side of the horizon and setting on the other. However, the eight moons remain locked in their octagonal formation directly overhead. Other than the two-mile-tall tower there are no signs of any inhabitants.

The place is guarded by an 'aspect' of King Oberon. This can first be sensed as the feeling that something, some vast presence, has become aware of one. The 'aspect' seems to have at least the power to animate the icy substance of the shadow, forming it into huge menacing tentacles tipped with the face of Oberon, or creating normal-sized bodies (Oberon, wearing a long, knee-length jacket over trousers and with the Royal Crown of Amber on his head, all made out of ice but still very striking and imposing) to talk with people in a less menacing manner. From close up it can be sensed that 'Oberon' has a very powerful but somehow also limited mind.

The two-mile-tall tower has (or had, when Skyrie was there) a large number of door-sized openings around its base. Inside these are stairs leading up. From these staircases it can be sensed that there are a number of very powerful, very Real things scattered around the tower, off through the walls.

Oberon can be persuaded to lend some of these devices to worthy causes, although he will want them back afterwards. He does not forbid people visiting for less worthy reasons, but does ask not to be disturbed unless the matter bringing him here is very important. He has implied that he will definitely frown on any 'tourists' who come here...


THE TUNNEL

The shadow where Whippoorwill was taken by Llewella and in which he lived from the age of ten.

This shadow is entirely underground - there is no 'outside'. Digging upwards or downwards merely encounters layers of successively less and less stable sandstones, and (after a hundred miles or so) magma. The Tunnel is a group of vast (thirty miles across, ten thousand miles long) natural tunnels through the rock. In addition, a huge network of man-made tunnels have been bored between and around them. The tunnels are lit by dull, phosphorescent mould (equivalent to a new moon) and/or bad electric lights.

As shadows go it is very Real, and thus resistant to change and outside forces (that is, it counts as a Shadow of the Realm).


Technology level:

Steam-power has been around for hundreds of years. The Tunnel is criss-crossed by railways, canals, tram-lines, cable-cars, telegraph lines, coaling stations and so on.


Physics:

The air is thicker in this world, and air-resistance is much more velocity-dependant. This means that missile-weapons do much less damage here, so aren't considered very important in war. No liquid or gas is inflammable. Vehicles are large and slow. For some reason propellers are grossly inefficient in The Tunnel, so boats tend to be paddle-driven.


Technology that doesn't work:

The internal combustion engine. Explosives of all kinds, for example gunpowder. Electricity does work, but not very well - things like electric lights give off a dull, sputtering glow.


Magic:

There is a parallel spirit-world. It is only vaguely understood by the living, but can be contacted by 'sensitive' mediums. The spirits sometimes stray into the material world for various reasons (malign or downright unfathomable). There are also ghosts, stray clumps of life-force which dissipate over time and with very simple patterns of behaviour, who are also attracted to mediums. Ghosts and spirits can sap the life-force of the living, which manifests itself in a deterioration of energy, health and mood. This happens over a period of weeks. The best mediums can channel life-force between spirits, ghosts and mortals to heal (or to cause) illnesses.

Other forms of magic don't work very well in The Tunnel, and their use will attract the parasitic attentions of ghosts and spirits, who will want to feed on the glowing life-force of the user.


Religion:

A mixture of formal ancestor-worship and Japanese-style animism.


War

The use of poison gas is rife in The Tunnel, so all soldiers and horses are automatically issued with gas-capes and masks, and most war machines of whatever kind carry purification units and/or air supplies, in addition to poison gas dispensers of their own.


Land Combat:

Because of the very high degree of air resistance in The Tunnel, missile weapons are ineffective. Thus, wars are fought hand-to-hand. Also arising from this is the use of weapons whose momentum (and damage) relies on mass rather than velocity, or on crushing their target.

Heavily-armoured cavalry is effective, but there are also close-combat tanks (steam-powered) which attack one another by ramming, crushing in pincers, flipping (see Robot Wars!), lifting, drilling, tangling and so on. The biggest of these must move on tracks like a train, or be a fixed part of a fortress, or be mounted on a ship. An obvious defence against these war machines is Paschendael-style mud, and systems of canals are set up to create such belts of mud and moats when necessary. These mud-based defences are countered by paddle-tanks, which are propelled on their bellies through the mud.

Whippoorwill's War Machine, by Nigel Gale

 

Naval combat:

Some of the caves have lakes and rivers in them, and many tunnels have canals, so there is a need for aquatic war-machines. The most common form of naval vessels are half-submerged ironclads driven by paddles, and vehicles that crawl along the bottom of shallow waters (such as the canals).


Air combat:

Flying machines do work in The Tunnel. Heavier-than-air flight is achieved using steam-powered ornithopters with fixed wings for lift and flapping wings for propulsion. These are, however, slow (due to the constraints of air resistance in The Tunnel). Lighter-than-air flight is also possible, with balloons and airships, but is even slower than heavier-than-air flight.


'Feel' of the World:

Nineteenth Century, with lots of Big Engineering and gothic architecture blackened by soot. The air is hot, sticky, and humid, with a chemical sharpness that will irritate the senses of off-shadowers. Yellow, pea-souper smog and sooty rain are common.

When an off-shadower moves in the Tunnel, it feels like there's a stiff breeze blowing against them. The faster they move, the stronger the 'wind'.

Typical top speeds (for equivalent effort exerted):

Vehicle/Activity On Amber In The Tunnel
Walking 4 mph 3 mph
Man Running 15 mph 10 mph
Horse Galloping 40 mph 15 mph
Steam-train 60 mph 17 mph

An arrow fired from a crossbow will decelerate very rapidly. Beyond about five metres, it will do noticeably less damage than in Amber. Maximum range is normally about thirty metres.


Society:

Society in The Tunnel is highly stratified, and divided between a number of distinct castes:

  • NOBLES (from whom the Senate, consuls and tribunes are selected).
  • KNIGHTS (from whom the cavalry and mech-operators are recruited).
  • PLEBEIANS (from whom the infantry are recruited).
  • ARTISANS.
  • SERFS.

Senate elections are held under a college-based system. The balance of power among the different castes is the subject of constant debate and periodic civil strife.


AN UN-NAMED SHADOW WHERE FINNDO HAD A BASE

A barren world of dark grey badlands and mountains with a silver sky and a lurid orange sun; it is quite hard to shift shadow there, and the place feels fairly real. In a cup shaped depression at the base of the largest mountain there are thirteen Eiffel-tower like airship masts. There are also barracks, airship hangers and other buildings dotted around the towers, forming what seems to be a large military base. The base is surrounded a high barbed wire fence, with guard towers dotted along it. Vehicles can be seen moving around inside the fence. In the cliff face over the base is a large cave (large enough to admit one of the airships) which can lead to De'Alund.


VITESSE

Gilgamesh's fast Trump drawing shadow and, it turns out, also a place magical enough to be useful for fast (relative to Amber) spell racking. It is a peaceful medieval-style shadow where time runs about five times faster than it does in Amber (as fast as it is possible for a shadow to go). The Trump of the place leads to the courtyard of a comfortable country auberge (inn) where Gilgamesh set up an essentially everlasting account for the use of himself, Caitlin, Arun, Etienne, Godofos and Jihx. The food in the auberge is excellent pub-grub, and the drink is very fine.


THE WEB

A shadow discovered by Whippoorwill in which there is no 'ground'. This shadow consists of a tangle of huge steel cables at all angles, extending to infinity in all directions. The sky is black, but somehow there is a dull, diffuse red light that illuminates everything. Buildings are attached to the cables, usually near one or more near-horizontal cables that act as roads through the shadow. All essentials are imported from some undefined 'outside' place, except for a few market gardens suspended in the mesh. There is rain. The terminal velocity when falling is low here (about 50 kph). No magic works here and time flows roughly as fast as in Amber. There is something similar to an urban Victorian-type culture in the shadow, with funicular railways, cable-cars, free-swinging elevators, rope-bridges, gas pipelines, short ponies, gaslight, steam power, muzzle-loading firearms and hot air balloons.

Whippoorwill has had a castle built in this shadow at the conjunction of three cables, some distance from the nearest human settlement.


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