FATE - Amber

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FATE:​ ​Amber

Imagine​ ​being​ ​born​ ​into​ ​the​ ​ruling​ ​family​ ​of​ ​the​ ​multiverse.​ ​You​ ​can​ ​visit​ ​any​ ​imaginable​ ​world,
because​ ​they​ ​all​ ​coexist,​ ​mostly​ ​unaware​ ​of​ ​one​ ​another,​ ​as​ ​alternate​ ​realities​ ​called​ ​Shadows.
Two​ ​true​ ​worlds,​ ​Amber​ ​and​ ​the​ ​Courts​ ​of​ ​Chaos,​ ​each​ ​exist​ ​on​ ​opposite​ ​ends​ ​of​ ​the​ ​Shadow
continuum.​ ​All​ ​of​ ​the​ ​infinite​ ​worlds​ ​in​ ​between​ ​are​ ​Shadows​ ​of​ ​the​ ​two​ ​true​ ​realities.

The​ ​royal​ ​families​ ​of​ ​Amber​ ​and​ ​Chaos​ ​are​ ​godlike,​ ​nearly​ ​immortal​ ​beings​ ​gifted​ ​with
superhuman​ ​strength,​ ​endurance,​ ​magic,​ ​and​ ​the​ ​power​ ​to​ ​travel​ ​among​ ​the​ ​Shadows​ ​to​ ​find
any​ ​world​ ​they​ ​might​ ​desire.​ ​They​ ​also​ ​tend​ ​to​ ​delight​ ​in​ ​Machiavellian​ ​plotting​ ​and​ ​tweaking​ ​the
family​ ​balance​ ​of​ ​power​ ​in​ ​their​ ​own​ ​favor.

This​ ​is​ ​a​ ​rough​ ​adaptation​ ​of​ ​the​ ​Amber​ ​Diceless​ ​RPG​ ​by​ ​Erick​ ​Wujcik​ ​(based​ ​on​ ​Roger
Zelazny’s​ ​Amber​ ​novels)​ ​for​ ​the​ ​FATE​ ​system.​ ​Each​ ​player​ ​creates​ ​a​ ​character​ ​with​ ​the​ ​blood​ ​of
Amber​ ​or​ ​the​ ​Courts​ ​of​ ​Chaos,​ ​with​ ​access​ ​to​ ​infinite​ ​realities​ ​and​ ​vast​ ​cosmic​ ​power.​ ​Even​ ​so,
they​ ​are​ ​not​ ​invulnerable,​ ​and​ ​they​ ​will​ ​occasionally​ ​meet​ ​with​ ​threats​ ​that​ ​cannot​ ​be​ ​overcome
with​ ​brute​ ​force​ ​or​ ​even​ ​easily​ ​identified.

Skill​ ​changes:
New​ ​skills:​ ​Pattern,​ ​Logrus,​ ​Sorcery​ ​(each​ ​requiring​ ​a​ ​corresponding​ ​stunt​ ​for​ ​use​ ​at​ ​+0).
Ride,​ ​Sail,​ ​and​ ​Fly.​ ​Resources​ ​should​ ​not​ ​be​ ​needed.​ ​Starting​ ​characters​ ​have​ ​a​ ​skill​ ​pyramid
up​ ​to​ ​+5.

❖ Artistry​ ​-​ ​using​ ​Icon​ ​Artistry


❖ Athletics​ ​-​ ​moving​ ​your​ ​body
❖ Contacts​ ​-​ ​social​ ​networking
❖ Crafts​ ​-​ ​working​ ​with​ ​your​ ​hands
❖ Drive​ ​-​ ​piloting​ ​a​ ​ground​ ​vehicle
❖ Endurance​ ​-​ ​physical​ ​fortitude
❖ Fly​ ​-​ ​piloting​ ​a​ ​flying​ ​vehicle
❖ Investigate​ ​-​ ​deep​ ​scrutiny
❖ Logrus​ ​-​ ​using​ ​the​ ​Logrus
❖ Notice​ ​-​ ​situational​ ​awareness
❖ Pattern​ ​-​ ​using​ ​the​ ​Pattern
❖ Psyche​ ​-​ ​force​ ​of​ ​personality
❖ Ride​ ​-​ ​riding​ ​a​ ​creature
❖ Sail​ ​-​ ​piloting​ ​a​ ​waterborne​ ​vehicle
❖ Sorcery​ ​-​ ​spell​ ​and​ ​ritual​ ​magic
❖ Stealth​ ​-​ ​sneaky​ ​stuff
❖ Strength​ ​-​ ​physical​ ​power
❖ Warfare​ ​-​ ​weapons,​ ​strategy,​ ​tactics
New​ ​stunts:
Blood​ ​of​ ​Amber​:​ ​Free​ ​stunt,​ ​may​ ​be​ ​taken​ ​only​ ​at​ ​character​ ​creation.​ ​Bestows​ ​an​ ​extra​ ​stress
box​ ​per​ ​track.​ ​Makes​ ​physical​ ​consequences​ ​heal​ ​one​ ​step​ ​more​ ​quickly​ ​than​ ​normal.​ ​Also
provides​ ​the​ ​free​ ​character​ ​aspect​ ​“Blood​ ​of​ ​Amber”​ ​or​ ​similar,​ ​which​ ​does​ ​not​ ​occupy​ ​one​ ​of
the​ ​five​ ​character​ ​aspect​ ​slots.​ ​Decide​ ​how​ ​your​ ​character​ ​is​ ​related​ ​to​ ​the​ ​family​ ​and​ ​who​ ​has
an​ ​Icon​ ​of​ ​you.

Blood​ ​of​ ​Chaos​:​ ​Same​ ​as​ ​Blood​ ​of​ ​Amber.​ ​In​ ​addition,​ ​you​ ​may​ ​assume​ ​Chaos​ ​form​ ​(see
Shapeshifting).​ ​Taking​ ​both​ ​Blood​ ​stunts​ ​is​ ​subject​ ​to​ ​GM​ ​approval.

Pattern​ ​Imprint​​ ​(Requires​ ​Blood​ ​of​ ​Amber;​ ​allows​ ​+0​ ​Pattern​ ​use):​ ​Amberites​ ​“unlock”​ ​their
latent​ ​power​ ​over​ ​Shadow​ ​by​ ​walking​ ​Amber’s​ ​Pattern,​ ​one​ ​of​ ​the​ ​two​ ​metaphysical​ ​poles​ ​of​ ​the
universe.​ ​The​ ​basic​ ​imprint​ ​allows​ ​traveling​ ​through​ ​Shadow.​ ​You​ ​must​ ​begin​ ​walking​ ​(or
running,​ ​driving,​ ​riding,​ ​etc.)​ ​while​ ​focusing​ ​on​ ​the​ ​Pattern​ ​and​ ​exerting​ ​your​ ​willpower​ ​to
gradually​ ​change​ ​your​ ​surroundings​ ​one​ ​detail​ ​at​ ​a​ ​time.​ ​Each​ ​change​ ​takes​ ​you​ ​to​ ​a​ ​different
Shadow,​ ​and​ ​by​ ​accumulating​ ​changes​ ​you​ ​can​ ​eventually​ ​reach​ ​the​ ​desired​ ​Shadow.

Logrus​ ​Imprint​​ ​(Requires​ ​Blood​ ​of​ ​Chaos;​ ​allows​ ​+0​ ​Logrus​ ​use):​ ​Chaosites​ ​“unlock”​ ​their​ ​latent
power​ ​over​ ​Shadow​ ​by​ ​traversing​ ​the​ ​Logrus​ ​of​ ​Chaos.​ ​You​ ​can​ ​use​ ​the​ ​Logrus​ ​to​ ​reach
through​ ​Shadow​ ​to​ ​a​ ​desired​ ​item​ ​and​ ​summon​ ​it​ ​to​ ​you,​ ​or​ ​you​ ​can​ ​walk​ ​through​ ​Shadow
yourself​ ​to​ ​the​ ​item’s​ ​location.​ ​Surviving​ ​the​ ​Logrus​ ​requires​ ​the​ ​ability​ ​to​ ​shapeshift.

Shadow​ ​Finesse​​ ​(Requires​ ​Pattern​ ​Imprint​ ​or​ ​Logrus​ ​Imprint):​ ​Once​ ​you​ ​have​ ​reached​ ​a
desired​ ​Shadow,​ ​you​ ​may​ ​be​ ​forced​ ​to​ ​deal​ ​with​ ​adverse​ ​conditions​ ​there,​ ​because​ ​changing
anything​ ​with​ ​basic​ ​Pattern​ ​or​ ​Logrus​ ​skill​ ​actually​ ​means​ ​traveling​ ​to​ ​a​ ​similar​ ​but​ ​distinctly
different​ ​Shadow.​ ​With​ ​this​ ​stunt,​ ​you​ ​can​ ​pay​ ​a​ ​Fate​ ​Point​ ​to​ ​“nudge”​ ​a​ ​Shadow​ ​in​ ​minor,
plausible​ ​ways​ ​without​ ​traveling​ ​to​ ​a​ ​different​ ​Shadow.​ ​For​ ​example:​ ​finding​ ​enough​ ​change​ ​for
bus​ ​fare​ ​in​ ​your​ ​pockets,​ ​having​ ​your​ ​number​ ​come​ ​up​ ​on​ ​the​ ​roulette​ ​wheel,​ ​encountering​ ​a
stray​ ​horse​ ​in​ ​a​ ​rural​ ​area​ ​when​ ​you​ ​need​ ​fast​ ​transportation.

Pattern​ ​(or​ ​Logrus)​ ​Magic​​ ​(Requires​ ​Pattern​ ​or​ ​Logrus​ ​Imprint):​ ​By​ ​meditating​ ​on​ ​the​ ​Pattern​ ​or
Logrus​ ​for​ ​about​ ​a​ ​minute,​ ​you​ ​can​ ​improve​ ​your​ ​defenses​ ​against​ ​magical​ ​and​ ​mental​ ​attack
for​ ​as​ ​long​ ​as​ ​you​ ​maintain​ ​concentration.​ ​As​ ​a​ ​side-effect,​ ​such​ ​concentration​ ​heightens​ ​your
senses​ ​(+2​ ​to​ ​Notice​ ​and​ ​Investigate)​ ​and​ ​allows​ ​you​ ​to​ ​perceive​ ​the​ ​normally​ ​invisible​ ​signs​ ​of
magic​ ​in​ ​your​ ​vicinity.​ ​If​ ​you​ ​know​ ​Sorcery,​ ​you​ ​can​ ​use​ ​the​ ​Pattern​ ​or​ ​Logrus​ ​to​ ​“hang”​ ​a
number​ ​of​ ​spells​ ​up​ ​to​ ​your​ ​Will​ ​rating​ ​without​ ​using​ ​a​ ​physical​ ​spell​ ​focus.

Advanced​ ​Pattern​​ ​(Requires​ ​Pattern​ ​Imprint,​ ​Shadow​ ​Finesse,​ ​and​ ​Pattern​ ​Magic):​ ​Reflects
deep​ ​understanding​ ​of​ ​and​ ​connection​ ​with​ ​the​ ​Pattern.​ ​By​ ​paying​ ​a​ ​Fate​ ​Point,​ ​the​ ​advanced
initiate​ ​can​ ​alter​ ​Shadows​ ​in​ ​major​ ​or​ ​implausible​ ​ways,​ ​bend​ ​the​ ​physical​ ​and​ ​magical​ ​laws​ ​of​ ​a
Shadow,​ ​or​ ​even​ ​destroy​ ​a​ ​Shadow.​ ​Only​ ​advanced​ ​initiates​ ​can​ ​travel​ ​to​ ​the​ ​Primal​ ​Pattern.
Advanced​ ​Logrus​​ ​(Requires​ ​Logrus​ ​Imprint,​ ​Shadow​ ​Finesse,​ ​and​ ​Logrus​ ​Magic):​ ​Logrus
adepts​ ​have​ ​extensive​ ​power​ ​over​ ​Shadow​ ​similar​ ​to​ ​Advanced​ ​Pattern.​ ​Also,​ ​they​ ​can​ ​use
Sorcery​ ​to​ ​bind​ ​and​ ​control​ ​creatures​ ​of​ ​Chaos.​ ​Summoning​ ​Primal​ ​Chaos​ ​is​ ​also​ ​possible,​ ​but
inadvisable.​ ​Using​ ​Advanced​ ​Logrus​ ​costs​ ​a​ ​Fate​ ​point.

Icon​ ​Artistry​​ ​(Requires​ ​Pattern​ ​or​ ​Logrus​ ​Imprint,​ ​allows​ ​+0​ ​Artistry​ ​use):​ ​Grants​ ​the​ ​ability​ ​to
create​ ​Icon​ ​images​ ​which​ ​can​ ​be​ ​used​ ​to​ ​communicate​ ​directly​ ​with​ ​the​ ​subject​ ​pictured​ ​or​ ​to
travel​ ​instantly​ ​to​ ​the​ ​place​ ​depicted.​ ​Using​ ​an​ ​existing​ ​Icon​ ​takes​ ​a​ ​minute’s​ ​concentration.
Creating​ ​a​ ​new​ ​Icon​ ​requires​ ​firsthand​ ​knowledge​ ​of​ ​the​ ​subject,​ ​appropriate​ ​art​ ​media,​ ​and
spending​ ​a​ ​Fate​ ​Point.

Advanced​ ​Artistry​​ ​(Requires​ ​Icon​ ​Artistry):​ ​Especially​ ​skilled​ ​artists​ ​can​ ​remember​ ​and​ ​use
Icons​ ​without​ ​access​ ​to​ ​the​ ​physical​ ​image,​ ​obstruct​ ​or​ ​spy​ ​on​ ​Icon​ ​sendings,​ ​and
create/identify​ ​trapped​ ​or​ ​disguised​ ​Icons.​ ​Also​ ​allows​ ​“caller​ ​ID”​ ​when​ ​receiving​ ​an​ ​Icon
contact.​ ​Using​ ​Advanced​ ​Artistry​ ​costs​ ​a​ ​Fate​ ​point.

Sorcery​​ ​(allows​ ​+0​ ​Sorcery​ ​use):​ ​Traditional​ ​magic​ ​with​ ​all​ ​its​ ​various​ ​effects,​ ​as​ ​practiced​ ​by
wizards​ ​everywhere.​ ​Allows​ ​the​ ​user​ ​to​ ​“hang”​ ​a​ ​spell​ ​by​ ​pre-casting​ ​most​ ​of​ ​it,​ ​with​ ​the​ ​goal​ ​of
later​ ​unleashing​ ​the​ ​effect​ ​with​ ​a​ ​few​ ​words​ ​and​ ​gestures.​ ​Using​ ​Sorcery​ ​without​ ​a​ ​prepared
spell​ ​is​ ​possible,​ ​but​ ​very​ ​slow.​ ​Each​ ​spell​ ​hung​ ​costs​ ​a​ ​Fate​ ​point​ ​and​ ​at​ ​least​ ​an​ ​hour.​ ​Spells
are​ ​expended​ ​upon​ ​use.

Spells​ ​are​ ​customized​ ​to​ ​specific​ ​local​ ​magical​ ​laws​ ​and​ ​will​ ​not​ ​work​ ​reliably​ ​under​ ​different
conditions.​ ​In​ ​some​ ​Shadows,​ ​Sorcery​ ​doesn’t​ ​work​ ​at​ ​all.​ ​A​ ​sorceror​ ​is​ ​limited​ ​to​ ​one
memorized​ ​spell​ ​at​ ​a​ ​time,​ ​but​ ​spell​ ​focus​ ​items​ ​can​ ​hold​ ​more​ ​(also​ ​see​ ​Pattern/Logrus
Sorcery).​ ​Hung​ ​spells​ ​that​ ​go​ ​unused​ ​tend​ ​to​ ​decay​ ​in​ ​a​ ​day​ ​or​ ​two.

Shapeshifting​​ ​(requires​ ​Blood​ ​of​ ​Chaos):​ ​Anyone​ ​with​ ​Blood​ ​of​ ​Chaos​ ​can​ ​assume​ ​Chaos​ ​form,
a​ ​demon-like,​ ​armored​ ​"battle​ ​form"​ ​that​ ​can​ ​survive​ ​in​ ​the​ ​hostile​ ​environments​ ​of​ ​Chaos.​ ​With
Shapeshifting,​ ​you​ ​have​ ​learned​ ​greater​ ​conscious​ ​control​ ​over​ ​your​ ​physical​ ​form.​ ​Also,​ ​in
stressful​ ​situations​ ​your​ ​body​ ​may​ ​shift​ ​automatically​ ​to​ ​deal​ ​with​ ​threats.

Make​ ​a​ ​note​ ​of​ ​how​ ​your​ ​skill​ ​ranks​ ​are​ ​assigned​ ​to​ ​each​ ​form​ ​you​ ​know​ ​(Will​ ​remaining
unchanged​ ​across​ ​all​ ​forms).​ ​You​ ​can​ ​change​ ​your​ ​shape,​ ​but​ ​you​ ​cannot​ ​change​ ​your​ ​mass.

Shifting​ ​to​ ​your​ ​personal​ ​human​ ​or​ ​Chaos​ ​form​ ​takes​ ​only​ ​a​ ​few​ ​seconds,​ ​but​ ​assuming​ ​other
familiar​ ​forms​ ​takes​ ​a​ ​few​ ​minutes.​ ​Familiarizing​ ​yourself​ ​with​ ​a​ ​new​ ​form​ ​requires​ ​a​ ​few​ ​days​ ​of
practice​ ​and​ ​prolonged,​ ​firsthand​ ​study​ ​of​ ​an​ ​appropriate​ ​specimen.

Maintaining​ ​a​ ​human​ ​form​ ​other​ ​than​ ​your​ ​natural​ ​one​ ​requires​ ​a​ ​great​ ​deal​ ​of​ ​concentration;​ ​if
you​ ​lose​ ​focus,​ ​your​ ​body​ ​will​ ​begin​ ​to​ ​return​ ​to​ ​its​ ​natural​ ​shape.​ ​If​ ​you​ ​spend​ ​too​ ​much​ ​time​ ​in
a​ ​form​ ​or​ ​attempt​ ​to​ ​imitate​ ​a​ ​mentally​ ​powerful​ ​individual,​ ​it​ ​is​ ​possible​ ​to​ ​confuse​ ​your​ ​own
personality​ ​with​ ​that​ ​of​ ​your​ ​assumed​ ​form.

Excessive​ ​use​ ​of​ ​shapeshifting​ ​inflicts​ ​massive​ ​stress​ ​on​ ​your​ ​body​ ​and​ ​puts​ ​you​ ​at​ ​risk​ ​of
infection​ ​with​ ​Primal​ ​Chaos,​ ​a​ ​progressively​ ​debilitating​ ​condition​ ​that​ ​is​ ​curable​ ​only​ ​by​ ​lengthy
and​ ​painful​ ​treatment​ ​by​ ​specialists​ ​in​ ​the​ ​Courts​ ​of​ ​Chaos.

Power​ ​Words​:​ ​A​ ​limited​ ​form​ ​of​ ​magic​ ​that​ ​works​ ​even​ ​where​ ​Sorcery​ ​doesn’t.​ ​Power​ ​Words
take​ ​only​ ​a​ ​moment​ ​to​ ​invoke.​ ​Each​ ​Word​ ​can​ ​be​ ​used​ ​once​ ​per​ ​scene.​ ​ ​A​ ​Word​ ​is​ ​less
effective​ ​when​ ​used​ ​on​ ​a​ ​target​ ​who​ ​knows​ ​to​ ​expect​ ​it,​ ​making​ ​surprise​ ​essential.

Although​ ​they​ ​are​ ​called​ ​Power​ ​Words,​ ​they​ ​need​ ​not​ ​take​ ​the​ ​form​ ​of​ ​actual​ ​words.​ ​Instead​ ​of
speaking,​ ​a​ ​character​ ​may​ ​choose​ ​any​ ​type​ ​of​ ​quick​ ​invocation:​ ​hand​ ​gestures,​ ​whistles,​ ​singing
a​ ​particular​ ​note,​ ​etc.

This​ ​stunt​ ​can​ ​be​ ​taken​ ​multiple​ ​times;​ ​each​ ​stunt​ ​imparts​ ​knowledge​ ​of​ ​three​ ​Words.​ ​Some
examples:

Momentarily​ ​boost​ ​or​ ​dampen​ ​a​ ​natural​ ​process,​ ​like​ ​fire​ ​or​ ​motion.​ ​Counter​ ​or​ ​dispel​ ​a​ ​Sorcery
effect.​ ​Revive​ ​an​ ​unconscious​ ​character.​ ​Disrupt​ ​an​ ​active​ ​Icon​ ​contact.​ ​Inflict​ ​a​ ​sudden,​ ​fleeting
pain.​ ​Disrupt​ ​someone’s​ ​concentration.​ ​Create​ ​a​ ​small​ ​flame,​ ​a​ ​loud​ ​noise,​ ​or​ ​a​ ​bright​ ​flash​ ​of
light.​ ​Weaken​ ​a​ ​normal​ ​object​ ​so​ ​it​ ​malfunctions.

Setting​ ​notes​:
Amber’s​ ​landscape​ ​is​ ​mostly​ ​primeval​ ​forest,​ ​sparsely​ ​populated​ ​except​ ​for​ ​the​ ​city​ ​of​ ​Amber
itself.​ ​Because​ ​this​ ​city​ ​represents​ ​ultimate​ ​reality,​ ​working​ ​with​ ​Shadow​ ​is​ ​impossible​ ​here.
Those​ ​seeking​ ​to​ ​depart​ ​into​ ​Shadow​ ​must​ ​first​ ​travel​ ​a​ ​significant​ ​distance​ ​away​ ​from​ ​the​ ​city.

Due​ ​to​ ​contact​ ​with​ ​various​ ​worlds,​ ​the​ ​city​ ​displays​ ​many​ ​different​ ​architectural​ ​styles.​ ​Its
harbor​ ​holds​ ​ships​ ​from​ ​dozens​ ​of​ ​nearby​ ​Shadows.​ ​The​ ​city​ ​spans​ ​a​ ​series​ ​of​ ​hills​ ​leading​ ​up
to​ ​the​ ​mountain​ ​Kolvir,​ ​on​ ​which​ ​stands​ ​Castle​ ​Amber.​ ​Built​ ​by​ ​King​ ​Oberon​ ​millennia​ ​ago,​ ​the
castle​ ​has​ ​been​ ​expanded​ ​and​ ​renovated​ ​many​ ​times.​ ​Surrounded​ ​by​ ​gardens,​ ​it​ ​contains
throne​ ​rooms,​ ​dining​ ​halls,​ ​offices​ ​of​ ​state,​ ​armories,​ ​private​ ​suites​ ​for​ ​the​ ​royal​ ​family,
numerous​ ​works​ ​of​ ​art,​ ​and​ ​several​ ​mysteries,​ ​but​ ​its​ ​most​ ​important​ ​feature​ ​is​ ​the​ ​Pattern.

Deep​ ​in​ ​the​ ​dungeons​ ​beneath​ ​the​ ​castle,​ ​the​ ​Pattern​ ​is​ ​inscribed​ ​into​ ​the​ ​smooth​ ​stone​ ​floor​ ​of
a​ ​vast​ ​chamber​ ​in​ ​blue-glowing​ ​curves​ ​and​ ​lines.​ ​Stepping​ ​on​ ​it​ ​is​ ​instantly​ ​fatal​ ​to​ ​anyone​ ​who
lacks​ ​the​ ​blood​ ​of​ ​Amber.​ ​Even​ ​to​ ​Amberites,​ ​walking​ ​the​ ​Pattern​ ​takes​ ​a​ ​serious​ ​investment​ ​of
energy,​ ​but​ ​from​ ​its​ ​center​ ​one​ ​can​ ​travel​ ​anywhere​ ​in​ ​the​ ​universe​ ​instantly​ ​by​ ​an​ ​act​ ​of​ ​will.

At​ ​the​ ​opposite​ ​end​ ​of​ ​the​ ​multiverse,​ ​the​ ​Courts​ ​of​ ​Chaos​ ​are​ ​a​ ​collection​ ​of​ ​shifting,​ ​bizarre
“worlds”​ ​perpetually​ ​circling​ ​the​ ​Abyss,​ ​a​ ​great​ ​bottomless​ ​pit.​ ​Light,​ ​space,​ ​time,​ ​and​ ​gravity
behave​ ​in​ ​unpredictable​ ​ways​ ​here.​ ​Mountains​ ​float​ ​through​ ​the​ ​air.​ ​The​ ​sky​ ​brightens,​ ​darkens
and​ ​changes​ ​color​ ​without​ ​apparent​ ​sources​ ​of​ ​light.

The​ ​Logrus​ ​of​ ​Chaos​ ​is​ ​located​ ​near​ ​the​ ​Abyss.​ ​Multidimensional​ ​and​ ​constantly​ ​changing,​ ​only
natural​ ​shapeshifters​ ​can​ ​pass​ ​it,​ ​and​ ​even​ ​those​ ​who​ ​survive​ ​must​ ​endure​ ​temporary​ ​insanity.

The​ ​royal​ ​family​ ​of​ ​Chaos​ ​is​ ​even​ ​larger​ ​and​ ​more​ ​Byzantine​ ​than​ ​Amber's.​ ​The​ ​heraldic​ ​symbol
of​ ​Chaos​ ​is​ ​a​ ​serpent;​ ​Amber's​ ​emblem​ ​is​ ​a​ ​white​ ​unicorn.

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