As Above, So Below: the Rebma Sourcebook
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AS ABOVE, SO BELOW: THE REBMA SOURCEBOOK for Amber Diceless Role-Playing by Mark Jason Durall In those days the world of mirrors and the world of men were not, as they are now, cut off from each other. They were, besides, quite different; neither beings nor colors nor shapes were the same. Both kingdoms, the specular and the human, lived in harmony; you could come and go through mirrors. One night the mirror people invaded the earth. Their power was great, but at the end of the bloody warfare the magic arts of the Yellow Emperor prevailed. He repulsed the invaders, imprisoning them in their mirrors, and forced upon them the task of repeating, as though in a kind of dream, all the actions of men. He stripped them of their power and their forms and reduced them to mere slavish reflections. Nonetheless, a day will come when the magic spell will be shaken off. The first to awaken will be the Fish. Deep in the mirror we will first perceive a very faint line and the color of this line will be like no other color. Later on, other shapes will begin to stir. Little by little they will differ from us; little by little they will not imitate us. They will break through the barriers of glass and metal and this time will not be defeated. Side by side with these mirror creatures, the creatures of water will join the battle. "Fauna of Mirrors" Jorge Luis Borges The Book of Imaginary Beings (Avon Books, 1969) Thanks to: All of the following people whose playtests, ideas, and suggestions have helped shape this sourcebook: Advice and criticism came from Carol Dodd, Jennifer Jerlstrom, Don Woodward, and David Kubanek. “Hellos” to all those players who’ve encountered Rebma in all the various games at Ambercons and Gen Cons galore, and much appreciation to those who have shared their stories and journals with me, and for the great characters you all created and played! Thanks to the gallant officers at the Japanese Maritime Safety Agency for their inspiration and nautical-related advice, and to H.P. Lovecraft, Jorge Luis Borges, and Microprose’s X-Com: Terror From the Deep for the darker elements of the Rebman universe... Thanks to Erick Wujcik, who trusted a first-time writer with a project of this scope and size, and to Michele Spainhour, for a brutal first edit. Both of them were kind and unkind enough to edit the thing into something publishable. An immense debt of gratitude is due the late Roger Zelazny, whose world continues to grow daily. The greatest regret I have about taking so long writing this is that he didn’t get to read it. Thanks to my parents, who had little to do with the writing of this manuscript, but without whom, it wouldn’t have been written. Finally, thanks to all of you, players and Game Masters alike, who waited... Table of Contents ************************INSERT HERE*********************************** INTRODUCTION "Rebma is the ghost city," he told me. "It is the reflection of Amber within the sea. In it, everything in Amber is duplicated, as in a mirror. Llewella's people live there, and dwell as though in Amber." Random, to Corwin Nine Princes in Amber (p. 62) Barely touched upon in the ten novels of the Chronicles of Amber, Rebma remains as mysterious at the close of the series as when first viewed by the amnesiac Corwin. So many questions are raised which are never answered. Corwin's deeply hidden memories were sparked by the sight of its architecture, at once familiar and unsettling, but little more was said about this strange and wonderful world beneath the sea. In a way, Rebma is the first real glimpse readers get of Amber, home to the Royal Family and center of the universe. In Corwin's opinion, the reflection, as interesting as it is, cannot hold a candle to the real Amber. He teleports from there at his first opportunity, and doesn't look back. Perhaps this was rash, as Rebma undoubtedly held much more to encounter... What are the secrets of this strange watery kingdom, identical and yet so unlike Amber? What are those strange mirrors hanging about the castle in Rebma? How is it that dwellers of lands above may breathe without difficulty in Rebma, and that her people walk freely upon the surface? Described as woman of beauty and great nobility, with a trace of vanity, Queen Moire is as enigmatic as the seas themselves, liege of a realm which knows peace well, when for so long Amber herself did not. Who is the Lady Moire and what are her connections to Amber? How did she become ruler of its reflection beneath the sea? Why is she the ruler of Rebma when Llewella is present in Rebma enough to be its Queen? What is so captivating about Rebma's nature that Llewella resides there instead of Amber, calling it home and appearing in Amber only rarely, briefly, and with apparent reluctance? Now we have answers to those questions. As Above, So Below...: The Rebma Sourcebook is the complete guide to Amber's sister-city of Rebma: detailing its people, culture, and powers. It explores the connections between the royal families of the two realms, and provides character creation guidelines for members of the Rebman royal court, as well as Amberites whose origins involve Rebma. Rebma's origins and nature are described, as is its relationship to Amber. Several new magical powers unique to the Rebman world are included, and alternate versions of a few familiar faces are unmasked. In addition, there are a number of suggestions on integrating Rebma into ongoing Amber campaigns. For the Game Master's use, there are extensive guidelines and numerous suggestions on how to run campaigns and adventures based in Rebma, with a trio of ready-to-run adventures, and a vast number of adventure “shells” and ideas to bring Rebma and its people in Amber role-playing. This sourcebook can provide the basis for any scenarios you might think of, from campaigns in which the characters visit Rebma briefly during Amber play (maybe a quick trip to the Pattern there or a visit with Llewella), to fully realized campaigns set in Rebma using Rebman and Amberite characters. As Above, So Below... is also useful for Game Masters who have already used Rebma in their campaigns, providing a wealth of information to enhance play and giving a framework which incorporates personal views on Rebma and information already brought out in previous Amber role-playing sessions, as well as new non-player characters and adventures which should be easily adaptable to any Amber campaign. Hopefully, you'll take out of this some new ideas for any campaign, and a few new ideas about Rebma, Tir-na Nog'th, Shadow and Amber itself. Welcome to Rebma, enjoy your stay here. “WHY REBMA?” Why this sourcebook, even? Because Rebma presents a wealth of great opportunity for any Amber campaign, from a dozen or more different angles. So close to Amber, and so different, Rebma is a mysterious and intriguing source of adventure for players to explore and interact with and within. One of the most important questions when integrating Rebma into a campaign, whether as a player or a Game Master, is what you are using it for. Following are a number of ways Rebma can be useful to player-character Amberites, Chaosians, Shadow folk, and Game Masters alike. A Home For Player Characters. Rebma provides an unusual yet logical choice of a background for player characters in an Amber campaign. If they are Amberites, the characters can be among Oberon’s illegitimates, or legitimate like Llewella and estranged from Amber for their own reasons. They can be married into the Rebman family, like Random was (however unwillingly). Characters might be the offspring of Amberites who have visited Rebma, either choosing to embrace the land, or shun it as Martin does. Or they might choose Rebma first, as Llewella does. Whichever the case, Rebma will be an important, defining part of their character background. A Source of New Elders and Non-Player Characters. Queen Moire is not the only Rebman who might serve as an ally, foil, or source of information or aid. The Rebman Sea- Court, though not as powerful as Amber’s, has a variety of royals who are viable sources of assistance, alliance, information, arbitration, or enmity. Their strengths are more subtle than those of the Lords and Ladies of Amber, but equally potent. Looking outside the Court of Amber is often a wise idea when player characters are eager to keep their actions secret, or are worried about them being interfered with by nosy uncles, aunts, or cousins. A Source for Friends, Allies, and Devotees. Having friends is important. The more, the better sometimes. The player character options of An Ally in Amber and Family Friend can also be applied to the royal family in Rebma without difficulty. The section on Rebman Campaigns lists the cost and description for Rebman Court Devotees, and for the advantage of Triton Blood, which measures one’s connectedness to the Tritons, the semi-mythical founders of the Rebman Court. Again, Rebma provides a number of alternatives to the Elder Amberites, who might even be at cross-purposes with them and more than willing to assist player characters against the Court of Amber, if need be. A Potential Trouble Spot. This sourcebook also presents many ready-to-run scenarios, adventure shells, ideas for adventures, and other elements which make it an important place, and a source for many adventures, mini-campaigns, or even full campaigns.