A Silver Rose By Any Other Name by Kenn Crook
The Rules in a Nutshell by Leslie Lightfoot
"Amber" is Rebma Spelled Backwards by Britt Scharringhausen
By Kenn Crook
The world of Roger Zelazny's Amber series contains a vast number of personages who we meet and places we hear about or run across. Are the names for such things randomly chosen or do they provide some greater insight into the mysteries of Amber? Both, would seem to be the only answer. Some of the names have been chosen with a definite purpose behind them, others are less obvious as to what, if any, hidden meaning they may contain. The purpose of this article is to delve a bit more deeply into some of the names we encounter in these sagas and see what can be uncovered.
Arden Forest
Perhaps this is a derivation of Eden. An area in which life began and through which a mighty river flows. A primeval setting. This seems a likely choice. Also, the word ardens in latin means blazing, burning, hot and fiery. Since part of the battle from Corwin's initial siege of Amber took place in Arden and much of it was burned in the process, this also seems a possibility.
Avalon
Obviously taken from the Arthurian legend this is an island where Arthur's sword, Caliburnus (Excalibur) was made and the land to which he was conveyed after his battle with Mordred. This relates Corwin somehow to the personage of Arthur. Also, it should be noted that Avalon itself is derived from pagan Celtic concepts of an island of fairy women, of which Old Irish voyage sagas preserve a record. Perhaps the gunpowder of Avalon was Corwin's Excalibur.
Avernus
Named after a lake near Naples Italy, which is still called Lago D'Averno. Rumored by the Romans to be an entrance to the Underworld. Since this place is associated with Bleys it could be a reference linking Hades with Bleys. Even in the Chronicles, Corwin says of Bleys, "the devil himself danced behind his eyes".
Benedict
This name is quite popular in history and tracking down an exact reason for its usage is difficult. Perhaps it is a culmination of many of these. It is highly associated with religion and was the name of 14 Popes from the years 575-1914. It is also the name of a religious order of monks known for their strictness. The Rule of St. Benedict became THE handbook for ancient monk behavior. Given Benedict's austere nature this would seem a likely choice.
Bleys
Although on the surface this would seem to only refer to the color of his hair, the character Blaise was a confident to Merlin in the famous poem by Robert de Boron, around the year 1200. The second series tends to support the later, though both seem quite likely.
Brand
This could refer to the color of his hair, the ancient practice of branding criminals, or be part of the Celtic legend of Bran. Supposedly there were two dogs owned by Fionn mac Cumail which were named Bran and Sceolan. Famous for the wonderful intelligence Bran was especially loved by Fionn. Fionn later killed Bran to save a fawn who was either his own mother or Oisin's. Another meaning of Brand is that of the flaming sword, and as was seen in the Merlin Series Brand once wielded Weirwindle, which was indeed a flaming sword (or a smoking one at least).
Caine
Probably from the biblical Cain, the first murderer. Caine was the first Amberite to slay a sibling. Note that the biblical Cain was marked with a brand by God for his sins and that Caine killed Brand.
Cabra
Possibly taken from the ancient sight of a battle in Irish myth. Gabra was near the sea and was the place where the mighty Fianna (great warriors of Fionn mac Cumail) fell in battle.
Coral
The obvious would be its literal meaning or from the Latin "From the sea". Being a daughter of Oberon from across the waters in the Golden Circle, hidden from view (not known to be an Amberite) and now finally come to surface.
Corwin
Literal meaning is "Heart Friend". Corwin is possibly related to Cormac Connlonges who was the son of Conchobar, King of Ulster. He went into voluntary exile while protesting the killings of the sons of Usnech. His father, on his deathbed, sent for Cormac to come and take the throne. Cormac started the journey but was killed by a raiding party on the way. This seems to draw certain parallels with Corwin's story. He was exiled (though not of his own will),
Oberon told Corwin to take the throne, and though he did succeed didn't keep it for long.
Cymnea
This may be derived from the common name, Clymene, used for the mother's of such beings as Atalanta, Prometheus, and Mnemosyne. Also, another possibility is that it is taken from Cyrene, who was a powerful princess of early Greece. She entertained herself by wrestling with lions. She was also said to be excellent with the javelin and sword and hated to "pace to and fro before the loom" as Pindar put it. Being the mother of Benedict this would seem fitting.
Dalt
Perhaps a derivation of the word dolt. The word dolt suggests a lack of flair, imagination, or perception that results from cloddish conventionality. In the Merlin series he is seen going against the realm of Amber and constantly being beaten or outmatched. He is clearly out of his league in dealing with the major elders and spends his life as a renegade.
Dara
Perhaps derived from Darago, the volcano goddess of the Philippines. A warrior woman who lived in fiery mountains and demanded human sacrifice once per year to calm her angry eruptions. Dara was seen to have a flaming avatar form. Also, she was seen as a great warrior (offspring of Benedict) in the Corwin Chronicles. In hebrew, Dara means "House of Wisdom" and this might make allusion to her "House" of Chaos and the side they took in the Patternfall war.
Deirdre
Obviously taken from the tragic heroine of Irish legend, she bore the curse that only sorrow would come from her great beauty. She committed suicide rather than submitting to an evil king's desires. In some versions she leapt from a speeding chariot, in others a cliff is mentioned.
Delwin
Means Bright, Proud or Godly Friend.
Despil
Could be a jumble of the word dispel or a variant of despoil (though nothing in the books bears this out). Since it seemed Despil's job was to break up fights between Merlin and Jurt perhaps dispel is the best choice here.
Dworkin
Seems that a derivative of Dwarf is most likely, given the old man's appearance and his ability as a craftsman.
Dybele
Perhaps derived from Cybele. She was an Earth Mother of the Near East who was worshipped in Rome several centuries into the Christian era. Her story is that she was disguised as a rock when a young Zeus (read Oberon) attempted to rape her. Unable to penetrate her, but still excited, he ejaculated upon the ground. The ground, being a part of her as well, caused her to become pregnant with the hermaphrodite Agdistis. Dionysus drugged Agdistis and tied his 'male parts' to a tree so they would be torn off when he woke up. This happened and Agdistis died of the wound but a beautiful almond (or pomegranate) tree grew from the blood. Dybele was the mother of Flora and she is said to have died in childbirth.
Eric
Probably from Norse legend its literal meaning is Ever Powerful; Ever Ruler. Taken from the famous Eric the Red. Note that Eric's colors are black and red and that he sought to be King and became such for a short period of time.
Faiella
Perhaps Fai (as in Fairy) Ella. Myth is strewn with fairy or fay queens and this might be a valid interpretation. Ella itself could be drawn from Elle, the spirit of the elder tree in Danish folk belief, the elder mother. Corwin's Pattern being drawn in the shadow of a branch of Ygg might make allusion's towards this heritage.
Finndo
Perhaps from Finn, meaning "Fair Haired". Also, the Finn Cycle which describes the Fianna, speaks of them being great warriors and being killed at the battle of Gabra (Cabra).
Fiona
Perhaps derived from Fiongalla, the "fair-cheeked one" lived in the far southwestern corner of Ireland where legend has it she was held in an enchantment by the Druid Amerach until later saved by the hero Feargal. Fiona was said to have a complexion like mother-of-pearl and also she was said to dwell in the far southern islands of Amber.
Florimel (Flora)
Probably drawn from the Roman Flora who was the patron of prostitutes and was worshipped in public orgies from April 28 to May 3. She was the embodiment of the flowering of all nature, including human sexuality. Flora (which means Flower) was celebrated at the Floralia, the festival of nude women until the 3rd century when Rome grew too prudish for such things. Since Flora is seen as the beautiful, amorous woman of both sets of books, this would seem a likely source.
Gerard
Meaning Spear Brave, Strong.
Harla
Perhaps from harlot, originally meaning an abandoned woman. As this was once the wife of Oberon with no known children, and later said to no longer be his wife (with no record of divorce ever made), this seems likely.
Julian
Possibly named after Julian the Apostate (331-363). He was raised a christian but converted to pagan beliefs in his youth. He became Emperor of Rome in 361 and began reviving pagan worship, especially that of Mithra. He was slain in battle during an expedition in Persia.
Lir
In old Irish mythology Lir was the personification of the sea. This name is used in the saying, "Lir knows where his bones may lie".
Llewella
Seems to be a female version of Llewellyn which means Light or Lightning.
Logrus
Perhaps derived from the greek word, Logos, which literally means "word" or "thought". This is used in Gnostic terminology to mean a deity manifested in the Universe. It also has ties with that which is most ancient, in the Book Of John (1:1) it is written, "In the beginning was the Word, and the Word was with God, and the Word was God..." As the Logrus is seen as one of the most ancient manifestations of deific power, this would seem appropriate. It could also be derived from the latin Locus, which refers to a place or site. Perhaps by combining the two, locus and logos, we arrive at Logrus; most ancient site of the manifestation of deific Chaos.
Mandor
Perhaps from the latin mandare, which means to entrust. Indeed, Mandor is the relative Merlin places the most amount of trust in, at least until the end.
Martin
Possibly named after St. Martin. In Ireland the blood of animals is always shed on Martinmas. The blood of this animal is sprinkled in the four corners of the house and upon each family member to ward versus evil. Perhaps this is an allusion to Martin's blood being upon the Pattern by Brand's hand.
Merlin
Of Arthurian legend. Early in the myths of Merlin he is said to be the a king of South Wales. Later, in the writings of the Burgundian poet, Robert de Boron, he was noted as being the offspring of a demon and having a confident called Blaise who recorded all his prophesies. Note that Bleys played a integral part of the visions which Merlin had near the end of "Prince Of Chaos".
Moire (Queen of Rebma)
Past participle of the French word, moirer which means 'to water'. In Homeric times there was only one "Fate" and this was Moirae or Moira (meaning Strong One). She held sway such that even great Zeus could not countermand her. Since Moire was Queen of Rebma, a country supposedly independent from the rule of Amber, and she was the one who decided both Corwin and Random's fates in the Chronicles this seems fitting as well. Also, the word moire refers to a fabric, like silk, having a watered appearance.
Morganthe
Perhaps associated with Morgan le Fay, who constantly made assaults on the virtues and fidelity of Lancelot and the other knights. This is also associated with the Irish Morrigan and Welsh Modron and Celtic Matrona and all of these are associated with charming water nymphs and alluring, enticing fairy queens. Morganthe was the daughter of Moire and bore the child of Random (Martin) but committed suicide when the Prince left her.
Oberon
From Shakespeare's "Mid Summer Night's Dream" Oberon is said to be King of the Fairies.
Oisen River
In old Irish legend, Oisin is the son of Fionn Mac-Cumail and Sadb in her deer form. Referred to often as a poet of Fianna. He was the father of Oscar, who was killed at the battle of Gabra (Cabra) when the Fianna themselves fell. Oisin fell in love with a woman named Niam, who rode over the sea upon a white horse. She begged him to come to Tir na n'Og. He went with her and returned many, many years later without having aged for in Tir na n'Og he "did not fell the time passing".
Old John
This man, who appears in the Merlin books, is said to actually be Grim Jack. In the books he was a mercenary soldier and emissary for Random to Kashfa.
Osric
Name of one of the Courtier's in Shakespeare's Hamlet, in Old English the name means Divine Ruler.
Random
The word random refers to something arrived at through accident or lack of intent. Perhaps Random becoming King of Amber at the end of the Corwin Chronicles is testament to this well chosen name.
Rinaldo
Called Luke Raynard, the name Reynard is the trickster hero of the great medieval beast epic Roman de Renart. Reynard is depicted as the fox, clever and cunning, an immoral rebel against authority. This makes a strong tie-in with the character portrayed in the Merlin books.
Roger
This guard in the dungeons of Amber near the Pattern Room is said to be a writer. Perhaps his name could be Zelazny?
Sand
Probably has to do with her hair color or the clothes she favors.
Sir Lancelot duLac (Lance)
From the Arthurian legend.
Tir-na Nog'th
This was derived from the Celtic Tir na n'Og, the Land of Youth, that marvelous Otherworld of honey and wine, where time passes but no one ages, and there is no death. In Tir na n'Og years seem as days. Likewise, Tir-na Nog'th was a city where one's sense of time fled and which vanished with the coming day, an immaterial other-worldly place.
Ygg
Obviously taken from the Scandinavian myth of Yggdrasil, a sacred ash tree which overshadowed the entire universe. Its roots, branches and trunk united heaven, Earth and the nether regions. As the marker between Amber and Chaos, this fits well with the ancient description.
Text by Kenn Crook, © 1994
Also available at Kenn's Page
Acknowledgments to-
Ben Goodwin orionsci!goodwin@uunet.UU.NET
Charles Fu <ccwf@cns.caltech.edu
Jason Langlois <jason@london.myra.com
Know of any other derivations from the Amber books?
Let me know!
by Leslie Lightfoot
This game starts with all players having points to spend on their characters. Things that cost points are Attributes, Powers, Abilities, Artifacts, Allies, Shadows and Good Stuff / Bad Stuff. Things that are free are Skills, Shadow Friends / Allies, Physical Appearance, Age and Equipment.
There are four Attributes: Psyche, Strength, Endurance and Warfare. Psyche governs one's mental strength and 'magical' ability. Strength measures raw physical strength, hand-to-hand martial ability and damage resistance. Endurance denotes one's ability to repeatedly use other Attributes and one's ability to heal or regenerate. Warfare indicates one's speed / quickness, one's strategic / tactical ability and how well one uses weapons - any weapons, from bo staffs to forward phaser banks.
Attributes are bid on in an auction, player versus player. Costs are one point gained for every one point spent. The character who 'wins' the Attribute auction for each Attribute becomes the absolute no-holds-barred BEST of their generation in that Attribute - for the length of the entire game. No matter how else points are spent afterward.
Bidding levels determine the 'Attribute Ladder'. Characters can only advance Attributes to the rungs on the Ladder - spending the points necessary to reach the rungs evenly. No partial steps may be taken. Thus, if after the bidding, the Ladder for Strength is determined to be:
25 (1st Rank)
13 (2nd Rank)
5 (3rd Rank)
0 (4th Rank)
A character would have to spend 8 points to advance from third to second rank. They cannot spend 5 points to reach a '10'. Because there is no '10', only a 5 and a 13.
One further note - there are no 'ties'. If two characters (or more) have both spent the requisite 13 points in the above example to reach 2nd rank. The character who reached it first - whether due to the Attribute Auction or later buy-ups - is the true 2nd rank. The character who reached it afterward would be considered a 2.5 rank. Good enough to whip 3rd rank soundly, but still not 'close' to 2nd rank.
As a GM I like to announce who holds First Rank in each of the Attributes. But other than that a Character's Ranking is their own secret. Other GMs may not announce who holds what Rank at all.
There are four Powers. Powers are Real and work just about anywhere. Only Real People (and the things they create -- more later) can have Powers. Each Power has a Basic and an Advanced Form. Roughly put, Basic Powers give a rudimentary understanding and the ability to use the Power. Advanced Powers grant the ability to create and experiment with the Power. The Powers are: Pattern, Logrus, Trump and Shapeshift.
Basic Pattern is gained when an heir of Oberon (supposedly) walks the Pattern of Amber. It allows one to Shadow-walk to the person, place or thing of one's desire. Basic Pattern costs 50 points.
Advanced Pattern is gained when someone with Basic Pattern spends a great deal of time studying the nature of the Pattern. It allows one to control probability in Shadow, create Shadow pockets, and other truly deep icky things concerning the very nature of Reality. Advanced Pattern costs 75 points (50 for Basic Pattern plus an addt'l 25.) Ouch!
(Note: For my games, I change the rules for Logrus slightly. Usually Logrus requires the pre-requisite Power of Shapeshift and is vulnerable to both the Pattern and Trump Poswers. *And* runs the risk of driving the character insane. Basic Logrus costs 45 points. Advanced Logrus costs 70 pts.)
For a better balance in my games, I do not require Shapeshift, and Logurs is not vulnerable to either Trump or Pattern, but it definitely makes you mad. Use a little Logrus, be a little mad. Use a lot of Logrus... your relatives break out the rubber room. Though you do get better if you lay off the black tendrils for a while. Which Power (Logrus or Pattern) is stronger depends entirely on the arena in which the battle is fought, ie -- Deep in the heart of Amber, yeah, Pattern's going to kick Logrus butt. Buuuutttt, if one wants to try that on the edge of the Abyss -- the Pattern wielder's going to be yiping.
Basic Logrus is gained when one is sublimated into -- and escapes out of -- the Logrus of the Courts of Chaos. Logrus gives one the power to control black tentacle-like things that reach through Shadow and either reel one's desire to oneself. Or reels oneself to one's desire. Logrus costs 50 points.
Advanced Logrus is gained when a survivor of Basic Logrus spends a lot of time studying the Logrus. It allows one to create entire Shadows, and the Ways between them. It allows a Logrus Master to create actual servants born out of the Logrus and other very deep stuff that probably isn't very good for Reality. Advanced Logrus costs 75 points (50 for Basic Logrus plus an addt'l 25.)
Basic Trump is learned over the course of several years from an already established Trump Master. Trump allows an artist to imbue his creations with the psychic impression of their model, enabling fast (but not secure <grin>) cross-shadow communication and travel. Basic Trump costs 40 points.
Advanced Trump allows an artist to extend their creativity to different media and different communication / transportation... and other?... methods, and secure those loose lines of transmission. Advanced Trump costs 60 points (40 Points for Basic Trump plus an addt'l 20.)
Basic Shapeshifting allows one to change the shape of one's body as long as mass is conserved. A Basic Shapeshifter has three forms (Human, Chaos and Avatar) that they can move between easily and quickly. Changing to other forms takes concentration and time. Warning: Remaining in a shape other than the three mentioned above for long periods of time will cause personality degradation and loss. The more removed the shape is from any of the basic three, the faster the degradation.) Basic Shapeshifting costs 35 points.
Advanced Shapeshifting... hmmmm, how does one become a swarm of gnats? Or gain Powers (that's right -- Powers) that one doesn't have? And how does one completely lose their personality behind the psychic impression of the person they are imitating? And how else could one abuse their power such that they dissolve into a mass of undifferentiated cells. <grin> Advanced Shapeshifting costs 65 points (35 for Basic Shapeshift plus an addt'l 30.)
Abilities are influenced by the vagaries of Shadow. They work well in some places and not so well in others. There are three Abilities: Power Words, Sorcery and Conjuration.
Power Words are five -- that's all, no more, no less -- words, sounds or gestures that the character could have learned pretty much anywhere. These five words are draining and FAST instant spells of limited effect. Usually only useful to give a quick edge in a close contest. Power Words cost 10 points.
Sorcery is the ability to bend the magic of a Shadow to your whim. It takes a lot of study and time, but can be Very effective in the right Shadow. And you get to make up your own spells... Really! Sorcery costs 15 points.
Conjuration allows one to create Artifacts and People that are Real and independent of Shadow. It's time consuming but... hey, Grayswandir. Conjuration costs 20 points.
Artifacts are Real creations, whether things or people, that are part of the character. As such, they cannot be permanently destroyed. Though they can be restrained or damaged in the same way that a limb or a sense can be restrained or damaged. Artifacts vary widely in cost. Simple artifacts like a really sharp sword can be 2 or 4 points. Grayswandir is 16 points. Morgenstern is 21 points.
(Note: The difference between an Artifact actually paid for with character points and an Artifact just made with Conjuration but not bought -- is that the conjured Artifact would not be a permanent part of the character until it was paid for. And thus, completely subject to the whims of the credit agen... uh, GM.)
The cost of Allies varies as well -- depending on how powerful they are, how interested in you they are, and how much they care about you. Costs vary between 1 and 6 points per Ally.
Buying your own personal Shadow means you always have a place to hang your hat... or raise your army. Or whatever floats your boat. Costs of personal shadows vary depending on how 'solid' the shadow is, where it's located and how much control over it you have. Each different bell and whistle typically costs 1 to 4 points.
(Note: Just like with Artifacts, the difference between a Shadow bought with character points and one created with Advanced Logrus but not bought -- the bought Shadow is considered part of the character, the unbought Shadow can be repossessed.)
Good Stuff / Bad Stuff is what remains after the flurry of point spending. Points left over to the positive are considered 'Good Stuff' or good luck or good karma. Points spent into the negative are 'Bad Stuff' or bad luck or bad karma. I would not recommend having more than 5 points of Bad Stuff -- for any reason. There's nothing that's worth it. Really!
But... but you say, I can't afford it all. Ahhhhh (the GM wisely strokes her chin). Now let us talk Player Contributions. These are ways for the players to eke out just a few more points, above and beyond the character points granted at the beginning of the game. However, you do have to pay for them. Player contributions are something that the player does to make the game better for everyone. This is in addition to the expected 'show up and bring snacks' standards. Examples of Player Contributions are:
Most GMs are also open to other suggestions. Now the above points are a one-time bonus, though the contribution is expected to occur ever game for the length of the campaign. If contributions start being missed, those 10 points will start gradually coming of the character's Good Stuff (if they have any) and start building up into Bad Stuff.
Experience points are few and far between in this game. So don't count on an immediate large buy-up. Of anything.
Skills - The characters can have any skill you want. Mean it. Starship piloting, cyber-programming, divine geometry, order magic, fencing, stealth... whatever. The way a player explains it, though, is in years. Skills are learned, either in Shadow or in one of the Real Realms, but they are learned. And while Real People learn a little more quickly than their Shadow counterparts -- no one becomes a neurosurgeon in a year. For highly technical, academic or creative skills -- Neurosurgeon, Starsinger, Order Master, Ambassador -- the characters have probably spent 10 to 15 years learning and mastering that art. Architect, Programmer, Chirurgeon, Ship's Captain -- maybe 5 to 10 years. Swordsman, Musician, Helm Officer, Madame -- maybe 3 to 5 years. 2 years is the minimum for any technical or mechanical specialty.
Age - The character can be as old or as young as you like. Characters under sixty-five generally have smaller skill sets, tend to be more brash, and have a lot less enemies gunning for them. Middle aged characters in their first century or so, tend to be a bit more cautious, have a lot of the first-aid and emergency skills down, and know people, and people know them. Older characters, looking at their first millennia, have lots of skills, are really good at some things, and have lots of enemies. Your choice.
Physical Description - Entirely up to the player. (As a GM, I'm not even that particular to 'human.' But you might want to check with your GM before going for that small dragon or intelligent plant.) And choose carefully. The character isn't going to change much. For millennia.
Equipment - Welcome to Shadow. The character wants it, it's theirs. That simple. But it might not work in all places and all times. In fact, the more complex an object is, the less places it will function in -- or even not explode.
(sigh) And so, having written all of the above, and thus guaranteeing that you all will get your Rulebooks tonight, I think I'll draw this exercise to a close.
Happy Ambering!
An offering of possiblities by Britt R. Scharringhausen
Everything was to be seen through a green haze. There were buildings, all of them fragile and most of them high, grouped in patterns and standing in colors that entered my eyes and tore through my mind, seeking after remembrance. . . Inside the city, we were conducted up a wide avenue, lighted by pillar flames set at even closer intervals than on Faiella-bionin, and people stared out at us from behind octagonal, tinted windows, and bright-bellied fishes swam by. . . We were taken to the palace in the center of the city, and I knew it as my hand knew the glove in my belt. It was an image of the Palace Amber, obscured only by the green and confused by the many strangely placed mirrors which had been set within its walls, inside and out.
Nine Princes in Amber
Rebma, the reflection of Amber beneath the sea, is a whole watery playground for game master and player alike. The realm is mentioned infrequently in Zelazny's books, and in fact the reader has the privilege to visit Rebma but once, when Corwin, Deirdre, and Random ask Queen Moire's permission for Corwin to walk the Rebman Pattern in order to restore his memory. The information Corwin relates is minimal; he is fleeing before Eric's troops and seeking to restore his shattered past, not writing a travelouge. But these tantalizing glimpses plant the seeds of imagination. The very sketchiness of Corwin's description allows us to create our own Rebma, rich in invention and delicately contrasted with its Sister above the waves. Rebma doesn't have to be a second-class Shadow.
I have twice played Rebman characters, and in both cases the game masters have nearly given me carte blanc in fleshing out Rebma. Rebma is usually peripheral to the plot of an Amber game and supplementary material on Rebma (pending the release of the long-awaited Rebma sourcebook from Phage Press) is non-existant. Therefore, I was permitted to develop Rebma much in the same way as most players create their personal or home Shadows. This sort of cooperation is of benifit to all. The game master has one less detail-vacuum to fret about. The player can create a more solid character with a past, friends, allies and family. Finally, other player characters seeking information, romance, easy access to the Pattern, or just good sushi will find, not a ceramic bottom-of-the-fishtank kingdom, but a realm with some meat to it in terms of culture, politics, and geography. Of course, the game master retains editorial power and may delete, mangle, or exploit any feature of the player's creation.
To travel from Amber to Rebma, one decends Faiella-bionin (whose pronunciation is as open to discussion as Tir-na N'goth, Fiona, or Suhuy.) The top of this stairway is marked on the beaches of Amber with a cairn of gray, head-sized stones, piled into an eight-foot high truncated pyramid. This marble staircase is fifty feet across and has wide banisters at either side, and is about 350 feet long. Beginning a little more than fifty feet below the surface, there are torches with two-foot-high flames to light the way. Possibly because of these flames, the water is warmer. About 200 feet below the surface, almost no sunlight penetrates; Rebma is bathed in eternal night. At the bottom of the stairwell there is an arch, "big, shining like alabaster, and carved with Tritons, sea nymphs, mermaids and dophins." The arch holds a golden gate, and this is the boundary of Moire's realm.
The water upon this stairwell and throughout Rebma proper, has a number of peculiar properties. Foremost, it is breathable. It also protects those within it from the horrible pressure of the sea above, as we discover when an ill-fated Amberite soldier is shoved over the banister of Fiaella-bionin and is crushed as surely as he is drowned. The curious water of Rebma appears to provide no bouyancy. As the Corwin decended the Faiella-boinin, he commented that "my body was not natually bouyed up above [the steps], for I continued to remain erect and each step bore me downward as though on a natural staircase, though my movements were somewhat slowed." Bouyancy pushes up on a submerged body with a force equal to the weight of the liquid displaced by the body. It is quite a nuisance to divers, who must wear lead weights so that they do not have to constantly fight their bodies' natural tendency to rise. The lack of bouyancy in the water must be a great boon to non-Rebmans, allowing them to maneouver much as they would on dry land.
Yet, later, as the trio of Amberites and Moire begin the descent to the Pattern room, Random, impatient, leaps off the stairwell and swims to the bottom. If, in fact, he was relying on bouyancy to support him, he should have plummeted to the bottom and suffered the same injury as if he had leapt from the stairs in Amber. Perhaps it is not the bouyancy, but the viscosity of the water which prevents this, as Corwin does speak of his movements being slowed by the water. Viscosity acts opposite to the direction of motion, and is what brings us to a halt if we push away from the wall of a swimming pool and then neglect to exert futher effort in order to keep moving.
The currents in the water are variable. In the streets of Rebma, Corwin says "There came a cool current, like a wind, as we turned a corner; and after a few steps, a warm one, like a wind." At the foot of the stairs leading to the caverns below the Rebman palace, there were no such currents, yet as Corwin assays the Pattern, in the filagree before the Grand curve, currents arose which threatened to sweep him into a misstep.
The water is, undoubtably, wet. Corwin speaks of the difficulty of eating in Rebma. Certainly, measures must be taken so that one's drink doesn't diffuse right out of your glass! Is the food eaten raw in Rebma, or are there stoves like the torches which provide sufficient heat, and other devices which contain the heat (for remember that water conducts heat far better than air!)? What is a belch like in Rebma? Does a large amount of water consumed with dinner disrupt the digestion? Later on, Corwin wishes he could have a cigarette. Why the torches throughout the city will burn but a sodden a cigarette will not is a mystery. When Cowin wills himself from the center of the Rebman Pattern to the center of the Pattern in Amber, he says he is cold and dripping.
Corwin asks, "Why is this part of the ocean, within the double of Amber, so different from waters elsewhere?" Dierdre's response was "Because that is the way it is." This could be the Elder Amberite equivalent of I don't know or it could mean that this is an intrinsic property of the area surrounding Rebma, molded that way when Amber and Rebma were created, or effected by forces beyond human (or Amberite) ken. Perhaps it is an enchantment maintained by Rebman sorcerors for their own convenience. Moire leaves his question unanswered.
Do the people of Rebma require this breathable water? There is no hint in the books that the Rebman citizens are possessed of gills, webbed toes, or any other adaptations which would make life underwater more convenient. On the other hand, several times Corwin sights fish swimming through the waters of Rebma, indicating that water-breathers have no more trouble there than air-breathers (although again the bouyancy issue is troubling; fish use an internal bladder of air to regulate their bouyancy and maintain a constant depth . . . how do they stay afloat instead of flopping uselessly on the sidewalk?)
Elsewhere in the books, various exotic aquatic fauna are mentioned-- sea monsters and dragons. It does not seem beyond the realm of possibilities that real mermaids posed for the carvings on the arch at Fiaella-boinin. In fact, at the entrance to the Pattern room, Corwin entertains the thought that the castle in Rebma was built to accomodate the titanic proportions of the Tritons. If from the beginning of time Rebmans were no more than land-dwellers in a particularly moist environment, could there still be communcation and interbreeding between Rebmans and other oceanic races, as there has been between Lords of Chaos and Unicorns? Have some or all Rebmans aquired the more useful traits of the undersea races, or are they imprisoned in their tiny dome of breathable water, beneath the great ocean?
The Rebmans are described as being pale-skinned, with blue, green, or black hair and eyes restricted to shades of green and hazel. This sampling is small, consisting only of a handful of Moire's footmen. A great array of coloration may exist among the general population. The guards were mostly without body hair, but, thanks to Corwin, we do know that Rebmans have pubic hair.
Rebman costume shows little variation. The soldiers wore shorts, cloaks with cross-braces, and seashell-decorated belts. The Queen wore similar scaled trunks as well as a circlet, rings, and a necklace with a sapphire pendant. Among other denizens, perhaps bare backs and chests display elaborate tattoos. Ornament is doubtless prevalent: girdles, armbands, bracelets, barrettes, and other jewlerly. Also tempting to the mind's eye are filmy cloaks drifting on the currents, though day-to-day apparel would be designed to prevent entanglement of the limbs, as both arms and legs would be used for swimming.
In dress as well as architecture, there seems little need to accomodate the weather. The water seems to be uniformly warm and tumultous currents in the ocean are probably warded off by whatever facility maintains the breathable water. The perpetual night necessitates the use of copious artifical lighting. The city and palace are replete with mirrors and highly-polished surfaces which probably help to distribute the light efficiently, lending, if you will, the luster of midday. It may be that some of the lights are extinguished in the evening, separating day from night. Or, perhaps, Rebma never sleeps, or at least not all at once.
Corwin describes octagonal, tinted windows. Rebma as a whole must strike the land-dweller as an amalgam of strange, but hauntingly familiar shapes. The city is bathed in light which comes from unfamiliar angles. Buildings have large doors and balconies at impossible heights, from which Rebmans launch themselves carelessly, twisting and coursing through the water like dolphins, or drifting casually as though supported by invisible hands. The city is cloaked in misty green and is in constant, subtle motion as currents waft past banners and ornamental plants.
Rebma is in a perfect position to harvest the bounty of the sea. If the Rebmans cannot breathe underwater, they doubtless have among them "divers" trained to swim up or out to harvest fish and aquatic plants. Perhaps water-breathing charms allow one to bring a sphere of breathable air along to work or play in the seascape. Within the boundaries of Rebma, farming and husbandry may be practiced, with trained dolphins shepherding schools of fish.
Materials which must be mined may be harder to come by. Depending upon the exact properties attributed to Rebma's enchanted waters, smelting, blacksmithing, pottery-firing, and other industrial arts may be difficult or impossible. Nevertheless, glass, which is produced by melting sand, is prevalent in the form of mirrors and windows, and each of Moiré's guards carries a short sword, presumably made of steel. Pure gold, which can be worked cold, is doubtless a highly-prized medium. Stone sculpture is also viable, assuming one can secure the tools required, but masonry must depend on peculiar materials or else be non-existant. Materials scavenged from the seafloor after shipwrecks and other drylander mishaps provide malliable metals and other treasures. Rebmans have either adapted through ingeniuty and enchantment to industry-under-the-sea, or depend heavily on trade with the world above.
The character of Rebmans is another mystery. Aside from Moiré, Vialle, and Llewella, we rarely have the opportunity to observe the Rebman. Rebmans in game play have sometimes been protrayed as cold and harsh, probably in response to Random's death sentence and the society's treatment of Vialle. But in condemning Random, Moiré is reacting to the loss of her daughter and abandonment of her grandson, Martin. She is avenging her own after the transgressions of an outsider. And, after all, the sentence was commuted. Vialle would have been unable to marry, due to prejudice against her blindess. However, her fate would probably not have been much kinder amongst the Amberites or the nobles of the Golden Circle. The fact that Moiré took an interest in the case indicates a higher level of sensitivity than one would expect from, say, Oberon.
Both Vialle and Llewella seem gentler and more reserved than the rest of the royal family of Amber. Moiré is surprised by the sentiment expressed by Corwin, praising his skill as a poet and musician and declaring that he must be the only son of Amber who has the capacity for love.
This may be the bitter view of one who has always been on the periphery of Amber, forced to weather all its misfortunes but powerless to influence what comes to pass on Kolvir. However, her realm becomes a safe (if momentary) haven for the Amberites who can woo her favor. Also, it should not be forgotten that, as she controls a reflection of the Pattern which is not subject to quirks of astronomy and meteorology, she can be a helpful ally to someone out of favor in Amber.
Moiré refuses to commit troops to an attack on Amber, though she supports Corwin. She wishes to keep conflict in Amber to a minimum, as what occurrs in Amber is reflected in Rebma. The extent to which this is literally true is up to the game master. It may be simply that Amberites are haunted by deja vu as they walk the streets of Rebma, or they may encounter kindred spirits or even dopplegängers. Events in Amber, even those involving player characters, may find analogs in Rebma. As Tir Na N'Ogth offers possible futures, does Rebma reflect the past? Or can the wary observer glean prophecy in the depths, as well as in the clouds?
In Rebma, as in Amber, one can find intrigue, magic and mystery. Play in Rebma can reinforce or contrast events above the waves, and could be an important part of any game. . . or simply provide a retreat from the hubbub above.
If you have comments or questions, contact the author at brs@astro.cornell.edu
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