As if to Meet the Moon: An Evening in Tir-na Nog'th

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Anne Delekta

"I had come to the place where the ghosts play at being ghosts, where the omens, portents, signs, and animate desires thread the nightly avenues and palace high halls of Amber in the sky, Tir-na Nog'th. -Corwin, in Sign of the Unicorn.

Tir-na Nog'th is the land of what-if and if-only. But now its ghosts walk the streets of Amber, and you are summoned to its shimmering heights. What ghosts will you see? What power brings the ghosts into Amber itself? Can you tread the halls of Tir and remain unchanged?

This game is part adventure and part character exploration.

What do players need to do to prepare for the game
Bring a beloved Amber character (Pattern not required, but an Amber bloodline is), and a couple of the points in their lives when they were at a crossroads, when they chose one path among many. What ghosts might you see in Tir? You can get this information to me before the con (preferred) or we can go over it at the start of the session.
Slot 6
Players Allowed
Any (Returning Players not given preference)
Game Book Player Status
Minimum number of players
Maximum number of players