"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.