House of Shroudlings: A Farewell to Spikards

And how do you verify that weapons put down are really gone? When does a forbidden tactic become viable again? Who watches the watchmen? When the consequences are so far in the past that the present needs to re-learn the lesson, those weapons come back.

Is there no way to put the terror of spikard misuse to rest once and for all?

The Lords of the Living Void invite the PCs to go on a surreal journey to un-make the spikards and remove this threat against the future of civilization once and for all.

Volunteers take one step forward. You are all members of the lost race: Shroudlings.

Amber canon.... out in the infinite shadows. Random is King. Zelazny's books are somewhat reliable. Characters have grown up trained in the hidden culture of the Lost Race of Shroudlings and can work on ties to other PCs with the GM before Con. Some mood info and other tidbits from campaigns here:

What do players need to do to prepare for the game
No Pattern. No Logrus. Mirror Powers are allowed.

PCs must be built for 80 pts. Characters submitted to GM prior to convention can be built for 100 pts. At the game, First come, First served, the GM will hand out the secret resources of three Shroudling sects (black, white, and red.) White Way followers believed that Passion involved commitment to others and in growing destinies together. They were often polyamorous. Red Way followers believed that Passion involved sacrifice and burdens and sharing pain so that joy would rise more precious. They were often celibate but for certain festivities. Black Way followers believed that Passion involved commitment of will to overcome any challenge that would detract from your passions. They were often monogamous.

For some flavor see:
Slot 4
Players Allowed
Any (Returning Players not given preference)
Game Book Player Status
Minimum number of players
Maximum number of players