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Amber City

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Amber was the greatest city which had ever existed or ever would exist. Amber had always been and always would be, and every other city, everywhere every other city that existed was but a reflection of a shadow of some phase of Amber. Amber, Amber, Amber...

I remember thee. I shall never forget thee again. I guess, deep inside me, I never really did, through all those centuries I wandered the Shadow Earth, for often at night my dreams were troubled by images of thy green and golden spires and thy sweeping terraces. I remember thy wide promenades and the decks of flowers, golden and red. I recall the sweetness of thy airs, and the temples, palaces, and pleasances thou containest, contained, will always contain, Amber, immortal city from which every other city has taken its shape, I cannot forget thee…

Nine Princes in Amber by Roger Zelazny

AMBER CITY

Amber, the First City. It is said that all other cities in Shadow are based upon it to one degree or another. Beneath it lies the empty heart of Amber; the Pattern Room. And yet the city still lives on; its new heart now the people within its walls. No one could hope to adequately define such majesty and diversity as Amber City. But what follows is a taste of still-beating heart.

Geography General Information
Power Groups Wards

GEOGRAPHY

Nestled upon a highland below the majestic Mount Kolvir, Amber City stretches from northwest to southeast across a sloping promontory. The city covers approximately 15 square miles of space (5 miles long, 3 wide) and is home to approximately 500,000 people; with another 100,000 or more living in the harbor and "low income housing" along the southern slope. (The Hendrake Guide to Amber describes this housing as a 'perpetual shantytown.' Johann Payne, on the other hand, calls it a refugee camp.) Roughly two-thirds of the population are Amberites, while twenty percent are Chaosian, ten percent are Rebman, and five percent are one of the numerous (non-human) Shadow Races.

Castle Amber is the highest point in the city, protected on three sides by sheer cliffs. Below it, the city spreads out eastwardly in several tiers that delineate between the elevation changes. Four main roads lead out from Castle Amber like spokes through the city proper. Three of these lead to the main gates, while the fourth leads to the Scar. The latter route allows the military to immediately defend the Castle if required. The city itself is broken into twenty-three Wards that range in architectural style from golden spires and beautiful gardens to complex warrens and haunted ruins, with the most affluent districts beginning on the tier immediately below the Castle, and becoming progressively less wealthy until one reaches the docks. This tiered design is a reminder of both historical defensive measures, and the growth of the city.

The approach to the east is guarded by the Eastern Escarpment. This nearly vertical wall drops hundreds of feet to the rocky beach and ocean below. A series of natural crevices and ledges forms a long, winding stairwell that allows relatively ascent to the city. However, the narrowness of this stairwell only allows for two men to walk side-by-side with relative comfort. A fall from the stairwell is invariably fatal; as thousands of men learned during Bleys and Corwin’s failed assault on Amber (+95d of the Timeline). This is the most direct approach to the castle, as well as Rebma, and many of the Elders travel this way when they come or go.

To the western slope is nearly impassible do to the rugged and high cliffs of Mount Kolvir. Approaching from this direction is foolish as it is perfectly visible from Castle Amber and has no main gate. The craggy and broken landscape would test even the seasoned climber. However, many Amberites have built into the rock face here and have created a city onto itself. (The wealthiest portions of Amber City are something of a walled community.)

The narrow northern approach offers a winding path up from the northern Arden Forest and offers the easiest route to distant Baylesport.

Finally, the southern slope offers the best approach to the city due to its gentle incline. As such, the southern path is most commonly utilized by traders and merchants. It slopes down to the harbor district and easy access to the sea. Beyond it is the Valley of Garnath, as well as access to Rebma. Since the war, the southern slope has become the home for refugees and squatters. They live in a complex and dangerous nest of shantytowns that dot the landscape between the city and the harbor.

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GENERAL CITY INFORMATION

Amber City has gone through several changes in the last one hundred years. Most notable are the numerous urban improvements that the occupying forces have made during their reign; although this rarely silences the constant griping of the Amberite population. Taking advantage of the fires and devastation inflicted upon the city during the Patternfall War, Prime Minister Mandor redeveloped several sections of the city, as well as funded numerous reengineering programs to combat the most common urban concerns: Crime, Defense, Education, Fire, Medical Concerns, and Sanitation. As such, the city is vastly superior to its previous incarnations and now resembles a “contemporary” city more than a medieval one.

Crime Defense Education
Fire Medical Concerns Sanitation

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POWER GROUPS

Although King Merlin, Prime Minister Mandor, and the occupying Chaosians and fallen Elders are perhaps the best recognized movers and shakers in Amber, there are also more mundane groups that influence and guide the future of Amber City. Be they large Guilds or extraordinary individuals, these power groups fight for dominance behind the scenes (and sometimes quite overtly). Although some are benign in nature, others possess more nefarious intent. Some of the more influential groups in the city are discussed below.

The Architects The Keepers

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WARDS

Ward Map

Amber City is broken into twenty-three Wards that descend down Kolvir in three protective tiers. Each of these areas is an entity onto itself, governed by its own ombudspeople and other officials. Although the government officials answer directly to the City Council, the various Ward administrators manage and oversee the daily affairs within their protectorate. This has led to the very distinctive nature of each Ward and contributes to the diverse ambience of Amber City. Each Ward and its unique personas and locations are described in detail below. The table shows their relative location in the city.

Clifftop Spire Hill River Fall Corwin's Folly The Boneyard Reek Bottom
Five Corners Silver Dance Blind Chapman Broken Smile The Rookery Admiralty Arch
High Garden Sweet Air Hermes Square Jagger Circle The Scar Kempster Street
Stonetears Quiet Way Tattersail South Gate Clamor Smoke

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AmberTimeUnderChaos

Page last modified on November 21, 2006, at 10:31 PM