A Brief History of Rebma
The general physical structure of Rebma formed not long after the creation of the Pattern and the establishment of the city of Amber. For the first several centuries, Rebma was simply a ghost city. While the stairs to the city and the breathable air were novel and fascinating, few wanted to live there. Occasionally criminals political dissidents would flee down there in desperation, but most died in the harsh, predator-filled environment beneath the waves.
After several centuries, an aquatic race of shapeshifters took up residence in the ghost city. They only identified themselves as “tritons” and none knew where they came from. Since the end of Patternfall, it has become clear that these tritons had in fact been a branch of House Triton of Chaos, which had lost significant power and influence after the rise of King Swayvil to the throne of Chaos. While some persevered in Chaos, some fled through Shadow seeking sanctuary. The leader of this ragtag band was named Lir and in the new kingdom they established, he was named King.
With the protection of the tritons available, more humans sought out a new life in Rebma. Over the years the two races interbred, creating the aquatic race of humans most Amberites associate with the kingdom of Rebma.
It was not long before Amber and Rebma clashed. It was a series of minor petty annoyances between the two nations that led to the conflict. Historians generally believe that Oberon just wanted an excuse to attack them. The tritons found that they unable to really attack in kind as any attacks directed at Amber were reflected in their own city. In the end, Amber won and the few full-blooded tritons that remained in Rebma departed into the depths. Lir’s daughter, Moins assumed the throne in his stead.
Since that time, Moins has passed away and Moire has taken her place. Amber’s reflection beneath the waves has continued to represent a quick, if damp, neutral haven from the scheming of the Eternal City.
Beneath the Waves
Though this would probably better fit underneath the Background Information section, different games tend to handle this aspect of Rebma differently and it is such a prominent part of playing in Rebma that the approach this game uses bears explanation up front.
Within the city limits and along the stairway down to Rebma, the water functions mostly like air. There are a few cosmetic differences: conversation sounds a little more distant and bubbles occasionally appear when you talk, but otherwise it can be treated like “air.” You can walk along the sea floor without trouble, fire still burns, you can drink a glass of wine, you can swing a sword without weird problems with water resistance, you can bring a book down to read and it won’t turn to mush, etc.
But with all this, you can still swim through the water and fish can still breathe within the city limits as well. Most people still walk, since it takes more energy to swim and for some they don’t want to risk reaching the upper limit of the city’s enchantment on accident. The magical effect that grants this dual state stops immediately past the walls to the city and about 200 feet above the sea floor.
The aquatic predators that prowl the waters around Rebma are a constant threat to the denizens of Rebma. From the steps of the Faiella-Bionin to the royal palace, the patrols are vigilant in fighting off any threats that may harm the nobility of Rebma. As one gets farther seaward past the palace, the patrols become less and less reliable. This crescent along the far edge of the city is commonly referred to as the Undertow. It is there that some of the poorest denizens of Rebma live. (At least, the poorest ones that can’t breathe water.) Because of the reduced security, this is also a common point of entry (and exit) for most of the aquatic smugglers. Combined with the rampant poverty, this is where most of the black markets, red light districts and organized crime in the city can be found. It’s also a good place to get killed.
Here are some notable characters and features.
Commander Gwenyth ab Lowri: The highest ranking member of the constabulary in Undertow.
Fat F’thul: One of several crime lords prominent in Undertow. It identifies with no gender and has best been described as resembling a sea anenome mounted on the back of a crab. It hails from somewhere along the Coral Branch and is now in the “import/export” business, mainly shuttling contraband in and out of the city and maintains a small office in a warehouse.
Awena, the Witch Queen: Another of the crime lords, her scales and fish-like facial features denote a stronger connection to triton lineage than other Rebmans. It is said that she is also a fierce practitioner of the Old Ways. She works out of her shop, which sells an assortment of protective charms and similar arcane materials.
The Flotsam: One of many seedy bars in Undertow. It is owned by an eel-like creature named Stan.
No Survivors: Another treacherous watering hole, it’s run by a blind and half-mad Ri’ikan who served in Corwin’s fleet in the attack on Amber and survived falling overboard and sinking down into Rebma.
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