the MindThreads of the Serpent
"As we came to know the
Sinister Path, we raised up a Great Working in the Serpent's name, and that
Spirit did come amongest us once again and saw this thing that we had made. And
the Serpent spoke, 'Great Tools still require great minds to guide them.
Remember this, and call this Tool your Logrus, so it does not become your
folly.'"
-from the House of Helgram, attributed to the Lost Book of Great
Workings, as recorded in the New Mentat Order of the Church of the
Serpent-
Logrus is such as essential part of the Merlin series
of Amber that it is hard for me to discard it as some GM's do.
Yet, I am
not satisfied that Amber DRPG portrays Logrus in a satisfying fashion. It seems
to have been reverse-engineered from Pattern abilities. While I can follow the
rational for this (i.e., Dworkin was working on Logrus v2.0) I've always thought
that Chaos should be defined by the differences of their tools.
Logrus
seems to be the essential opportunity to do this. In the process, Pattern
becomes a truly unique and powerful element and the actions of Dworkin become as
radical as they seem to be in Chaosian memory. So rather than discard Logrus I
want to fulfill its potential.
As the Pattern defines Amber, I look at
the culture of the Courts of Chaos and try to imagine how the culture conforms
to the implications of Logrus as the major power over the course of thousands of
years.
Where Pattern powers are far reaching and seem to radiant from
Amber, the strength of the Courts of Chaos could be pictured very differently.
Powers that are strong in place. Powers that stretch and umbilical across Shadow
in response to crafted effort.
We see several strong elements of the
Courts that are not mirrored precisely in Amber:
- Houses separated by their secrets and powers
- Ways separated to individual formula
- Magics of great variety (may be only true of the Courts themselves)
- Demons fractured in their kinds and separated to the Abyss
- Filmies, Black Threads, Black Roads, Black Tendrils (i.e. physical
evidence of 'ribbon' powers)
In many ways, the Logrus shown in
the Amber DRPG follows this template. But nothing in canon gives examples of
Shadow manipulation. If Logrus has significant powers over Shadow, why would the
Shadowmaster's guild grow to a separate power? Take away manipulation of Shadow
and Logrus has the following game powers:
Tendrils as a physical element
- (ribbon power)
Tendrils as an arcane element - (ribbon power)
Racking
spells (arcane ribbon structures)
Travel thru Shadow (Merlin's statement as
evidence; he notes it is hard to do)
So a partial powers layout might
be:
LOGRUS ::shapeshifting required:: 45
[10] Imprint: Summon the Sign of the Logrus : recover from mental stress :
recovery is days to months
[5] Logrus Rack Arcane Forces : through Sign
racking spells, using Logrus to power minor magic
[5] Summon/Control Prime Tendril of the Logrus
manifest tendril, distance limited to sight
[5] Logrus Mind Touch : through Sign
manifest tendril, distance unlimited
[10] Tendril Magic
manifest tendril, conduct arcane force
[5] Logrus Defense
use the summoned sign as a shield
[5] Shadow Travel
lay down a tendril
And walking/flying a Black Thread would be the only method of travel
through Shadow. Considerably less useful than Shadow walking with Pattern. I see
this as forcing a path in front of you as you go. It may involve traveling over
the actual topography of Shadow and is a good reason why flyers and winged
demons are considered better mounts and messengers. Distances would be huge with
this method of travel.
Logrus tendrils require Strength and Warfare
skills to manipulate them and are always visible (black).
This
description and reasoning is not radical departure from what Zelazny lets us
see.
As for the functions of Advanced Logrus, why not a tool of
conquering and controlling the environment and things of Shadow and the Abyss.
Demons are enslaved how? Demonology and Sorcery are imperfect tools for this.
Advanced Logrus takes the threads and ribbons of Logrus and increases their
power by insinuating them into persons, creatures, items, shadows, and other
powers. Binding these targets is the greater power of Logrus.
Every
known power in the universe has reason to bow down to the Logrus.
Except
the one designed to counter it.
Advanced Logrus is of greater power and
usage, but still involves thread effects. MetaTendrils require Psyche and
Endurance to manipulate them and are visible (red) only to arcane
detection:
ADVANCED LOGRUS ::Logrus required::
[5] Prime metaTendrils :2 /Chaos rank
metaTendrils are visible only to arcane probes
[5] metaTendril Bind Servants :1 day/pt
working the arcane threads into the lattice of a person/creature
[5] metaTendril Bind Artifact :1 wk/pt
working the arcane threads into the primaries of a Artifact
[5] metaTendril Bind Shadow :1 wk/pt
working the arcane threads into the primaries of a Shadow
[5] metaTendril Bind Powers :1 mon/pt
working the arcane threads into the nature of a Power
Special Note:
The Pattern was designed from the beginning to seal
itself against Logrus metaTendrils. The violent reactions between Pattern and
Logrus are one indication of this protection. Logrus can not Bind Pattern,
though it can seal a Shadow against Pattern by Binding the Shadow. Pattern is
not an offensive power against Logrus, though it can cause Psyche shock to the
Logrus user who tries to assault a Pattern user with Pattern
Defense.
Once a Logrus user has used metaTendrils to Bind a Power, such
as Sorcery. All sorcery of that particular type is vulnerable to Logrus control
without the long insinuation time. Your GM will tell you how many types of
Powers may be Bound and how many types of each Power there are.