Logrus

Introduction

While Amberites tend to think of the Logrus as 'The Chaos Pattern', it is not.  The Logrus is ancient, and if Chaosians are to be believed, predates the Pattern.  Whether or not this is actually true, it certainly wasn't made in the same way the Pattern was.  In fact, the way in which it was made remains unknown, though some Chaosians claim it is the shed skin of the ever-changing serpent, continuing to ever change, allowing those who walk through it to be reborn by passing through the holy flesh of the Serpent.  Others just say it's a Construct with Delusions of Grandeur.

Whatever its origins, it's now a large maze which twists and bends around, drifting round the Abyss from Shadow to Shadow following some path which is either random or follows a pattern so deep that no one can comprehend it.  Whatever house it wanders into becomes the Keepers of the Logrus for as long as it decides to hang out with them.

In my TAMD game, the Logrus is currently under the guardianship of House Gainax, led by Anno, Keeper of the Logrus.  The entrance to the Logrus wanders around the House, and has been known at times to suddenly open under people's beds, forcing them to sleep walk the Logrus.  This is not the best of ideas...

Still, whoever walks the Logrus and lives gains power over shadow and a vastly extended lifespan, assuming they don't die horribly during the initial fit of madness...


Logrus Powers Breakdown

Requires Chaos Psyche, Chaos Endurance, Blood of Chaos [4/Free? if Logrus is chosen at Character Creation], and at least enough Shapeshift to Control Primal Form


Initiation into the Logrus

Walking the Logrus is fairly easy.  All you absolutely need is the Ability to Shapeshift.  Of course, it helps if you have the Blood of Chaos, as non-Chaosian Shapeshifters frequently freeze up and die in the process, but you can survive a Logrus walk without the Blood.  Of course, Amberites can survive having all their limbs hacked off too...

What the Logrus looks like varies by time of day, time zone, your blood pressure, the price of tea in china, etc, but it's always some variation on a long twisty tunnel which bends around in all dimensions without ever crossing itself, full of constantly changing conditions.  This is why you need shapeshifting--you have to let your body automatically adapt to the changes, or you will die.  Many people carry items with them, which will then be empowered by the Logrus, assuming the item isn't destroyed...

Once you reach the exit, you are a raving lunatic, but you now have the power of the Logrus.  Most people instinctively use it to run off into Shadow to some shadow which matches their current insanities until they calm down.  A few fools try to eat the Keeper of the Logrus and have to be smacked down. Most people eventually recover from this insanity.  High Psyche usually helps and lets you recover faster. Once you aren't a raving loon any more, you can begin to master the powers of the Logrus...

The Sign of the Logrus

The absolute first thing everyone has to learn, the prerequisite to every power of the Logrus is learning to summon up the Sign of the Logrus. Like the Logrus, it's always different.  There are three basic tricks you can then do with it from which all else follows:

Logrus Sight

The Summoned Sign of the Logrus can be used as a improved sensory organ which one looks through.  It provides "sight" in a great many more spectrums than are normally available and can be "fine-tuned" by it's user to meet the demands of the situation.  The user can see Magic, Pattern, Logrus, Trump, as well as things which are hidden.  He/she can use it to analyze any of the above things to gain greater information regarding them.  Things can also be seen to be either of Shadow, of Amber, or of the Courts of Chaos.

Logrus Sight is especially important to Chaos Sorcerors, as they use it to fine tune their spells to obey the local laws of magic in shadows. Unlike many Logrus powers, Logrus sight works just fine and dandy near Amber.

Logrus Scry

  The Logrus Master can actually use Logrus Sight through the tips of her Logrus Tendrils.  This makes searching through Shadow much more reliable, since the Master can decide if the item that is latched onto is really what she wanted without having to drag it all the way back to herself.  She can also engage in combat with the Tendrils at the other end in an effective manner, even being able to form the Logrus Shield around distant objects, for example.  Logrus Scrying is mostly chaotic, as it has to follow the natural swirling of the Tendrils, at least until they latch onto something they were sent to find.  Then slower continuous extension can be done from that anchor point out in Shadow.

Logrus Scry also works just fine beyond Yig, although once you hit the Golden Circle, continual Pattern emenations will gradually blind it.  One cannot Logrus Scry into or beyond Arden, Harad, or Sethfore at all.  

Logrus Defense

With the Sign summoned to mind you can fill your body with the power of the Logrus, making it resistant to the effects of Pattern, Magic, Psyche, or other forces, but providing no physical protection.  Alternately, the Sign can be made into a shield of Power, blocking in any one direction, which is effective against physical, energy and most Magical attacks, but doesn't provide protection against Pattern, Logrus, Trump or Psyche.  You cannot use both techniques at the same time.

Logrus Defense dwindles in effectiveness beyond Yig to some degree, especially the second version.  Within the boundaries of Amber itself, Logrus Defense dwindles to become better than nothing, but not by much.    

Summon and Control Tendrils


[Possibly out of date and incomplete information?]

Notes on using Logrus on the Amber side of things

Logrus is most effective and safe on the Chaosian side of the universe (Ditto for Pattern), and like the Pattern, it grows weaker as you move further away from the Logrus.  Some powers become weaker, while others work perfectly well, but become dangerous.  This is noted in the powers.    

Imprint

Traverse the Logrus and recover from the induced madness.  Gains the ability to summon the Sign of the Logrus.

Logrus Sight

The Summoned Sign of the Logrus can be used as a improved sensory organ which one looks through.  It provides "sight" in a great many more spectrums than are normally available and can be "fine-tuned" by it's user to meet the demands of the situation.  The user can see Magic, Pattern, Logrus, Trump, as well as things which are hidden.  He/she can use it to analyze any of the above things to gain greater information regarding them.  Things can also be seen to be either of Shadow, of Amber, or of the Courts of Chaos.

Unlike many Logrus powers, Logrus sight works just fine and dandy near Amber.

Logrus Scry

The Logrus Master can actually use Logrus Sight through the tips of her Logrus Tendrils.  This makes searching through Shadow much more reliable, since the Master can decide if the item that is latched onto is really what she wanted without having to drag it all the way back to herself.  She can also engage in combat with the Tendrils at the other end in an effective manner, even being able to form the Logrus Shield around distant objects, for example.  Logrus Scrying is mostly chaotic, as it has to follow the natural swirling of the Tendrils, at least until they latch onto something they were sent to find.  Then slower continuous extension can be done from that anchor point out in Shadow.

Logrus Scry also works just fine beyond Yig, although once you hit the Golden Circle, continual Pattern emenations will gradually blind it.  One cannot Logrus Scry into or beyond Arden, Harad, or Sethfore at all. Logrus Defense: The Tendrils of the Logrus can also be used for defensive purposes.  With the Sign summoned to mind you can fill your body

 with the force of Logrus Tendrils, making it resistant to the effects
of Pattern, Magic, Psyche, or other forces, but providing no physical protection.  Alternately, the Logrus Tendrils can be made into a shield of Power, blocking in any one direction, which is effective against physical, energy and most Magical attacks, but doesn't provide protection against Pattern, Logrus, Trump or Psyche.  You cannot use both techniques at the same time.

Logrus Defense dwindles in effectiveness beyond Yig to some degree, especially the second version.  Within the boundaries of Amber itself, Logrus

 Defense dwindles to become better than nothing, but not by much.

Summon and Control Tendrils

This Power allows one who has brought the Summoned Sign to mind to manifest Tendrils from the Logrus. To use these Tendrils the character must then "put his/her arms into the Arms Of The Logrus" which takes a minute or so.  The Logrus Master may shape its force into useful shapes, extensions far more powerful, and more flexible than normal Shadow matter.  These extensions of the Logrus operate with a Strength that is equivalent to the Psyche of the Logrus Master who wields them.  Combined with Logrus Sight, touching of the subject by Logrus tendrils will reveal whether or not a character is Shape Shifted, if they are charged with Ambient Magic (i.e.. Power Words), and the general level of the subject's Psyche, health, and mental state. 

The tendrils of the Logrus can also be used to "link" into the delicate web-work of magical spells and deactivate them, or it can be used to send a raw-power feedback along a mental or magical contact. Touching things of Magic with a Logrus tendril usually will tell what type of spell it is, and the exact spell if it is a common one or one known by the character.  Logrus tendrils can "pry" open inactive Gates, insinuate themselves into a magical "sending" and backtrack it to its origin, spells can be cast along the tendrils into Shadow.

The higher one's Psyche, the faster one can do this.  Also, the closer one is to the Logrus, the faster one can do this.  Near Amber, it might take several hours to call up Logrus tendrils, while close to the Courts, even those of Chaos Psyche can do it in seconds.  Within several miles of Amber City, it would take days.  In Amber Castle, weeks.  In the basement...forget it.  

Logrus Tendril Servants

It is possible to separate a tendril of the Logrus, give it a simple instruction, and leave it, unattended, to perform its duty. Logrus servants have Strength and Psyche each equal to Chaos Rank, and a Human Level Warfare.  In place of Endurance they have tireless Stamina, but can only heal or regenerate in a place where Logrus is strong.  They have no "minds" as such, and will simply dissolve if attacked by a superior Psyche.  The number of Logrus servants on "duty" at any given time depends on the Psyche of their creator.

Logrus Servants can survive beyond Yig for a number of hours equal to their creator's Psyche.

Tendril Conjuration

He/she can use Tendrils to reach through Shadow, or to reach things at a distance on the current Shadow.  When reaching through Shadow, the Logrus tendrils can be made to seek anything desired, locate it, grab it and draw it back to the Logrus Master. Searching in Shadow or Chaos for something with the Logrus has advantages and disadvantages.  The advantage to using Logrus is that you can find generic objects fast.  Grabbing any defined object, sword, a plate of food, a lantern, anything defined in a general sense comes quickly as the Logrus finds the nearest occurrence in Shadow and snaps to it. Unfortunately, the more specific you get, and the further out in Shadow you are, the longer it takes the Logrus to locate something.  If you are in a Medieval-type Shadow, trying to use a Logrus Summoning to get a specific piece of high-tech equipment will take a LONG while.  The game mechanic effect is that if the player wishes to define the object in terms of points, it takes a long time (up to a day per point for items that are not anywhere near in Shadow), and the Quantity Multiplier is limited to Named and Numbered. 

If the player will define the object in general terms it takes much less time, but the GM will have full control over the results...

Tendril Conjuration becomes slower and slower the closer one moves to Amber, conversely, it speeds up near the Logrus.

Shadow Travel

He/she can use Tendrils to reach through Shadow, or to reach things at a distance on the current Shadow.  When reaching through Shadow, the Logrus tendrils can be made to seek and grab a suitable anchor, and draw him/her to the object.  This way is usually the manner in which a Logrus Master traverses Shadow.  This is actually easier than Tendril Conjuration, because when the undiscerning Logrus Master starts pulling objects through Shadow, they can often be the type of Shadow object that dissolves when moved across Shadow.

Shadow Travel is swift near the Courts of Chaos, and progressively slower as one moves closer to Amber.  A Chaosian can go anywhere in the Courts in a day or less, often in hours or minutes.  The Black Zone takes a day to reach (A Pattern User would take a week to travel this distance).  A week puts you two-thirds of the way to Yig, and two weeks will bring you to Yig from the Courts.  Beyond Yig, you slow down further.  Six weeks puts you at the Golden Circle.  Nine Weeks puts you at the borders of Arden.  Beyond the borders of the kingdom of Amber, it's faster to just walk.  Don't count on it as an escape route from Castle Amber.

Pit Diving/Abyss? Exploration

The Logrus Master can anchor themselves to the Courts of Chaos / Rim of Chaos/ Lip of the Abyss / etc. with one Tendril and cast themselves into the Pit and/or the Abyss while surrounded by a specialized Logrus Shield that keeps them from dissolving/ disintegrating/ burning/ etc.  Pit Divers hope to find objects suitable for refinement or newly created Demons to bind, for the Source in the Pit is forever chaotically spewing out lumps of matter.  Abyss Explorers search the darkness for its nebulous primordial forces and beings.  The Abyss is entropic and leveling while the Source is creative and chaotic.

Obviously, you're not gonna be using this near Amber.  I hope.

Summon and Bind Creatures of Chaos

As detailed in the Shadow Knight rulebook.  This is the only way Demons can be conjured. Takes 1 hour per point.  In the Courts proper, this takes only ten minutes per point.  Beyond Yig, it takes 1 day per point.  Beyond the Golden Circle, you might as well not bother, unless you have a week to blow per point.  

Shadowmastery

Characters with this Power can use the Summoned Sign to spot weak areas in the Shadows of Amber and the Courts and by using the Logrus Tendrils they are able to create "Shadow Veils" or areas which may be stepped through to the next Shadow without further manipulation.  This is especially useful in the Courts where areas change so drastically from one Shadow to the next. Most of the areas of the Courts are strewn with Shadow Veils linking the entirety of the Courts together. This Power also enables the character to recognize existing Veils without prior knowledge of their existence, and includes all powers associated with Shadowmastery as described by Merlin in the novels.

This power is very nifty near Chaos, but mostly useless around Amber, except...

The holes in Broken Patterns create flaws in Shadow, which can be used to create veils from those shadows to ones nearby.

Mold Shadow

Using the Logrus, and the Chaos resident in any Shadow, it is possible to manipulate the structure of that Shadow, altering it to fit your wishes.  In this way, for example, the physical laws of the Shadow, or the form of its inhabitants, or any simple detail, will be changed.  It takes about as long as it takes Pattern initiates to Shift Shadow.  Eventually, if not tended, the Shadow will drift back to its original form.  The closer to Primal Chaos, the easier a Shadow is to manipulate, and Shadows near Amber are nearly impossible to change. Unlike Amberites, who simply Shadow Walk or Hellride to their perfect Shadow retreat, those of the Courts of Chaos will find a Shadow, and then manipulate it to perfection.  Since Shadows modified with Shadow Molding have a tendency to lose their form and start continually changing, which is the normal way of Chaos Shadows, most Logrus Masters settle on a particular domain as home, called a Way (This naming can take one of two forms, either the character's first name is included, i.e. Mandorways, or, more commonly, the family name, such as the Ways Of Sawall). 

It is then shaped and maintained with a combination of Logrus, Magic, and powerful Chaos creature servants.  While the personal realms of Shadow will, with precautions in place, survive a long absence, very few Chaos Lords ever maintain more than one personal realm at a time. Mold Shadow works better near Chaos, however, molded shadows keep their desired form longer near Amber.

Create Black Threads

This Power enables the character to "burn" areas of weakness in Shadow to allow for easier travelling.  To do this takes a HUGE effort and is usually done by groups, such as the Shadow Masters' Guild, when they need one of their kind to travel quickly through the Shadows of Amber.  They would then extend the Logrus together, meshing it's Tendrils together to form a great construct of Power. 

This is then thrust outward, channelling Chaos and Magical Shadow Manipulation along it's length.  The effect is to produce a magical "Express Railway" which Demons, Chaos Lords, and other creatures of Chaos can travel on very rapidly.  The speed of this travel is actually faster than Hellriding, and a being travelling along a Black Thread could reach anywhere in Shadow (from Chaos) in less than a day!  A single character can produce these Threads but they are far more limited in range and require huge expenditures of Endurance.

Once created, they will remain for 1 day per point of Psyche of the creator.  For group created Threads such a construct will remain viable for 1 day per point of the highest Psyche in the group plus one-half day per point of Psyche in the rest of the group.  The nearer to Amber the more this duration is reduced, unless the destination is a Broken Pattern, in which case you can thread the Black Thread through the flaw in the Shadow.  A Thread, once created, is vulnerable to the effects of Pattern and can become 'broken' by someone bringing the Pattern to mind and influencing it.  It can also be cancelled from its point of origin by those who created it OR someone wielding Pattern in this vicinity. Examples of this include the Black Road (which was one hell, er, Chaos of a Thread!), and the one created in the Courts for the demon Gryll to ride upon when he came and got Merlin for Swayvill's funeral.  Note that travel along this pathway is relatively safe and can take the form of walking or flying (though flying is far quicker).

Summon Primal Chaos

This is the final lesson of the Logrus Master ONLY taught to those formally in the Shadow Master's guild and only with their permission.  Primal Chaos, a force in direct connection with the untamed Chaos at the remote center of the Courts, will bring total destruction to whatever Shadow it occupies.  Once summoned it must be dispelled quickly, or it will run amuck, eventually absorbing the entire Shadow back into nothingness. When it is summoned, the tendrils of the Logrus are used to keep it in check and contain its area to a small, controllable force.  While in this condition it can be moved with the Arms Of The Logrus to selected areas, utterly destroying everything of Shadow substance it contacts.  This is EXTREMELY taxing on the character's Endurance AND Psyche.  Only characters with Amber Rank or better in both can hope to contain the Chaos, once summoned, and even if more highly Ranked this control can only be maintained for a few minutes. After this time, the Logrus Master must either attempt to dispel it (using the Logrus tendrils to snuff it out) or release it.  Once released, unless halted by some force (perhaps some disciplines of the Pattern), Primal Chaos will destroy the entire Shadow where it was summoned.

This is difficult to do beyond Yig, taking longer and longer as one draws near Amber.  Beyond Arden, forget it.

Control Primal Chaos

  The Logrus Master is able to exert fine control over small bits of summoned Primal Chaos.  It can be incorporated into Shape Shifting (Fists of Annihilation), Items (Sphere of Annihilation), Conjurations, Spells, etc.