Two Sides to Every Mirror
. . .And, as the Pattern in Rebma had helped to restore my faded memories, so this one I was now striving to create stirred and elicited the smell of the chestnut trees, of the wagonloads of vegetables moving through the dawn toward the Halles. . . I was not in love with anyone in particular at the time, though there were many girls — Yvettes and Mimis and Simones, their faces merge — and it was spring in Paris, with Gipsy bands and cocktails at Louis’ . . . I remembered, and my heart leaped with a kind of Proustian joy while Time tolled about me like a bell. . . And perhaps this was the reason for the recollection, for this joy seemed transmitted to my movements, informed my perceptions, empowered my will . . .
- The Courts of Chaos, as Corwin draws his Pattern
Two Sides to Every Mirror is an “Argent” game, an Amber Diceless game set within a universe created by Corwin drawing his own Pattern. Side by side exist Argent, inspired by Corwin’s thoughts of Shadow Earth, particularly turn of the century Paris, and Avalon, inspired by, well, Corwin’s memories of his original Avalon. Which is the True World? This is the subject of endless debate, for each has properties of a real place, each contains a copy of Corwin’s Pattern. Avalon allows access to a third world, Faerie. Is this Argent’s Tir-na Nog’th? Filled with the mercurial Fae, it is more active, more it’s own world, than Tir ever was.