Monday, 30 September 2024

If on a Wintry Plane...

A game played using an experimental homebrew system to run the first scenario of the Planarch Codex: Wintry PlaneThis post is published under the CC-BY-SA-4.0 licence.

Character Creation

Draw from a tarot deck, one card per ability. Take the value as the score and calculate the modifier (using the Immortal rules).

The Freebooter

Strength: 5 of Disks (Worry) [-2] Filled with doubt about their physical prowess.

Dexterity: Queen of Wands (counts as 13) [+1] Favours bold/flashy actions.

Constitution: 8 of Wands (Swiftness) [-1] Prone to minor illness, quickly recovered from.

Intelligence: 18 The Moon [+3] Genius bordering on madness.

Wisdom: 5 The Hierophant [-2] Frequently opposes authority, heedless of the risk.

Charisma: 8 of Cups (Indolence) [-1] Easily led astray by vice.

Gameplay

When a check is required, draw a card from the deck and apply the relevant modifier to the value.

  • Minor arcana: 10+ succeeds with a bonus, 7-9 standard success, 6- success at a cost.
  • Major arcana: No progress, but the card drawn informs the nature of the insight the character gains.

If the card drawn matches the ability used, the check automatically succeeds and the character marks XP.

The Scenario

Background: Prince of Swords.

Inspiration: 6 of Swords (Science).

Opposition: Queen of Swords.

Goal: Ace of Swords.

Overview: A scholar motivated by pure knowledge seeks to make a discovery, opposed by someone with additional knowledge that they seek to guard against discovery.

Celeste Thornheart arrives at Sultana's Crossing just before the train to Svernaria departs the station. She wraps her thick fur coat about herself, both to shield herself from the cold and to conceal herself from her mark. Esmerela Lucca, a disgraced nun going into exile in a distant convent, emerges from the waiting room and crosses the platform to board the train, Celeste weaves through the crowd, hoping to discretely board in the same carriage - without being seen by Esmerela.

Dexterity Check: Ace of Swords [1] + Dexterity [+1] = 2.

The crowds are heavy and bustling, and Celeste is not skilled at discretion. She slips on a patch of ice and collides with a porter, scattering cases and boxes into the crowd, who in turn react angrily. Esmerela mabye doesn't pick Celeste out of the crowd as the instigator, but is certainly aware that an altercation happened. As she settles into her seat, her shawl folded neatly on her lap, she glances out the window and sees Celeste emerge from the fracas and haul herself onto the train. The whistle blows and the train slowly drags itself free from the station's confines, the journey across the great plane of winter has begun.

Aboard the train and with her composure only slightly disturbed, Celeste spots Esmerela and makes a mental note of her seat before slipping into the next carriage to collect herself. As luck would have it, the carriage is the bar, and Celeste nods demurely to the bartender who pours her a tumblr of schnapps over ice. Celeste slides into a seat at the bar and takes a moment to appreciate the cracking sound of the ice, the delicate scent of the lavender in the drink, and the warmth as it makes its way down her throat. The bartender offers her another...

Charisma Check: 16 The Tower.

The tall, dark bottle stands temptingly on the bar, within easy reach, Celeste knows she must keep a clear head but is tempted nonetheless. She considers her options and decides that excess is a path to ruin, and that ruin is a pleasure best kept for when she's not on assignment. She declines politely and, seeing no further reason to linger, decides to seek out a seat in Esmerela's carriage. Technically Celeste neglected to buy a ticket for this train, so she keeps an eye out for empty seats as well as lone travellers she might be able to acquire a ticket from. Her furs are still heavy on her, but will help obscure her movements if needed.

Wisdom Check: 9 The Hermit.

Celeste spies a mature gentleman, thin wire spectacles perched on his aquiline nose, engrossed in a small tome in his lap. Celeste, shrugs her furs off her shoulders, revealing her off-the-shoulder dress and long auburn tresses, before gliding into the empty seat beside the gentleman. Feigning catching her breath she apologises for the disturbance and places a hand on his arm as she attempts to draw his eyes to her own.

Charisma Check: Prince of Cups [12] + Charisma [-1] = 11.

The gentleman is captivated by the arrival of this captivating woman, he slides his ticket into his book to keep his place, and then places it on the small table in front of him. Celeste catches this with her peripheral vision and makes a show of positioning her furs while spinning a tale of the events that led her here. The gentleman is so taken with the story he fails to spot Celeste reaching a hand beneath her furs to grasp the ticket.

Dexterity Check: 2 of Swords [2] + Dexterity [+1] = 3.

As she slips the ticket from between the pages the train lurches and book falls to the floor. The spell is broken and the gentleman looks away from Celeste, fumbling on the floor between them for his dropped book. Several other passengers are complaining about the unsteady journey allowing Celeste the chance to slip from her seat on the pretence of helping an elderly lady across the aisle. She knows that it's only a matter of time before the gentleman notices his ticket is missing and Celeste can't risk being in the same carriage when he does. She glides along the aisle, passing Esmerela who is adjusting her hat, and returns to the bar.

Celeste takes a seat at one of the small tables and decides to pass the time by ordering a brief repaste. Esmerela won't be disembarking any time soon, so Celeste can be patient. She gazes out of the window at the unforgiving expanse of tundra speeding past the window, ruefully wishing she'd brought her furs with her, until a bowl of spicy soup and a thick hunk of bread is set before her by the attentive waiting staff.

As she daintly dines on the warming meal, she habitually eavesdrops on the conversations of the other passengers in the carriage. Much is dismissed as inconsequential, but a whispered exchange at the bar catches her ear. While reaching for the salt, she glances up to a pair of men at the bar, clearly a pair of street toughs uncomfortable in the expensive suits their patron has outfitted them with. She notes the bulge of a dagger in the closest one's jacket. They are having a heated debate on the nature of their job and the value of patience; the older of the two reminding the younger that there is plenty of time and that striking too early will only put them at risk. Better to wait until the passengers are comfortable and inattentive before making their move. Celeste takes in the conversation and their appearance, trying to deduce a likely motivation and perhaps even target.

Intelligence Check: 3 of Disks (Works) + Intelligence [+3] = 6.

The pieces of the puzzle refuse to take a cohesive shape, but Celeste is nonetheless confident that these two mean harm to someone on the train, no doubt having been hired by a wealthy patron. This patron could be someone who has the wealth to hire more than one set of agents, so Celeste knows to remain on guard against such eventualities. She also knows these men are armed and more than capable of using their concealed weapons, so Celeste must avoid direct confrontation.

[I'm pausing this one here. I think that the basic concept is there; I like drawing and interpreting cards, but I'm thinkin that it maybe skews quite low, or at least has so far. I think that it needs some reworking, but has definitely inspired some other tarot-based game ideas.]


Monday, 23 September 2024

Blossom Valley - Days 1 to 3

A series played using Iron Valley and incorporating the calendar from Wanderhome.  This post is published under the CC-BY-SA-4.0 licence.

The New Arrival

Name: Buttercup

Ancestry: Halfling

Pronouns: It / Its

Gender presenation: Masculine

Profession: Witch

Hobby: Coin-collecting

Favourite things: Fish, Jewellery

Birthday

  • Edge: 1
  • Heart: 2
  • Iron: 1
  • Shadow: 2
  • Wits: 3

Skills

  • Science: +1
  • First-aid: +1
  • Cooking: +1

1st Tillsoil, Year of Migration (Morning)

I read the letter again on the boat to Little Plains. I'd read it many times already but today it felt so much more real. The letter was from Mayor Gravel, welcoming me to the wider Blossom Valley area and letting me know that I'd been assigned a residence in Little Plains. Little Plains is a smaller, satellite community outside of Blossom Valley proper and the Mayor felt that it would be a better introduction to the community. I've been assigned to Dream House, so I guess from now on I'm Buttercup Dream. That will take so getting used to, but I'm eager to get to know my housemates and the wider village. I heard that their Halls of Knowledge are bigger than back home, so I'm sure it will be more than sufficient to support my studies. I'm particularly interested in meeting as many magic-users as I can find, learning about magic from perspectives will be invaluable.

As I write this we're drifting slowly along the Emerald Run and have just passed the docks of Blossom Valley. It looks big, at least a few times bigger than Grassdale. As much as I'm eager to visit, I'm also glad to be starting somewhere closer to home in terms of size. The captain says they'll be stopping there to pick up supplies once they've dropped me at Little Plains. The cargo hold is empty except for my suitcase and holdall. I prefer to travel light, just my science wand, my coin collection, and my fishing rod. Oh and a few changes of robes, black is wonderful at hiding stains but they'll need washing eventually. I wonder what sort of fashions the people in Little Plains follow. I hope I won't stand out as being too weird just because of what I like to wear.

Promises

  • Help housemates with doing chores (simple, laid back - 1 box)
  • Take a tour of Little Plains with a neighbour (simple, laid back - 1 box)
  • Get a part-time job (complicated, laid back - 2 boxes)

1st Tillsoil, Year of Migration (Evening)

Trying it's best to help bake bread, using it's cooking knowledge (wits): 3 + 2 + 1 = 6 vs. 1 & 7. Weak hit. Time passes = 1.

Trying it's best to help bake bread, using it's charms to help Ace (heart): 2 + 1 = 3 vs. 4 & 9. Fail. Time passes = 3.

Trying it's best to help bake bread, using it's cooking knowledge (wits): 2 + 2 + 1 = 5 vs. 3 & 8. Weak hit. Time passes = 4.

The day ends with the bread made, but no time for a tour or getting a job.

Well, today was busy! I arrived at the banks of the Jade Waters and disembarked the ship with my luggage. I noticed a pale figure further along the bank, also dressed in black and sheltering under an umbrella. They were standing on a short jetty with a small boat tied off beside it, I wonder if they ferry people across the lake, to save them walking around the edge. Anyway, as I walked beside the farmlands to Dream House, I smelt the amazing smells of bread being baked and immediately was reminded of home. I was glad that one constant would be the tradition of baking bread at the start of the week. I was a little disappointed that when I reached my new home, I couldn't smell anything wafting out from the windows. I soon discovered that this is because my housemates are all elementals and elementkin, so don't really need to eat. I was greeted by a Ace, a very neatly dressed cosmic elemental, and Bismuth, a wind elemental who was full of energy and barely stood still. They welcomed me in and even humoured me when I suggested we bake some bread!

Luckily, despite not eating, my housemates had thought to stock up on basic supplies, so I did my best to remember the Marshmeadow family recipe and we got to work. Baking bread is slow process anyway, but things took a little longer as Bismuth kept getting distracted by all the ingredients and utensils in the kitchen. Eventually he decided to go and tend to the garden outside, which I think (kindly, I hope) was for the best. Ace is incredibly organised, maybe a little moreso than we needed, we spent a lot of time measuring everything twice and double-checking the steps of the recipe. That said, while we waited on the dough, we chatted about our interests and I found out that they're really into astronomy. My scientific interests run more towards magicology of course, but I've read up on the impact of the stars on magic, so we had plenty to talk about.

We ended the day with lots of tasty bread, so much in fact that I think I'll take some to our neighbours in Eclipse House tomorrow morning. I made good progress getting to know Ace, and Bismuth was around to flit in and out of the conversations too. After this, I'll write a letter to my younger sibling Clover back in Grassdale. I hope he's doing well and that Egg Highwall isn't being too much of a nuisance. I remember Egg being very enthusiastic but also so very loud. I love how in our Halls of Knowledge we witches shared space with a wizard. I just wish he'd been a bit less eager to boast about "wizardry's superior magical potential." Ah well, if all else fails I can maybe petition the Mayor for permission for Clover to join me here, though I guess he'd be assigned to a different house. I wonder how that will be we've always been Marshmeadows together, but I guess I'm already leaving that behind so why shouldn't he do that to?

2nd Tillsoil, Year of Migration

Promise

  • Take a tour of Little Plains with a neighbour (simple, laid back, 1 box).

Today is friends day so I started by waking up early, grabbing a quick breakfast roll, and then making a basket of breads to take to my new neighbours. As I was doing the latter, I met another housemate; a tall wood elemental in a high-necked blouse and ankle-length skirt who introduced herself as Nimbus. We didn't have a lot of time to chat, she had to get to work in Halls of Knowledge, but I should talk to her about potential part-time jobs sometime. Anyway, I went next door to Eclipse House and introduced myself.

Trying it's best to make a good first impression (heart): 4 + 2 = 6 vs. 3 & 8. Weak hit. Time passes = 1.

I met Lily Eclipse, a young dwarf with striking pink streaks in her blonde hair. I think I made a good impression, or at least I hope so. To be honest most of our conversation was her talking about Frappe Waters, apparently he works with animals at Greenview Farm and (in Lily's words) is dreamy. 

Trying it's best to politely get back on topic (heart): 5 + 2 = 7 vs. 1 & 3. Weak hit. Strong hit.

I managed to slowly prise the conversation away from him and suggested we might go for a walk together. Lily jumped at the chance, eager to take us past the farm and maybe get to see Frappe, so I decided to build on the enthusiasm and get going. We don't see Frappe but as we reach the edge of Jade Waters we do see the tall person in black, still stood on the pier, still under their umbrella.

Trying it's best to make find out who that is (heart): 6 + 2 = 8 vs. 5 & 7. Weak hit. Time passes = 2.

Lily explained that the ferryman is Elm Flood, a vampire (hence the umbrella on a clear day), and the he takes people to and from the Island of Blessings. I wanted to ask more about him, but Lily got distracted telling me about her sister Etoile who tends to the grounds of the shrine on the island, and about Elm's sibling Broom who tends to the shrine. I did however learn that Broom is an accomplished sun magician, so they might be someone to chat with later.

Trying it's best to make good time travelling around the lake edge (edge): 6 + 1 = 7 vs. 4 & 10. Weak hit. Time passes = 3.

The ferry only goes to and from the island so we had to make the journey around the lake on foot. It wasn't bad, most of the snow had melted and the rain was holding off. We chatted as we went, sharing our love of jewellery and how much fun it can be to find a new piece and wonder who we'd feel like when we wore it. I like Lily, she's definitely someone I want to get to know better.

Trying it's best to make good time seeing the rest of the village (edge): 4 + 1 = 5 vs. 2 & 7. Weak hit. Time passes = 4.

We saw the marketplace, which was starting to wind up by the time we reached it. I waved to Bismuth, who was packing up his shoe-mending stall. Lily explained that most of the homes on this side are still empty, but hopefully more people will be coming soon. She told me that the residents of Rest House are very business-oriented and run both the cafe and the spa near the market. We stopped in at the cafe for soup, and then we made our way back homes to sleep.

3rd Tillsoil, Year of Migration

Promise

  • Get a part-time job (complicated, laid back - 2 boxes)

Today was Soup day and since my housemates don't eat it's normally a day they spend working on their hobbies. I was hoping to convince either Nimbus or Pollux to tell me about the Halls of Wisdom, but apparently they prefer to spend their days off playing sports so were already out by the time I got up. Bismuth had decided to join them, so it was just Ace and me for the day it seemed. Luckily Ace is a keen amateur astronomer, perhaps an appropriate choice for a cosmic elemental, so I decided to ask if they'd take me to the Halls.

Trying it's best to convince Ace to let it tag along (charm): 4 + 1 = 5 vs. 1 & 7. Weak hit. Time passes = 1.

It took some time, in part because Ace is very particular about... well seemingly everything. Eventually they were happy that their choice of tie was suitably consistent with their socks, had carefully packed their notebooks and pencils into their briefcase, and we were ready to go to the Halls of Wisdom. The Halls are a very grand building made of green marble, with narrow windows and tall pillars along the front. Ace took me through the tall, arched doors and into the foyer where we met our first fellow knowledge-seeker.

Trying it's best to avoid colliding with Chanterelle Star (edge): 1 + 1 = 2 vs. 1 & 8. Weak hit. Time passes = 2.

A wild-looking rhino in a leather jacket and a fedora was bustling towards the exit at a breakneck pace and we were very nearly caught in a one-person stampede. After they were out and thundering down the path, Ace explained that we'd just me Chanterelle Star, the village's resident archaeologist. It was always so much happier out doing fieldwork and it made sure that it's trips to the Halls were brief. We talked as we made our way upstairs, passing the classrooms on they way. A short, plump wood elf in a bow tie and vest was practising a lesson in one of the rooms.

Trying it's best to follow along with the lecture (wits): 1 + 3 + 1 (science) = 5 vs. 1 & 7. Weak hit. Time passes = 3.

Ace went on, keen to keep to their schedule, but I stopped and was so caught up listening to the lecture that I took in the whole thing! Afterwards I introduced myself to Bolita Flood, a biology teacher, who had been preparing her lesson plan for her upcoming classes. We ended up comparing notes on our observations of healing magic, neither of us practices, but had enough to talk about that we spent a pleasant chunk of time on the matter.

Trying it's best to demonstrate a theoretical medical spell (shadow): 4 + 2 + 1 (first-aid) = 7 vs. 5 & 5. Strong hit.

I'm still quite limited in my practical magic, but with Bolita's collaboration I was able to perform a very simple spell to clean and disinfect the surfaces in the classroom! Bolita was impressed and even suggested that I might assist her in teaching some of her classes. I was honoured and humbled by the offer and said that I'd be more than happy to do what I can. We agreed to chat more later, and I decided to explore the Halls more.

Trying it's best to explore the Halls without getting lost (edge): 4 + 1 = 5 vs. 4 & 7. Weak hit. Time passes = 4.

In the small, but very cosy, library, I met Puppy Star, an owl with a penchant for cardigans and pleated skirts. It had several books on mine engineering open on a table, but had been distracted by the flowers in a vase on a side table. When I came in it was busy rearranging them into a more pleasing display, when it was done we chatted for a while. Eventually Ace stopped by to check in on me and I realised that it was early evening! I'd had so much fun that I'd lost track of time. I said my goodbyes to Puppy and Bolita, and then Ace and I made our way back to Dream House.

Promises

  • Help housemates with doing chores (simple, laid back - 1 box) COMPLETE
  • Take a tour of Little Plains with a neighbour (simple, laid back - 1 box) COMPLETE
  • Get a part-time job (complicated, laid back - 2 boxes) IN PROGRESS (5/8)

Monday, 16 September 2024

The Four Cities 4. The Ash Blanks

A series played using Palimpsest. This post is published under the CC-BY-SA-4.0 licence.

City 4: The Ash Blanks

Descriptors: Arcane, Compact, Decaying, Hierarchical.

Concept: A junta of battle mages ruling from the central, intact, core of a war-torn city.
 
Flaw: Cruelty; they mistreated their subjects and eventually were overthrown.

Lenses: Wild magic, Public health, Warmongering, the Subjugated.

Epoch 1

Keystone: Is the rule of law present?

Wild magic: In isolated pockets, the laws of reality are malleable and unreliable.

Public health: Access to food and clean water is tightly controlled. Otherwise laws are lax.

Warmongering: Martial law is in effect throughout the core. Anarchy reigns outside.

The Subjugated: Obedience is expected in all things. Disobedience is severely punished.

Flashpoint: The city’s stability is balance on a knifepoint.

Epoch 2

Keystone: What is beautiful here?

Wild magic: [R] The Crystal Array shimmers and emits fluctuating waves.

Public health: [R] The Private Gardens of the elite are oases of green in the ruins.

Warmongering: Martial discipline preserves a bastion of order among the wider chaos.

The Subjugated: [R] Dissidents meet in the shell of the Oubliette Tower to plot liberation. 

Flashpoint: Martial law protects only the elite, the poor suffer.

Epoch 3

Keystone: How have we changed?

Wild magic: [R] The old gods send blessings to those who feed the Stone Circle.

Public health: [R] Automata Schematics are found and fuel a trend of augmentations for the arcane elite.

Warmongering: [R] Stolen Wealth is discovered in the ruins, funding mercenary raiders.

The Subjugated: Oracle cults have begun to form, offering hope to the masses.

Flashpoint: Old faith and old science fight for dominance.

Epoch 4

Keystone:What have we discovered?

Wild magic: Wild sorcerers gather in secret to work against the ruling hierarchy of mages.

Public health: A plague devastates the camps outside the core. The elite fear infection.

Warmongering: The secret police uncover increasing numbers of rebel plots and sorceries.

The Subjugated: Oracles cults preach the fall of the ruling elite and the liberation of the city.

Flashpoint: The elite are overthrown and sorcerer-priests reign.

Downfall

Ancient gods and wild sorcery consume the city. Knowledge and culture are sacrificed to on the altar of ecstatic liberation, ancestor worship, and divinatory practices.

Remnants

The Stone Circle where blood was shed in ancient rites at the centre of the burial grounds which have been studied and preserved that the ancient gods have returned to.

The Oubliette Tower where dissidents are imprisoned the historical archives are stored and sealed rebel sorcerers plot revolt.

The Crystal Array that harnesses the aetheric currents that power the city has been isolated and preserved pulses with surges of wild magic.

The Ossuary Eternal where the dead are given voices that has been repurposed for secular use.

The Automata Schematics which have been locked away in a vault discovered and used to augment the elite.

The Private Gardens where nature flourishes in peace and solitude.

Monday, 9 September 2024

The Four Cities 3. Neo-Arcadia

A series played using Palimpsest. This post is published under the CC-BY-SA-4.0 licence.

City 3: Neo-Arcadia

Descriptors: Arcane, Ethereal, Prosperous, Sepulchral.

Concept: Mystics seeking lost ruins for scraps of otherworldly lore to sell for profit.
 
Flaw: Avarice; they put profit above risk and took foolhardy chances that ultimately felled them.

Lenses: Inspiration, Merchants, Archaeologists, Wealth

Epoch 1

Keystone: What is of value here?

Inspiration: The lore of at least one lost civilisation can be mined for new insights and products.

Merchants: A foothold in new lands means access to new markets.

Archaeologists: The ruins and artefacts we can recover. Knowledge is the true value here.

Wealth: Everything here will be assessed, valued, and made into profit. No exceptions.

Flashpoint: The city was only ever seen as a resource to exploit.

Epoch 2

Keystone: What have we discovered?

Inspiration: [R] Ossuary Eternal is uncovered and becomes a space for meditation.

Merchants: [R] Crystal Array is stripped for metals. A mana overload quietly builds.

Archaeologists: [R] The Stone Circle and burial ground teach us about funerary practices.

Wealth: [R] Oubliette Tower’s records hold no value, the tower is sealed.

Flashpoint: The treasures of the past were mercilessly looted.

Epoch 3

Keystone: What price have we paid?

Inspiration: Our dreams are haunted by visions of angry ghosts who want their revenge.

Merchants: Start-up costs which have been recovered with vast amounts of interest.

Archaeologists: Preservation of the burial site came at the cost of many further excavations.

Wealth: Random equipment loss and failure occurs. No source can be found.

Flashpoint: The city begins to feel the first stages of its haunting.

Epoch 4

Keystone: What will we preserve?

Inspiration: [R] Sleepwalkers breach the sealed Oubliette Tower. No bodies are ever found.

Merchants: [R] We bury our Stolen Treasures for our children to one day recover.

Archaeologists: [R] We place the Crystal Array in our finest museum for preservation.

Wealth: [R] We discover Automata Schematics from an ancient vault and file them away. 

Flashpoint: Riots among the poor as the rich save themselves.

Downfall

The city becomes too tempting a target for invaders and is laid siege to. The rich flee, leaving the poor to become the servants of the invaders. After a short conflict of mere months, the city defences fall to the invading army.

Remnants

The Stone Circle where blood was shed in ancient rites at the centre of the burial grounds which have been studied and preserved.

The Oubliette Tower where dissidents are imprisoned the historical archives are stored and sealed.

The Crystal Array that harnesses the aetheric currents that power the city has been isolated and preserved.

The Ossuary Eternal where the dead are given voices that has been repurposed for secular use.

The Automata Schematics which have been locked away in a vault.

Monday, 2 September 2024

The Four Cities 2. Slagate Refuge

A series played using Palimpsest. This post is published under the CC-BY-SA-4.0 licence.

City 2: Slagate Refuge

Descriptors: Ancient, Hopeful, Mundane, Sepulchral.

Concept: A growing community of exiled nomads looking for a place to end their days.
 
Flaw: Fatalism; when the end came they accepted it without resistance.

Lenses: Remembrancers, Grief, Veterans, the Dead.

Epoch 1

Keystone: What drew us here?

Remembrancers: Needing to store the scrolls of dead names for future generations to preserve.

Grief: [R] The Stone Circle is the focus of a growing array of burial plots.

Veterans: Wanting a place to rest, to lay down arms and try to find peace.

The Dead: Reliquaries of bones and scrolls of names. Blood and memories in the living.

Flashpoint: Homes and sanitation were low priority, disease spread.

Epoch 2

Keystone: How have we changed?

Remembrancers: [R] Oubliette Tower is now a vast archive of our histories. We look in awe.

Grief: We have time and space to grieve. We build memorials and perform our rites.

Veterans: We forge tools, instead of weapons. We march in pride, not toward death.

The Dead: Our numbers grow but at a gradually slower rate. The living speak to us.

Flashpoint: A growing ancestral cult takes root, progress stalls.

Epoch 3

Keystone: What goals do we pursue?

Remembrancers: A full record of our histories so that we will never be forgotten.

Grief: Honouring the dead to be sure they are always present in our lives.

Veterans: Forgetting what we had to do to survive. Preventing future conflicts.

The Dead: For a second chance at life so that we can experience all that was stolen from us.

Flashpoint: Stasis continues, the focus shifts to the past.

Epoch 4

Keystone: Is necromancy the future?

Remembrancers: The past shouldn’t be just memories, we should try to restore our dead to life.

Grief: Grief is natural process. We should not seek to prolong or deny it.

Veterans: Making tools of the dead is only a short step away from making them weapons.

The Dead: [R] Ossuary Eternal where the first words were spoken by the dead.

Flashpoint: Division leads to conflict and eventual civil unrest.

Downfall

The living underclass, subject to disease and other risks not prioritised by the necrarchy, slowing wane in number until finally there are none left. The city is shunned for centuries and much of it sinks into the swamp.

Remnants

The Stone Circle where blood was shed in ancient rites at the centre of the burial grounds.

The Oubliette Tower where dissidents are imprisoned the historical archives are stored.

The Crystal Array that harnesses the aetheric currents that power the city.

The Ossuary Eternal where the dead are given voices.