The nephesh of the Grey Moon sees coming the end of a vast cosmic cycle, and a series of Aeonian plots converge.

Arcs:
1. Beyond Reach:
The Grey Moon nephesh witnesses the coming shift in cycles, and she calls upon her night gaunt servants to prepare her most secret temple. Players would be night gaunts traveling through the dark side of the Grey Moon to the Foreverpoint. Connects to Conflicting Visions.

PCs:

2. Temporal Warfare:
Iqnacia, the Queen of Hours, plots to wield the power of the upcoming Configuration (the cycle-ending that the Grey Moon predicts) to become an equal to her husband, the God of Hours. She finds herself in a political game of chrononautic warfare with Avan-Dar, Prince of Lost Zeronys, who has sent his agents into the timestream to disrupt the Configuration. Players would be Iqnacia's chrononautic followers jumping through time to stop the Zeronysians.

PCs:

3. Lost Kyel:
On the Green Moon, the Champion of the Star God sees the same signs of Configuration in the stars, and he seeks to use it to return to his distant home world. Players would be Green Moon-dwelling Servitors of the Champion who seek the last pieces of his destroyed ship.

PCs:

Vignette: A battle between asterians and lunarians in deep space is affected by the approach of the Configuation.

4. The Mines:
In the vast asteroid belt, many things have been lost, some intentionally so. In one of the many mines now operating in the asteroids, a group of miners finds the Obiefune sword Aeonian's Bane. Seeing its danger, the miners stop working while they sort out what to do with it. They are quickly betrayed, and word leaks out. Players would be agents of and/or different Aeonians working together to capture or acquire the sword and destroy it.

PCs:

5. Stellar Deep:
At the edges of the solar system, a remote space station orbits the sun. It serves as a waystation to those traveling beyond. It has gates to other realms, supplies, and places to rest and relax. It also has brilliant hyperphysicists experimenting on impossible technologies. Players would be a group of hyperphysicists testing a device that will complicate the Configuation.

PCs:

6. Sealed Path:
In The Seams, an Aeonian of great power has been using ethereal energy to seal paths together, trapping people in pocket dimensions. Players would be other Aeonians seeking to stop this.

PCs:

Vignette: The continental elemental of Gyrah steadies themselves as the Configuration begins.

7. Court Intrigue:
What was discovered in the Seams and the asteroids explodes through the Aeonian Courts, creating a furor that has major ripples through all Pantheons. Players would be Aeonians within a single Pantheon (but not Court) working together to foil the plans of another group. This is intentionally vague for the time being, but it involves Mythical Planes. Connects to Golden Sun, Gossamer Intrigue, Hood and Veil, Indigo and Jasper, Kyriarchy, Branches, Holy Matrix, and others potentially.

8. The Red Planet:
On Avagen, crystalline civilizations thrive amidst chaos. In the strange cities of the distant world, great powers are common and alien technologies ubiquitous. Players would be a collection of Avagenians and Aeonians working together to harness the power of the Configuration, which has finally begun, to open a gate to a Mythical Plane. Connects to Conflicting Visions.

PCs:

9. Detritus:
In order to harness the power of the Configuration, another group of Aeonians has gone into the Great Beyond to find detritus from lost or impossible realms, specifically something from a Mythical Plane, that they can use to open a gate. Players would be those Aeonians.

PCs:

10. Infinite Length:
The Lever of Infinite Length is a Gift that functions only in the emptiness of space, used by a spaceship known as the Cerulean Stag to move celestial bodies. After the ship attempts to disrupt the Configuration, the planetary and lunar nephesh throughout the solar system send agents to either control or destroy the ship. Players would be agents of one of the nephesh seeking to either control or destroy the ship and the Gift.

PCs:

Vignette: A primordial dragon swallows a star and nearly breaks the Configuration.

11. Sons of Shem:
On Shem, the six Sons of Shem have come back to visit their mother during the Configuration, and she tasks them with finally settling down into nearby worlds and choosing proper forms. Players would be agents of Mother Shem bearing fragments of her Name to a distant proto-planet in order to help her Sons form worlds--and empower the Configuration. Connects to Branches.

PCs:

12. Rumors:
Rumors of the Mythical Plane in question have driven a small group of Aeonians to find the Path to said Plane in the Eternal City to settle once and for all the truth. Building on information from previous sessions, they would venture into the empty Eternal City.

PCs:

Vignette: Kyel'Ennasrion watches Shem closely.

Conflicting Visions | Kyriarchy | Golden Sun | Fivefold Path | Holy Matrix | Autumnal Equinox | Aeonian Configuration | Black Velvet | The Old Stories | War of Daggers | The Frontier | Branches | Veil and Hood | Indigo and Jasper | Citizenship | Gossamer Intrigue | Setting

This topic: Shem > Campaigns > Transitions > TheCoalesce > AeonianConfiguration
Topic revision: 29 Jan 2017, SallyJaneBlack
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