A root of the World Tree has a crack in it. The Keepers of the Worls Tree tend its roots and branches, and they send out their representatives to help build a Patch made of aetherial energies, finding specific needs, sometimes in unexpected places. In each session, players can also play the Keeper or their companions, who carries a branch of the World Tree (a quarterstaff). In any given session, a local character can choose to become a companion of the Keeper going forward.

Arcs:
1. Cracked:
Deep beneath the surface of the world, amongst the Roots of the World Tree, those who tend them find a major crack has formed along an important line. Players would be subterranean figures who tend the Roots who seek answers to how it cracked.

PCs:

2. Forest Grove:
The druids of Berellia are masters of aetherial powers. A small group of them is consulted by a Keeper of the Tree and chooses to undergo a quest to use their greenlight aether to create a piece of the Patch needed to fix it. Players would be those druids, the Keeper, or a companion of the Keeper.

PCs:

3. Chittering Horde:
In Pangroth, beneath the world, the borers live nomadic lives. One of the tribes is a tribe of inscriptors who use their bestial aether powers to herd subterranean creatures. They are approached by a Keeper of the Tree to help craft part of the Patch. Players would be borers, and at least one would be an inscriptor. Keeper and companions also playable.

PCs:

4. Teemot Village:
In the branches of the Tree, Teemot Village is a small town where various beings dwell high above the world. The elders of Teemot are among the most knowledgeable about the lore of the Tree, and the Keepers send a messenger to them. The elders call upon a handful of villagers to collect what the Keepers need from the Tree. Players would be those villagers. Keeper and companions also playable.

PCs:

Vignette: The crack in the tree causes an earthquake in Tara'hin. Connects Golden Sun.

5. Heat Resistance:
In Yaamnach, the heat is significant, and the locals are all beings whose powers derive from it or protect them from it. Deep below the world, this cavernous nation is also home to huge deposits of vulcanium. One of the ancient Obiefune swords, made of vulcanium, is a local treasure that the Keepers say they need for the Patch. Players would be Yaamnachi folks who use the sword in ceremonies of their own, taking it into the caves to prepare it. Each character would have a specific ceremony they use it for, giving it a specific use for them. Keeper and companions also playable.

PCs:

6. Falcon's Eyes:
The yankiir of Aeridan are hailed by a Keeper seeking their help with the Patch, which will be too heavy to lift when complete. In order to make it movable, the Keeper seeks their help in creating a special tool that will surround it with air and make it float. Players would be yankiir and other avians and talking birds who help the Keeper design an aetherial device. Keeper and companions also playable.

PCs:

7. Onyx Mines:
In Wyloh-Haaf, the onyx dwarves have built a massive nation of locks and keys. Their gated society is known both for its deeply religious attention to detail and symbolism and for its ornate funeral rites. During one of their funeral rites, they dug a burial chamber that opened to a pocket below the world filled with uranium. A Keeper has arrived to acquire this for the Patch. Players would be onyx dwarves and other Key followers who are carrying the body to a new burial chamber, deep underground, through a series of locked chambers where certain dangerous spirits dwell, as is required by their faith when a chamber is disturbed. Keeper and companions also playable.

PCs:

Vignette: The crack in the roots causes a powerful green child leader to fall ill. Connects to Indigo and Jasper.

8. Elemental Gate:
In the branches of the world tree, there is a gateway to the Elemental Demesne. It is guarded by a Keeper who wields the Gifted Viridian Shield. The root-Keepers and the branch-Keepers are not quite rivals, but there is some tension between them. When the root-Keepers come seeking use of the Shield, they are required to enter the Elemental Gate. In the Elemental Demesne, sometimes, elementals are corrupted by msawhat that seeps in through gates, making the area around a gate the most dangerous place in the Demesne in some ways. The root-Keeper and the branch-Keeper that entered both are immediately captured by a rogue floral elemental. Players would be Shemmish greater elementals sent in to rescue the Keepers and the Shield.

Greater elementals represent notable biomes, regions, or examples of terrain or a specific element. Players would not play oceans or continents in this, but medium to large lakes, large caverns, medium to large mountains (but not ranges), medium to large deserts (but not the most famous examples), medium to long rivers, large forests, smaller species elementals (not "felidae" but maybe "Lynx rufus"), not fundamental forces but maybe specific reactions, not seasons but certain weather patterns, large storms, lesser named winds (not Boreas but Thrsacias), specific asteroids (not moons, planets, or stars), comets, mines, volcanoes, tundra flats, snowstorms, harbors, wetlands, etc. Most greater fire elementals have no specific names, being such temporary beings. No temporal elementals allowed. Tjos session, the Keeper and companions would be imprisoned and not playable. Multiple possible connecting games.

PCs:

9. The Work:
In Dohallam, the nourim are dedicated to their work, and they have uncovered in their digging a massive room where a source of white tiger metal can be found. A Keeper has arrived to attempt to acquire this vein of powerful metal for the Patch, but in doing so, accidentally cause a cave-in. Players would be the Keeper, companions, and nourim working to save the miners.

PCs:

10. Stonefire:
Deep, deep below the surface of the world, the nation Rhabradh is home to a society that lives in unbearable heat by dint of earthpower aether. Vast engines of earthpower create venting systems and control the temperature. Rhabradh was founded by a group of dwarves and gnomes, but is home to beings from all over the Subterra and some from the surface. The Keeper has come for their help in finishing the Patch. Players would be mastes of earthpower and/or the Keeper and companions who must carry the Patch past the edge of the engines into the ocean of lava, safely, and get past dangers there to a source of raw earthpower beneath the surface of magma.

PCs:

Vignette: An agent of Srisia kills an agent of the Filthmonger who is in position to sabotage the Patch. Connects to Gossamer Intrigue.

11. High Branch:
Above the atmosphere, where the highest branches of the World Tree are, most of the beings are strange and powerful that live there in a city known as Leptofyllo. Once the Patch is complete, the Keeper and companions must go to the top of the Tree to Leptofyllo and meet the Simurgh Manifest, who will grant them each a boon that will allow them to place the Patch. Players would be the Keeper, companions, and a newcomer from Leptofyllo (one player must play a newcomer) attempting to reach the highest branches. After the boons are given, these same players would then travel down and Patch the crack.

PCs:

12. The Name of the World:
In patching the crack in the roots, the Keeper and companions are elevated into the Tree's soul, where they witness the Name of the World, each getting to protect something or someone important to them from the Advent of Chaos. Connect Conflicting Visions.

PCs:

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 > Branches
Topic revision: 05 Feb 2017, SallyJaneBlack
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