In these moments between Shems, the other planets have significant events occurring that must be sorted and affected. Shems are denoted 1, 2, or 3:
  1. Avagenian Rituals: A delothian mystic performs a ritual that goes wrong with the Fragmentation of time, causing the world of Avagen to revert to a Divinity. Players must prevent the failure of the ritual.
  2. Colosian Magma: A bituoni explorer (from between 2 and 3) crash lands on Colos and must repair their ship with metals in the magma flats while at the same time, an iamiar (from between 1 and 2) finds theirself on the ship somehow, sealed in the engines. Players would have to help them all escape and sort them into their own times.
  3. Ice of Ane: A gwiazda wyrder (from between 2 and 3) and a tianguanean sailor (from after 3) meet on Ane to trade two incredibly powerful esoteric objects. Players would be there to steal the objects, which both can control space and time, then sort the moments.
  4. Swords of Behial: On Behial, a band of scythax warriors (from between 1 and 2) fight with Asshur, one of the Sons of Shem (from before 1). Players would have to help them incapacitate him without killing him, then collect all of their swords and hide them (in time), including Asshur's incredibly heavy and powerful sword, and sort the moments.
  5. Crystals of Unim: A juldizi arcanist seeking to learn great mysteries goes to Unim to speak to the nelemerene (all from between 2 and 3). Players would need to survive on Unim long enough to overhear the secrets to nullify their power, then sort the moments.
  6. Lighting of Jahur: On Jahur, the verethir (from before 1) and a group of najim scientists (from between 2 and 3) hunker down during a horrifying storm, tensely trading tales and seeing if they can trust one another. Players would need to see to it none of them survive and the moments are erased.
  7. Nets of Mytoth: A spaceship must hide among the net-like storms on Mytoth, avoiding the ha'ull ships (from between 2 and 3) and asterian ships (from between 1 and 2) hinting them. The hiding ship has a variety of beings of all sorts of alien and Shemmish nations, refugees from between the iterations of Shem. Players must help the ha'ull find them and prevent the asterians from finding them.
  8. The Great Stone Giant: Three saiphan colonies (from before 1) on Kruurach must be destroyed by the players to prevent the conquest of the solar system by these great warriors.
  9. Rings of Thurudrill: Among the rings of Thurudrill, the llassar (from before 1) and izarri (from between 2 and 3) are at war over a special mystical vessel called a round-soul-star (or nursirith). Players would pick a side (any side) and help them win, then sort the moments.
  10. Journey Through Asteroids: The kokeb cities in the asteroids must survive without connection to Shem for a long time between Second and Third Shems. Players must bring them objects from each Shem (First, Second, and Third) to provide them extended life.
  11. Agonies of Inoxuil: A clone of Rochar the Red (from 1) survives on Inoxuil with the inoxans (from after 3). Players must find him and kill him, then sort the moments.
  12. Twelve Moon Conflations: A dozen moments from the three moons of Shem, which are adrift without the world temporarily, must be sorted, as they are all mixed together.
  13. Moons of Weptaram: A group of kenes (between 1 and 2), a group of nezasterians (between 2 and 3), and a group of quartz dragons (before 1) among the moons of Weptaram are trying to rebuild a super computer that must be destroyed by the players before they sort the moments.
  14. The Missing Twin: The Death of Magic was followed by the complete destruction of Ruiz. Its destruction is shifted to after Second Shem when time Fragments. Players must move the apocalypse of Ruiz back to its correct time and defeat but not kill the Deceiver, who moved it, and defeat and kill Sister Ruiz, the nephesh infused with a False Name who created this false world.
  15. Elven Stars: The Kyel stars send their logoses to the place where Shem was after Second Shem, but when they get there, they end up after First Shem, after Second Shem, and after Third Shem, facing the Ruiner and his armies. Players would have to sort the moments and help the logoses defeat the remnants of the Eschatonic Armies.
  16. The Inidijirian Fleet: An asterian fleet in deep space meets with a rigelian fleet and a nibirun fleet from different parts of time unconnected to Shem. Players would have to sort the moments and return the asterian fleet to the solar system without breaking their connection to time (which is very fragile).
Players must collect many things to survive in these moments.
Topic revision: r3 - 10 Nov 2021, SallyJaneBlack
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