So before the next campaign, I want to run a few one-offs to give potential players a chance to see how things are. Here's my current thoughts:
# "Children of the Unicorn," a session in which all players are faeries, trying to outwit an unseelie magician who is trying to bind the Unicorn. Set during the Age of Mantles, Epoch of the Indigo Mantle, aka the Age of Dreams. Faeries rule Shem.
# "
The Resistance," a session in which players are either all void-aligned resistance fighters or all magic-users. The setting will be Age of Mantles, Epoch of the Azure Mantle, aka the Age of Magic. Shem's magic is much stronger in this period, and the void-aligned are persecuted.
# "
The Metanet," a session in which the players are all involved with a complicated computer simulation connected to the Gift known as the Infinite Door. A cyber-punk session set in the futuristic Age of Mantles, Epoch of the Glass Mantle, aka the Age of Science. All players would have a Metanet (read: Internet) persona that would be their primary role, but also a rough idea of what their character is like offline.
# "
Treasure of the Matlal Chain," a session in which the players are pirates, rogues, and other swashbuckling types in a pirate adventure story set in the Island Bridge during the Age of Mantles, Epoch of the Matlal Mantle, aka the Age of Adventure. The Age is dominated by narrative forces. Matlal is Aztec for "dark green."
# "Four Puzzles," a session in which the players are contestants in some sort of game show, a team trying to solve 4 puzzles to win a Gift. The puzzles can be deadly, though, and the game might be rigged. Set in the Age of Mantles, Epoch of the Cerise Mantle, aka the Age of Games. The whole world is a giant game board for its Champion.
# "Mortal," a session in which the players are either Guardians of Mortality, Cultists of Blasphemy, Cultists of Contradiction, Mortalists, agnostics, or atheists of some sort. The plot will revolve around a plot by adherents of various religions who seek to capture a Gift being transported to the city of Jesumein. Set in the Dark Age before the Age of the Wounding. The world is at war.
# "Intrigue," a session in which the players are all connected to a political faction in the nation-state of Galdun: the old line nobility, the various revolutionary factions, foreign influences, spies, conspiracies, or others. Players will decide
together before game if they are in one group or multiple groups. The plot would derive from what groups are present. Set 20 years before the Wounds campaign.
I am considering trying a mid-week one-off or two to get things rolling with the potential players.
ConfluenceMine Raid
God's Wounds . Preambles to Wounds . The Sons Of Shem . Sienna Company
Characters . NPCs . Faerie Courts . Viridian Courts . Velour Courts . Vermilion Courts . Fulgent Courts . Alabaster Courts . Sienna Courts . Companies & Criminals . World Leaders . Antagonists . Contestants . Warlocks . Others
Starfall . Mudpie's Ticket . Rosalie Eveline Renoir . Sulfer Mudpie Irongut . Phalaris Prax . Zia . Wactawa Garkora . Sizzerande Dainentes . Ghorim Harblash . Cork . Rufus Crane . Vreite Bulmak
The Seeds . Seeds Chart . Da'sabash Iftidara . Ennasrion Farolan . Rindacsa Coacolina . Anastasia Idhrenides . Lamaera . Khal'maqua Iftidara
The Sons of Shem . Ksenia . Tomas Raneus . Cinead . Arcturus . Jack Rabbit . Sykri . Signe Ravnekrans . Laertes . Eryu Ye . Anafran . Nur'ALya . Jeffrey Gerrard . Dzaglika . Gnamagust
Setting . Maps . Timeline . 1003