On the Other World, a prospector finds a source of the energy known as mashoaab, and a massive rush occurs to the territory in which it is found.
Arcs:
1. The Gold Rush:
The mashoaab is discovered by a prospector. After becoming very rich selling her claim, she sets up a town to take advantage of the oncoming rush. She names it Eureka. It is the waystation nearest the mashoaab, and new prospectors come seeking their path to riches. Players would be new prospectors.
PCs:
2. Opportunists:
A group of investors from Paradise, a big city to the west of Eureka, come to town to analyze opportunities. Many of these investors are conmen, but some are legit. Players would be a small group with big ideas seeking to attract a legit investor.
PCs:
Vignette: Indigenous tribes raid incoming supply trains and try to drive the settlers out.
3. Saloon Fire:
The next town over from Eureka is Morgan's Point, started by a man named Morgan fifteen years before, hoping to be the boomtown Eureka is. Anger over Eureka's success has led several prominent folks in Morgan's Point to plot to destroy Eureka. Agents from Morgan's Point infiltrate Eureka and set fire to the saloon, hoping it will spread. Players would be rudimentary law enforcement in Eureka trying to find the arsonists.
PCs:
4. The Assessor:
The assessor is the man who determines the value of a claim for prospectors looking to buy, sell, trade, etc. His offices are in Rising Star, a town a little further on from Morgan's Point, and he is known to be corrupt. He only comes to Eureka once a month. Players would be prospectors and their allies who have been ripped off by him, trying to expose his corruption.
PCs:
Vignette: Indigenous tribes send emissaries to Eureka to speak with the local authorities to warn them of what they are unleashing.
5. Monsapple Trading Company:
The Monsapple Trading Company has sent a small crew to Wagoner, a town on the edge of the territory. They represent a much more powerful and wealthy set of investors, and while they are known to be hard bargainers and cunning as hell with their contracts, they're also known to be legit. Players would be representatives of Eureka dealing with the Monsapple agents.
PCs:
6. The Train Robbery:
The train runs through White Rock, a bigger city on the far end of the territory, but agents of the railroad are looking to expand to Eureka. The rails are already being laid, and some of the materials out of Eureka are being transported out. Players would be a gang of bandits who seek to rob that train.
PCs:
Vignette: Indigenous tribes sabotage the railroad expansion.
7. Beetles:
Word comes that Chaparral, a town out on the chaparral, has been hit by a beetle-monster horde. Folks from Eureka to Wagoner begin to panic, and signs of the horde are sought. Players would be part of a posse sent to track the horde and warn the next town.
PCs:
8. Father Abyssus:
A traveling fire-and-brimstone preacher comes to Eureka from the town of Grim, a notoriously law-and-order sort of town. Father Abyssus is a narasimha who preaches a strict gospel of deprivation, and this makes him very unpopular in town until a woman claims her child is possessed by demons. Abyssus manages to exorcise the demons from the child, but it seems to cause him some pain. He seeks the aid of local mystics. Players would be those mystics.
PCs:
Vignette: Indigenous tribes face the same shadows and demons that Abyssus faced.
9. Shadows:
The town of Unnamed is a ghost town about thirty miles south of Eureka. A group of travelers flee a bit of trouble on the road and end up holing up in Unnamed, only to find it harbors dark secrets. Players would be the travelers.
PCs:
10. Arrival:
A new town is starting. It's called Salvation, and it is being founded by a strange mix of folks. Something or someone is said to be arriving there soon, and quickly, tensions mount about Salvation's potential to take business from other towns in the area. Players would be townsfolk from other towns in the area, seeking to understand the new settlers as someone or something arrives.
PCs:
Vignette: Indigenous tribes in the area see the war brewing amongst the settlers and take advantage of it.
11. This Town Ain't Big Enough for the Both of Us:
The tensions mount. The territory is about to erupt into outright war. Players would be characters from previous sessions dealing with these tensions.
PCs:
12. Black Sash Posse:
A gang wearing black sashes is the power now in the territory. Players would be characters from previous sessions dealing with this shift.
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