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An Artist's Antique 6 days before the vault. Sebastiane Fontaine wins a most unusual box in a game of cards. Its previous caretaker, a local underworld figure named Landers, is obviously agitated and leaves quickly. Hours later, at Fontaine’s bar The Dockside Doxie, a small group of assassins tries to steal the box and kill Seb. Seb’s crew stop the rice row gang members and recover the box. Seb suspects that the box has secrets, and tasks his crew to figure out more.
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The Key 3 days after the vault. The city trembles. After The Artist’s crime spree, especially the burning of The Crown’s secret submarine base, the magistrate has locked the city down. Watch patrols are bolstered by the militia, and all ships coming into the ports are being impounded. An improbable group of allies find each other in their common goal of getting away from their past. Rumors of war to the east darken conversations, and all citizens warily watch the papers for news.
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Unfamiliar Skies 2 months after the vault. The Eastern front is holding, but peace in The City is uneasy. A series of terrorist attacks on important Crown targets spurs an investigation into a mysterious underground group known as the Abyssal Merchants. Their local leader, Mason, is thwarted in his attempts to open a portal to another worth powered by fearsome blood magic.
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The Jewel of the East 5 months after the vault. A harsh winter has set in across Eastern Europe.
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A Forest of Secrets 21 years after the vault new mysteries are unearthed half a world away.
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Distant Waves 29 years after the vault. The free steam-ship Hereford departs for the New World. After stopovers among the great cities of the Jailed Sea to fill its holds, the ship leaves the quiet water for a 1 month voyage across the great ocean. The passengers are an eclectic mix; artists pinching pennies mingle with rising political officers hoping holding office among the colonies will help their rise to power. In deeper holds ex-soldiers and mercenaries roll dice and down cheap spirits to pass their days.
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Wellspring Three unwitting accomplices trek deep into the Old Woods of the western isle following rumors of a wellspring of vitality. One among them knows their goal, but are his motives actually his own? Follow this rag tag crew as they uncover the truth behind their mission and dive deep into their shadowy pasts.
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Privateers The crew of the free ship Ch’Aska / Kasirga / Our Lady Tapana / Gaoth are drawn into international intrigue while on a normal bounty hunting job. Who is their mysterious target? Why has she deserted The Crown? These privateers investigate while the surrounding territories are on the verge of war. This game ran a few sessions before being cut short by the pandemic. Its initial notes are preserved below.
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Tommy's Midges Criminal boss Thomas Caraway A.K.A. Tommy the Midge has disappeared, leaving behind his consiglieri Roy and a small group of dedicated underlings. They must search the Dannofer dockside for clues, ultimately discovering a sinister conspiracy, strange love triangle, and corruption in government! All subpages are raw notes.
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Penny for your Dreams A contest by ellusive benefactors. A magical train. An adventure the likess you’ve never seen! Join the players on a voyage into the deepest realms of their psyche, learn about The Crown’s interdimenional surveilance network, see facets of history as-of-yet unrevealed.
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The Redolence of Empire Revolution is brewing in the North. An extraordinary winter drives tribes from their traditional homes. War in the East distracts The Crown’s forces. Into this tinderbox, a small group wades, aiming to free their home city of Summer’s Breath from its occupiers. Can they succeed in carving out a niche for themselves or will their efforts aid in the destabilization of the entire region?
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An Oft-Remembered Day The High Abbey has announced it shall hold a Grand Jubilee in celebration of the Holy Empire’s recent successes. It is to be held all across Albioch for two straight weeks, including a special ceremonial address by The Judgement at its midpoint. Travelers descend from all across the isles to partake. Could there be a better time for some high crime and larceny?
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Zehra & the Ergonauts “الى اطراف الارض / to the ends of the earth” – Mandate of the Ardakanian Adventure Racing Company. The final leg of this season’s Grand Adventure Race is upon us. After months of preparation, teams from across the world descend on the Great Northern Erg to risk their reputations—and their very lives—for a chance at being crowned the best racers in the world. Their trip will take them across countless miles of sand; fighting against grueling heat, scouring winds, shifting waypoints, and more unknown obstacles. The depths of the erg hide centuries-lost ruins and their forgotten secrets. Will the crew of the Kingfisher have what it takes?
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The Runts of Russel Hall Children at a mysterious and remote boarding school seek to unearth the origins of their home.
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An Ill-Remembered Past When Osnaburg burned, the conflagration took with it the answers to many questions about the mysterious Teutarch state. Years later, an answer to this conundrum has been found and a team of Crown Intelligence operatives plumbs the past for clues.
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Petals & Fangs Its a game! In the east! I’ll write more!