HomeBehind the VeilNext Session — Session 0

GM Note

Next Session — Session 0

Behind the Veil — GM material. Spoilers and prep. Players of the Drylands, turn back.

SET decided · SOURCE verified in the frame material · YOURS GM invention · OPEN undecided · NOTE caution

Agenda

  1. The four player principles, read at the table.
  2. Session 0 Character Questions — seven questions, each player answers.
  3. Communities / Ancestries / Classes — the Drylands-specific notes for whatever the table picks.
  4. Magic users: the three essentia questions — profanity or not, raw crystal or cell, and how they resupply.
  5. Steeds — everyone picks a mount. SOURCE It changes no mechanics unless a feature says so.

Temperance Blacksand — owed at Session 0

SET Built through character creation; sheet is on their page. Three sets of answers are deliberately unanswered until the table.

  • Guardian background questions. Who from their community did they fail to protect, and why do they still think of them? What have they been tasked with protecting and delivering somewhere dangerous, and where does it need to go? What aspect of themselves do they consider a weakness, and how has it affected them?
  • Session 0 character questions. All seven — see Session 0 Character Questions. Question three (what the rising took from them) is the one that becomes their first thread.
  • Connections. All three, and they need the rest of the posse to exist first.

To decide in session

OPEN Opening outpost. The frame gives seven: Wyllin's Gulch, The Cinderline, Havalaugh, The Iron Kettle, Pryor, Defiance, Left Luck Outpost.

OPEN Party connections — who knew whom before the first colossus rose.

OPEN What each character lost to the rising, per question three. These become the campaign's first threads.

Safety and tone

OPEN Lines and veils. The frame's register is apocalyptic: towns packed up overnight, millions of lives spent on mines, a god who intends to flood the world with the blood of other gods.