The history of Nimeria, land of myth.
The world unfold out of nothingness, a will to exist sprouting like a blossoming mindflower, immediate in its diversity and brilliance.
Ushman is blinded as part of the theft of logic from the gods.
High Plateau of the Sun
Ushman trapped his brood in a large cave where they slept in the plateau, with a rock of such strength that he could not move it again once his bloodlust and rage had worn off.
Ushman descends from the High Plateau, to draw chaos out of the war-ravaged plains of Nimeria.
Ushman, the city of Nimer, and all the land celebrate 500 years of growing prosperity. Despite this, an assassination is attempted, but fails.
An epoch in the history of Nimeria, led by the martial rulers of the house of Kitarr, with succession passed by regicide.
The house of Kitarr begins an rebellion which ends with them killing the Sphinx rulers and becoming leaders.
The Royal Oasis in the capital city, Nimer
Ushman, looking into the eyes of Daja Kitarr, gave himself fully and ceased to be.
The house of Kitarr extends their rule through the land, encroaching upon the multitude of estates, towns, and myriad polities at the fringes and nooks of Nimeria.
Isa’s hometown, under attack by the Kitarr army
Hashmir, a commander in the Kitarr forces, is attacked by the young Isa who knocks him out.
Adear Loa, self-professed reincarnation of Ushman the Blind, begins roaming the lands, spreading faith and discontent
High Plateau of the Sun
Adear Loa attempts and fails to reach the Peak, crippling his left arm in the process. His mission falling apart around him, despite his crippled state, he slaughters his retinue so that nobody could claim that he didn’t.
Isa assembles discontents of the Kitarr’s dynasty into a small group of bandits.
Isa, and her team of elites, sneaks into the Royal Oasis to take Pila Kitarr as a political hostage.
The Royal Oasis
Isa and Pila are visited by Ut, god of destiny. Upon locking eyes with Ut, Isa slices off Pila’s head, seeing it was her role to make a better world.
Rule by a council isolated from the world itself.
Isa and Hashmir die peacefully together, beloved by all people in Nimeria.
Royal Oasis
The ‘story’ has ended, and the world closes its pages.
🌑◯
1) Big Picture: Pick a concept for your history, no more than a
single sentence.
2) Bookend History: Make start and end Periods.
3) Palette–Add or Ban Ingredients: Each player can add or ban
one thing from the palette. Repeat until a player doesn’t want
to add or ban anything. Feel free to discuss–everyone should
be happy with the Palette.
Group decisions are now over.
4) First Pass: Each player makes a Period or Event, in any order.
Decide who goes first. That player becomes the first lens.
Before you start the next Focus, take a break. Talk about how the game is going, but don’t discuss what you want to have happen later. Keep your ideas to yourself.
MAKING HISTORY
On your turn, make either a Period, Event or Scene:
Period: Place between two Periods. Describe the Period and say
whether it is Light or Dark.
Event: Place inside a Period. Describe the Event and say whether
it is Light or Dark.
Scene: Place inside an Event. Choose whether to play or dictate
the Scene.
What you make must relate to the Focus set by the Lens. Do not
contradict what’s already been said. Do not use anything from the
No column of the Palette.
The Lens is allowed to create two things on each of their turns, so
long as one is inside the other (an Event and a Scene inside it, or a
Period and an Event inside it).
After setup, do not negotiate or discuss as a group (except to decide the Tone after a Scene). Do not ask for suggestions or give suggestions. Keep your ideas close to the vest.
Create clearly and boldly. When you’re making history, you’re in charge of creating reality. Pitch your vision. No one owns anything in the history. Create or destroy whatever you want.
Abandon your preconceptions. History will not turn out the way you expect. Think on your feet and work with what other players introduce.
Always move towards answering the Question of the Scene.
Don’t say what someone else’s character does or thinks.
If, while playing a Scene, someone describes something about the world outside their character and you have a diff erent idea you like better, you can Push to substitute your idea for theirs.
You cannot Push to change a player’s starting character, except to change something they perceive or to decide what happens to them.
When the players know the answer to the Question, the Scene ends. Discuss what happened during the Scene to decide whether the Scene was Light or Dark.
🌑 - New moon symbol
◯ - Large white circle
◍ - Circle with Vertical fill
⚪ - Medium white circle
○ - White circle
Edit for Custom CSS