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Order of play: Camilla, Nat

Big picture

The history of Nimeria, land of myth.



  • Gods
  • Ghosts
  • Destiny
  • Other planes


  • Anthropogenic Magic
  • Slavery
  • Foreigners
  • Civilised Monsters


  • The High Plateau of the Sun: a place where humans cannot reach and ascends to myth
  • Ut, god of Destiny


  1. Ushman the Blind, last of the Sphinx
  2. Isa and Hashmir, bandits and star crossed lovers

Creation Myth ◯

The world unfold out of nothingness, a will to exist sprouting like a blossoming mindflower, immediate in its diversity and brilliance.

Ushman, First of His Kind, is blinded by the first man. 🌑

Ushman is blinded as part of the theft of logic from the gods.

How did Ushman, blind and alone, kill all of his brood? 🌑

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.

The Age of The Sphinx ◯

Ushman descends from the High Plateau, to draw chaos out of the war-ravaged plains of Nimeria.

The 500th Year of His Reign 🌑

Ushman, the city of Nimer, and all the land celebrate 500 years of growing prosperity. Despite this, an assassination is attempted, but fails.

The Kitarr Dynasty 🌑

An epoch in the history of Nimeria, led by the martial rulers of the house of Kitarr, with succession passed by regicide.

The Kitarr Uprising ◯

The house of Kitarr begins an rebellion which ends with them killing the Sphinx rulers and becoming leaders.

What happened to the body of Ushman the Blind? ◯

The Royal Oasis in the capital city, Nimer

Ushman, looking into the eyes of Daja Kitarr, gave himself fully and ceased to be.

The Conquest of Ten Thousand Wars 🌑

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.

How did Isa and Hashmir meet? 🌑

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.

The Prophet’s Coming 🌑

Adear Loa, self-professed reincarnation of Ushman the Blind, begins roaming the lands, spreading faith and discontent

Ascension of the Plateau 🌑

Did Adear Loa really reach the peak of the High Plateau of the Sun?

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.

The Ashcloud Dancers ◯

Isa assembles discontents of the Kitarr’s dynasty into a small group of bandits.

Infiltration of the Royal Oasis 🌑

Isa, and her team of elites, sneaks into the Royal Oasis to take Pila Kitarr as a political hostage.

How did the Kitarr Dynasty finally end? 🌑

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.

The Reign of The Blind Council ◯

Rule by a council isolated from the world itself.

The death of the Starbroken ◯

Isa and Hashmir die peacefully together, beloved by all people in Nimeria.

What gifts did they receive on their dying day?

Royal Oasis

  • The Baron of the Silver Hills gives to Hashmir, a woven silver circlet, forged by Mirlana the Hunter. It gives the bearer vision in all directions.
  • Adear Loa, in tears, bestows upon them the divine grace of becoming etched along the walls of the palace, given equal footing to all of the noble rulers which Nymeria has had, immortalised as King and Queen despite their station.
  • Ser Yltama, head of the Guild of Dancers gifts a pair of spider-web slippers that make one’s steps more quiet than a shadow.
  • Mother Uma makes a patchwork quilt to keep them warm in the afterlife

The Un-making ◯

The ‘story’ has ended, and the world closes its pages.

Ut Surveys The World ◯

Reference Material


Game Setup

  1. Big picture
  2. Bookend History
  3. Palette
  4. First Pass

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.

Overview of play

  1. Declare Focus
  2. Make History
  3. Legacies
  4. New Lens

Decide who goes first. That player becomes the first lens.

  1. Declare the Focus: The Lens decides the current focus.
  2. Make History: Each player takes a turn and makes either a Period, Event or Scene. Start with the Lens and go around the table to the left. Lens is allowed to make two nested things (a Period with an Event inside it, or an Event with a Scene inside
  3. Lens Finishes the Focus: After each player has taken a turn, the Lens gets to go again and Make History one more time, again making two nested things if desired. After the Focus is finished, we examine legacies:
  4. Choose a Legacy: Player to the right of the current Lens picks something that appeared during this last Focus and makes it a Legacy.
  5. Explore a Legacy: Same player creates an Event or Dictated Scene that relates to one of the Legacies.
  6. New Lens: The player to the left of the Lens then becomes the new Lens and picks a new Focus (start again from step 1).

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).

Style of Play

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.

Playing a Scene

  1. State the Question
  2. Set the Stage: What do we already know from the history?
    Where is the Scene physically taking place? What is going on?
  3. Choose Characters: List banned and required characters (max 2 each). All players pick characters (↺). Choose a character that
    helps you answer the Question.
  4. Reveal Thoughts (↺)
    Steps marked ↺ go around the table to the right, opposite of the
    normal order, starting to the right of the player making the Scene.

Always move towards answering the Question of the Scene.

  • Roleplay what your character does and thinks. If someone tries
    to do something to your character, you describe the outcome.
  • Shape the world by describing what your character perceives
    and how they react to it.
  • Introduce and play secondary characters, as needed.

Don’t say what someone else’s character does or thinks.

Push: Creative Conflict

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.

  1. Proposal
  2. Additional Proposals
  3. Vote
  4. Determine the Winner
  5. Play the Results

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.

Ending a Scene

◍/⚪ or 🌑/◯

Colored Circles

🌑 - New moon symbol
◯ - Large white circle
◍ - Circle with Vertical fill
⚪ - Medium white circle
○ - White circle

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