Hmm, so they discover that the Lunars are going back in time to kill KS. And your players play the 'good guys' going back in time to stop this?
Hum. For several reasons I was envisioning your players as being the 'innocent bystanders' in the past among whom the Lunar Terminators erupt. Mainly because, in order that your players follow the Lunars they must be of Hero-level ability to be able to make the transit through the HeroPlane to the past. (If they are then good luck and the Gods be with you for I've no experience of running anything that powerful.)
If they discover that the Lunars are about to try this, can they 'hitch a ride' on the Lunar time travel device? Perhaps....
One of the things that the time-traveller must find (according to my original hypothesis) is a regularly recreated event that they can use as a path back to the past. Perhaps a ceremony of the Crimson Bat Cult that regularly re-enacts the first Binding of the Bat by the Goddess? The Lunar Terminator Squad (and their somehow concealed Sartarite opposition) could perhaps ride it back to an earlier re-enactment. (Hmm, maybe the Bat isn't the idea example but you get the idea.)
But the main problem I'm having with this set-yp is the idea that any Lunar Hero in 1621 would consider KS enough of a problem to be worth wiping out their current history for. Things just aren't bad enough for the Lunars to expend magical energy on such a project. In fact from the Lunar POV everything is just peachy in 1621 and the triumph of the Red Goddess seems assured.
>From the late third age, just before the Dragons tear down the moon, then yes
I can see the last hideous remnants of the Empire trying to reset reality to
something friendlier. But in 1621, Kallyr was just an outlaw. Probably dead,
certainly impotent, from a Lunar point of view.
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