So when Kallyr performs her Short Lightbringers Quest, player characters have three ways of being involved:
- 1. As spectators who watch some part of it as a grand pageant. Perhaps there is some mystery or threat going on that they can resolve but they are not directly involved in the heroquest.
- 2. As part of the quest. Perhaps they have volunteered to participate- perhaps to test Kallyr and her companions? Perhaps they are able to experience some of the mysteries.
- 3. As the start of their own quest! Perhaps they decide to explore the Hero Plane themselves during this short window of proximity!
What is NOT advised is that they follow Kallyr along as sidekicks. Let her have her quest and let the players cross paths but have their own story.
So again, when we think about Sacred Time 1625, this is a chance to have your characters interact with an ongoing heroquest, but at level of involvement appropriate to your group. So perhaps they stop one of the Daughters of Darkness from leading a column of zombies from the Marsh to kill Kallyr and her companions. Perhaps they recover part of the regalia stolen by Lunar agents. Perhaps they are chosen to compete with Kallyr and her companions in contests. Perhaps they have to carry Kallyr on their shield as they are attacked by Luathelans. And so on.
There’s a lot going on there. Tens of thousands of people participate in some manner in this event over the course of two weeks – even if most are there only as worshipers and celebrants. There’s magic, spirits, ambition, intrigue, and greed all present. As a game master, you can put the spot-light of the game activity on something tangentially related to this huge pageant – if it is what engages the players.