3) Timeline & Clocks (Campaign‑wide)
Campaign Clocks (start at 0):
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Two Coronations (6)
- Relic ring prepared; 2) Cathedral moot convenes; 3) Riots; 4) Schism writs; 5) Anti‑king musters; 6) Open civil war.
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Nabour Beast Attention (6)
- Odd currents; 2) Minion sightings; 3) Kingdom calamities (snow/ash/storm/pollen surges); 4) Ketran wrecks; 5) Beast draws near; 6) Islandwide rampage.
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Follower Heresy (4)
- Pain salons in secret; 2) Disappearances & scar‑marks; 3) Trial of “witches” misdirected; 4) Citywide blood rite attempt.
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War Exhaustion (8) (starts Act III)
Short rations, levy desertions, plague, mercenary betrayal, winter marches, draft riots, coffers empty, collapse.
Heaven/Hell Thread (GM cue):
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Devil’s Push: offers cheap power (relic overcharge, betrayal, massacres that “save” many).
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God’s Nudge: quiet acts of mercy; a bridge held, a child saved; Ezible appears at costs.