Incarna is a system of gritty realism. The mechanics promote deadly combat, intense action, and the intended focus is on story, skills, and a mixture of combat and puzzle/problem solving. Some rules herein may reference concepts unique to Incarna - you will need access to the online rule set for specific details. Most GM’s can assess the Incarna specific elements in context and leave or remove them as needed. Where you see this: , the GM must "plug-in" their own materials to round out the adventure in their campaign. It is strong recommended something such as a Gaming Contract be put into place.
Setting: The Steel Realms
Environment:
The PC's are offered a choice of a audience with The Council of Peace and the leaving of their lands, or to continue to deal with another problem and gain more favor in preparation for meeting the Council of Peace.
Motivation: MacGuffin?
A greater amount of gratitude from The Council of Peace in Ilyndria.
Adventures part of this series:
As you walk, the sun above seems to move quicker than normal. You notice as a you that you strides seem longer than normal and you are moving faster than normal, almost as if the earth were carrying you forward in addition to your own movement.
No creature walks in the path before you (though a few watch you from behind tress and scrub on either side as you pass), the wind is fresh, and idle conversation passes the time easily. After several hours you spot a sunlight glade in the middle of the forest ahead on the path, perhaps an hour to reach.