Undoubtedly one of the best campaigns I've ever played, the Primagos Chronicles also set the stage for one of the most extreme (called Cybermage - there will be another post for that one). It was a campaign that, for me, really made the Age of Knowledge come alive in its own right, rather than simply just exist as a middle ground between the two other ages.
- The characters involving themselves in house Ikalos politics (as it was a high ranked Ikalos mage who had given them the task). House Ikalos had a strong incentive to unite the various houses as they had business with most of them - though it possessed little power to achieve this. Ultimately the characters didn't show interest enough to submit themselves to the machinations of the plot giver and this path was not to be.
- The characters involving themselves in the colonial conflicts. This could mean siding with the rebels to form a faction of their own or to pick the side of one of the clans trying to reclaim Damasa's influence in the colonies. There were three clans trying to do so; house Dakyr through diplomatic means, clan Molo through arms supported by magic and house Aedanu through numerical superiority. The characters would sort of get around to this later in the campaign, but as a group showed limited interest to making this their chief concern.
- The characters involving themselves with the mysterious mage which had caused the artificer to go into hiding to begin with. This mysterious mage, named Nepthys, had connections to a reoccuring protagonist (yes, you can have those too) called Morion whose goal was to unite Damasa to lay the foundation for the Union in the Age of Information. This would be the path the characters choose.
- The characters would encounter a powerful necromancer who in turn served the lich-lords of the fallen Zhengdi Empire (situated in the jungles bordering the rebel nation they were visiting). The lich-lords were looking to gain knowledge about the world beyond their domains so would have been interested in making some sort of deal with the characters. Alas, the characters did what most people probably would do when encountering necromancers and undead and left the place with some haste.