So my eventual plan involves developing three scenarios set across the heartlands of the Kavis setting - one in the Heirophancy, one in Palictara, and one in Dulshan. The Dulshand scenario, There are Five Names for Treason, sees a new player party heading south out of the Heirophancy to a smallish seaport called Kalcashimbir with various factions butting heads for control: the Dulshand nobility of the inland, the corrupt governor, the merchants of the port town, and a religious minority of Suyrites who fled from the Heirophancy a generation or so ago and are trying to proselytise among the dock workers and sailors.
Anyway, I got to test it out a few weeks ago! It was a one-shot, for a scenario that's probably the most complicated of the trio, so I cut down some bits and made the machinations focus on the inland Dulshand nobles trying to take over the port, with the other two factions (the Suyrites and merchants) reduced to being relatively minor players.
It was a bit chaotic because I was expecting five players, had three, of whom one was combat capable (a Blades of Time monk), one basically a vet, and one a magical sewing specialist. Together they rolled the worst sets of dice I can possibly imagine pretty consistently. Things started well, with a rampaging gerfaunt that's the first encounter being calmed rather than killed which was a nice moment for the very animal handling build player to shine.
Investigation hit several bumps due to crit fails though: I need to get better at more of a fail-forward approach to this stuff. One of my main attempts at fail-forward in several situations was to add more combat or danger for the players, which was sort of OK but got them bogged down a bit and turned a rather combat-light plan into a combat-heavy reality.
A highlight for me was, in part of the investigation where they went deep into the forests, getting to introduce dusk-cats at the tabletop for the first time. There's no particular reason in Kavis why goblins have to have humanoid shapes, and dusk-cats are cat shaped goblins who are horrible little creatures that are very enjoyable to run with, especially given that a) they will absolutely try to kill and eat you but b) they are not very tough and are quite negotiable with afterwards.
The game ended with the team completely blowing a bunch more persuasion checks as they tried to tell everyone what they'd found out about the machinations of the Dulshand leaders. I did fail forwards here, with the team succeeding in persuading the crowd but causing some partisans of the other side to try and attack to stop them speaking. Unfortunately, the one combat-capable member of the party was a glass cannon and the glass bit rather than the cannon bit ended up dominant, leaving her out for the count, the veterinarian trying to keep everyone alive, and the seamstress ran off and eventually got help from the Suyrite community. It all worked out and nobody died I guess?