In this part we introduce the characters to their true destinies. The characters are spoken to and introduced to the Demiurge. The Demiurge may or may not tell the characters her true nature at this stage, but will definitely look to help the character out of any troubles they might have.
First, let’s establish who the characters are. On setup for this is that the characters are ordinary folks with very mundane needs and desires. This might be the most powerful setup, though it is atypical for a fantasy adventure game. If you use the Demiurge in the midst of a regular campaign, it might work to introduce her when a character is in a desperate situation. Maybe the adventurer has fallen in the middle of a desperate fight when she hears the voice of the Demiurge, offering to help her re-enter the battle.
The critical part of the awakening is that each awakened character has some problem beyond her ability to conventionally solve. The Demiurge will try to help with lesser problems, but using her abilities to get something the character can’t have or must change to get is her optimal strategy.
She’ll lie about who she is to any character who seems too scrupulous or beholden to one of the gods. Anyone detached from religion or with loose moral boundaries is likely to get a version of the truth.
When does chapter 1 come to a close? It ends when each character has had an introduction to the Demiurge (under any pretense), and at least 1 offer of help that the character has rejected or accepted. Whether the character has rejected or accepted the Demiurge’s help will determine her actions in the next chapter, Transgression.