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First, my impression of the Hours: I would not pay too much attention to their desires or actions. They are Old Far-Off Unhappy Things (or does this just refer to the Moth? Still, I like this phrase) and because they are immortal and old, they should not meddle to much with everyday people. They are in the background, always present, but never tangible. The more they interfere, the more you destroy the feeling of wonder. For me, they are dwelling on their immortal joys and pains most of the time, and whole human lives begin and end, without them changing their ways. If you present a mayor event, which would change the world forever, and all of it happens in a course of time and scale, which your characters can even perceive, then it would be a very small event, I suppose. That, or your characters can do nothing about it, which is rather unusual for a Pen&Paper session.
Probably I am wrong about the Hours, but this is how I imagined them.
Changing and moving over timeless times. Their stories are metaphor and all you can ever see is a tiny, tiny spark of their presence, even if it seems like so much more to you. It is still only a spark. But again, probably I am wrong. In this case, I should be right anyway. I like my fictional gods this way, thank you.
As far as I know, they actually spend a lot of time weaving reality out of the many branches of history, whatever that is supposed to mean.
So, instead of focusing on the Hours, just let them be self-absorbed with their aspects and dwelling on their joys and pains (All Nights Must End - All Nights Must End - All Nights Must Must End - wait, is the Forge of Days an Hour? A place in the Mansus? An Aspect? Both? I mean, all three things? Why do I even pretend to know anything of the Lore?).
Focus on the human aspect instead. Not in the sense of an Aspect, you know. Something small, something personal, this is how every Cult in the game starts, not? The Bright Young Thing, whose father takes his own life. The doctor, who hears a patients last wisper of fascination and dread. And from there, everything spirals downwards.
It is hard to come up with a scenario, since I don't know your style of gamemastering (this is a word, right? Gamemastering?), the system you are playing or your players and the kind of characters they play. If you want to go all out, world-changing god-slaying, then I am no help anyway. Nothing wrong with godslaying, just not my prefered cup of tea.
So, my take on it: I would not try to tell a story/construct a plot around the Lore, but rather come up with a mundane (worldy? profane? My English fails me here...) plot or event or inccident and then slowly twisting it around under the influence of an Hour:
The strange desires and obsessions.
How the air is so thick with the smell of blood, you could nearly cut und make it bleed.
Wounds that become doors.
I would concentrate on the feel of an Hour, not the actions of them.
One Hour. Imagine your players spending a session (or ten) to solve a mystery around the Grail, just to realize in the end, that there might be so much more. Usually this is the point, where they buy out their friendly local neighborhood occult librabry and go insane.
Some Edits Later:
Now I know. Paintings. Paintings! Everyone loves strange, cursed paintings, not? Someone wants them to collect a certain painting from a certain, reclusive artist, who just died recently under completly unsuspicous circumstances.
Or maybe he didn't die, and just refuses to sell it? No one would expect the paint to be the actual blood of an actual immortal being, that is honor-bound to eat your skin, when you watch the painting in moonlight, would they?
Whatever. Paintings. Is it a cliché? Maybe. But it is a cliché because everyone loves strange, cursed paintings.
Who?
So Hours were mostly humans who are now more than gods. Their ascenscion through whatever means caused their personality/aspect to warp reality. When the Forge of Days ascended it seems to have coincided with the start of the bronze age. When the Sun was divided, the dark ages soon followed. The industrial revolution mirrored the Forge's temporary dominance over the other hours. I also see a parallel in the ascencion of the Great Mother and the birth of the biblical first sin. War might not even have been a thing before the Colonel ascended.
Why?
So thats how the hours fortunes are linked with and cause of changes in our world, but what motivates them? Sure, there's power. The hours and names seek to prevent the rise of others whom they'd have to share power with, or else recruit them as followers. But their conflicts are more fundamental than that. It is in the nature of the Forge of Days to change things, she not just compelled, it is her very essence. Similarly the Edge hours must strive with eachother, even if they share a mutual enemy in the worms.
How?
The beauty of merging cultist sim and tabletop RP is that it's such a natural fit. Players can do as they please and (unwittingly) atract the influences of the hours as they sneak, desire, backstab or murder. They'll naturally align themselves with some of the hours as through play. Significant acts generate influences that can gives them moderate bonuses to related actions. Or they can engage with the lore to learn about hour's lives. Reenacting critical moments in the hour's lives to use the influences to do even greater things. Those rituals might even arise naturally from play as they discard some cursed artifact into the ocean.
What do you think? have you settled on a specific tabletop yet? Any idea on the scope of your story? Anything else I can speculate about?