Game Recap

Story Recap: Queensgrace

Good morning! It’s Jonathan here with a STORY RECAP for the recent event, QUEENSGRACE. The goal of these Story Recap posts is to help fill in the blanks for those that might have missed an important mod, been at NPC camp, sleeping, or simply were not able to attend the game. These are major points of continuity that might be important as our season continues, and I hope this will help with the FOMO feels.

Tickets for our next event are on sale NOW!! You can buy tickets for our next event, COLLECTION DAY today!!

You can also find our other game recaps from this season online here:

So once you’ve been caught up, let’s talk about what happened next…

QUeensgrace: The Premise

The Thirteen Houses of the Tribes Disparate have long jockeyed for position under the unifying banner of Holy Mother Queen Jasper, First of the Antlers; Bearer of the Antler’d Crown. At the Zenith of the Hiway War, nearly a decade before now, Queen Jasper’s homeland was firebombed to slag while her father and king, one in the same, was gutslewn and bled out in his own tent. She would go on to avenge him by assisting the Braves that won that war as fearless, sometimes reckless, scouts and frontline bloodletters. 

But after, spurred by the plight of her own tribe and the desolation that defined the years following the Bombing at Old Bravo, Jasper first became tribal warmonger, then military leader, then peacetime royalty in the span of about three years. Her tribe, which began with only the starving warriors of her own bloodline, swelled to annex twelve additional bodies into its larger structure and before she had reached forty years of age, Jasper had become leader to an infantile nation with no land to call its own. The Tribes Disparate was born in the fear and isolation that characterized those nuclear years when the dirt was too hot to walk on, and the water burned your throat to drink it.

Through opportunistic power plays, hard-earned political acumen and the lives of many, many of her soldiers - Jasper would eke out a permanent home for The Tribes Disparate in Essex, in the wake of the Fountainhead Incident. Every moment of Jasper’s life and the lives of her House Heads, since the end of the Hiway War, had built up to the crucial acquisition of their own land. 

And now, two years later, the Holy Mother is dying

Her Tribes, bound together by their devotion to Jasper herself- and only recently the acquisition of the city they are supposed to govern, vie for power over one another even as their Queen takes her stately, staggering steps towards eternity. 

Jasper, determined to live long enough to appoint an heir, has called The Summit and chosen New Bravado as the neutral territory upon which the decision of her successor will be made. Once, before the War, a Baywalker barkeep promised Jasper that, when the time came, his bar would be a gathering place for her warriors to debate and share in scholarship. The Anchor, even. 

Now, she calls upon all of Bravado to honor that barkeep’s oath - and to aid in the future, if there is one at all, for the Tribes Disparate and Legacy of their Queen.

The regents, and a focus on roleplay

This event saw the introduction of several Face NPCs that represent the Regents of the 13 Tribes Disparate. Each event, our team at DR:TX strives to refine our process and introduce new styles of play as we continuously work towards a game that is enjoyable for all types of players. This event was an experiment in providing some deeper roleplay opportunities, with a bit less focus on crunchy mechanics or new monsters. There were still plenty of raiders, zombies, and danger, but no massive Leviathan props, deadly diseases, or giant Monoliths.

The main interest of QUEENSGRACE this weekend was the FOURTEEN different NPCs that were in play for most of the weekend. While of a few of these characters had seen live play during our first season, some of them during our online second season, many of these characters were seen in person for the first time ever.

THE INCUMBENT

  • Prince Shale, Regent of the Antler Tribe - Josh Jones

THE UNIONISTS

  • Mama Rabbit, Regent of the The Rabbit Family - Vincent Livingston

  • Sky Captain Bliss, Regent of the The Cloudskippers - Harlow Ulmer 

  • “Boss” Lucy Frances Debs, Regent of The Local 727 - Barbara Jermyn

  • Colonel “Sabbath” Jacinto, Regent of The Jacintos Militia - Anastasia Mars

THE INDEPENDENTS

  • Captain Marina La’sander, Regent of The Longberths - Sadie Hawkins

  • Brother Janus, Regent of The Hermits of Helios - Harold Wilson

  • High Architect Lavender, Regent of The Curators - Kenzie Unger

  • Matriarch Fawn Cervaxi, Regent of The Cervaxi Tribe - Riva Amyett (LC)

THE DISPARATE

  • The Lightbearer, Regent of The Torchlights - Zachary Ryan

  • Sedan Fourd’or, Regent of The Sweetwater Clan - Clint Jaskier

  • Malorous Mab, Regent of The Cali*Co Caravan - Merp Tastic

  • King Hogon Clarkson, Regent of the SCAdians - Joshua Zimm (LC)

THE PRODIGAL SON, THE EXILE

  • Lord Hush, Exiled Regent of The Oxkillers - Sam Mars

Each of these characters was a full-fledged Face NPC with a dossier (38 pages! whew!) of their background, history, objectives, secrets, and more. Many of them were in the play space for most of the game, and were coached on ways to involve players into their politics and plots. Unlike many NPCs, these characters were given a lot of agency to decide the fate of the Tribes by talking to their constituents, building political alliances, surviving assassination attempts, and gathering allies from the town.

King Hogon, Regent of the SCAdians

The Regents also had the ability to gather allies in the form of TRIBAL CHAMPIONS:

the champions of the Disparate

While our new mechanics were limited this weekend, one particular exception allowed the Regents to choose CHAMPIONS that could represent them as bodyguards and allies. Each Regent could pick up to three Champions, but if they ever lost the Token of Fealty they were given, they lost the powers as well. The Champions gained the abilities to use Interfere, even if they didn’t have the skill, use an aura buff effect similar to Master Combat Tactics, and be Fearless, immune to the Fear and Terror abilities. These mechanics proved instrumental in allowing characters to be directly involved in the politics of the Summit.

You can read a bit more about where we started with the many faces of the Tribes Disparate at the start of our event in a blog post that Shan wrote on the political sub factions and the potential results of the Summit.

Our Regents for the opening of the Summit on Friday night. On the back row, from left to right: Sedan Four’dor, Prince Shale, Boss Debs, Sky Captain Bliss, Malorous Mab, Brother Janus, Lord Hush, the Lightbearer. On the front row, from left to right: High Architect Lavender, our proxy for the Rabbit Clan, Captain La’sander, Holy Mother Queen Jasper, Colonel Jacinto, Matriarch Fawn Cervaxi, and our proxy for the SCAdian clan. Not pictured are Mama Rabbit, and King Hogon.

The Shot Heard ‘Cross Bravado

Once night fell on Friday, the SUMMIT began in earnest. Each of the Regents of the Tribes Disparate (or a proxy in the case of a few folks not arriving till Saturday) gathered around the sickly Holy Mother for a final walk into the town of Bravado. The lights of their House symbols glowing ominously in the night as they made their way to the Depot for an opening statement from the Queen. After taking their places under the banners of their House, the Queen addressed the assembled Vados at the Terminal Station

Holy Mother Queen Jasper (Shan Lind)

Holy Mother Queen Jasper spoke of the legacy she hoped to leave behind, of the reasons she was stepping down, and the stakes of the decision to be made. Jasper’s words echoed in the room of the Depot, the fire of her spirit undiminished even though her frame was frail. She spoke of the traditions of the Tribes, and how they collective might and individual strengths of the 13 tribes were important to their success. She spoke of their new home in Essex, and her hope for a brighter future for the San Saba.

The speech was interrupted as the outcast leader of the Oxkillers, Lord Hush arrived in force at the Depot, flanked by a large contingent of his personal guards. The rebel leader loudly called the Queen a liar and fraud, and called her on her hypocrisy in front of all of her Regents. He spoke of the crimes of the Board, particularly the floating city of Waking and the compromises the Queen had made to stay in power despite her sickness. Lord Hush called upon an ancient rite of the Antlers to choose a leader by a trial-by-combat, to determine the true leader of the Tribes Disparate. Much to the dismay of her Regents, Jasper accepted the challenge, and the floor of the Depot was cleared for their duel.

The Duel between Jasper and Hush started with the terms of the challenge being to the death. Given that Jasper was on her last Infection, it was to be a final combat for the fate of the Tribes. Jasper showed a surprisingly amount of skill and strength despite her fragility, and drove Hush back time and time again. However, the stamina she was able to muster was not enough and the duel began to swing back towards Lord Hush. With an unexpected maneuver from his Paradigm Enhancer, Lord Hush stunned the Queen (as well as any aberrants nearby), and raised his sword for a final blow.

<BANG!>

Suddenly, a shot rang out across the Depot (or two, depending on who you talked to..), a vicious shot from the dreaded Royal Flush. In the chaos of the fight, Lord Hush was robbed of his final victory by the cowardly actions of an ASSASSIN. Fleeing the scene of the crime, the familiar grey coat and bowler hat of the villainous Grandfather Nichols was seen by onlookers but the assassin managed to evade pursuit as he vanished into the darkness.

Lord Hush promised swift vengeance against the town, who he blamed for violating the neutrality of the Summit. Hush promised that he would defeat Queen Jasper, even if he had to wait until she came back as a zombie to finish the duel. A fight erupted in the Depot as the various Regents tried to escape the anger of the Oxkillers, but they were soon repelled with the help of the town. However, the assassin’s bullet added a new sense of urgency to the Summit, and the Regent’s decision for a leader to replace the fallen Queen.

Boss Debs, of the Local 727 (right, played by Barbara Jermyn)

A new rusted cage

The immediate concern of the Regents of the Tribes Disparate was the imminent threat of Lord Hush simply finding Queen Jasper when she emerged after her death and “finishing” the duel they had started. The old traditions were clear that only a person that defeated Jasper in combat could truly claim the Antlered Crown, but it was agreed that a killing blow on her zombie would suffice for some of the more rebellious Regents ready to put their votes behind Hush if he was successful.

The Summit was traditionally a time of peace, so outside of a few honor guards the Regents martial forces were vastly outnumbered by Lord Hush and the Oxkillers. They would need some time to summon help from their military forces in Essex to contest the large force of Oxkillers threatening Bravado. What the Regents needed most was TIME, and the Mortis Amaranthine was not going to be cooperative with releasing Queen Jasper’s zed in a timely manner.

Or was it?

Colonel “Sabbath” Jacinto (played by Anastasia Mars)

In a desperate plan to delay Lord Hush’s victory, a few of the Regents including Colonel Jacinto, Sky Captain Bliss, and High Architect Lavender, sought help from the criminal element of Bravado to help them come up with an alternative that would stop the zed of Queen Jasper from escaping the morgue - a new RUSTED CAGE. While the Regents were reluctant to pursue such a heretical idea, they saw no other choice. This archaic Imix ritual was used to stop the Gutmother during the SECOND FOUNDING, but it could be adapted in the short term to work against a different target.

Despite the protest of Commander Rampart of the Grave Council, the Regents gathered a group of local psions to help them build a temporary trap for Queen Jasper, locking her imprint in the Gravemind until they could decide who would be the next Queen or King. The Grave Council refused to help with the ritual, as it would mean locking Jasper in the Gravemind, completely aware of her body being broken into tiny bits again and again as she was unable to reform into a zombie. A fate worse than death, and only the first of several unethical decisions during the weekend to be sure. It would be a maddening process, and it was sure to make whatever came out much, much WORSE.

Because they lacked the same conditions that made the first RUSTED CAGE possible, it would be necessary to build the new prison where Jasper died — in the middle of the Depot. While the new RUSTED CAGE was being set, the town had to fend off wave after wave of zombie attacks trying to stop them from completing the foul ritual, a reaction of the Mortis Amaranthine against the perversion that was being completed. As the dust settled once the ritual was complete, the Regents settled in for a lengthy debate on who could be trusted to challenge Lord Hush and be the one to complete the Killing Blow on Jasper when she came back out.

Boss Debs (Barbara Jermyn), Sky Captain Bliss (Harlow Ulmer), Sedan Four’dor (Clint Jaskier), and Sabbath Jacinto (Anastasia Mars) enjoying a drink at the Soiree.

An assassin brought to Justice?

A small group of Regents and Law Dogs led by Jasper Cline set themselves to trying to find the assassin, as Grandfather Nichols had been spotted in town once more, this time with his sights set on eliminating the other Regents. Nichols tried several times to kill some of the Regents, with two major attempts on Colonel Jacinto of the Jacinto Militia, an attack on King Hogon of the SCAdians that ended in the death of Remis Whoreson, a sniper shot fired at Matriarch Fawn Cervaxi, and several attempts at poisoning the Regents as they sat down for meals. Whatever other goals he had or some other true purpose, the assassin was set on killing as many of the Regents as he could.

The Law Dogs tracked Nichols down at the parachute bar in Delvedown, in an aggressive brunch that revealed that Nichols was quite happy to talk with his pursuers, so long as they asked the right questions. Any specific questions of his employer, or the nature of his remaining contract were met with a grin and the same reminder that he “could not violate the terms of his contract”. The crazed Nemesis was very specific that he was playing the role of an assassin, and played a game of cat and mouse with the individuals tracking him down. Nichols killed several in his rampage in town, but let those that weren’t directly defending a Regent escape with their lives.

The Lightbearer (Zachary Ryan) takes down Grandfather Nichols (Jonathan Loyd)

After being confronted and interrogated by the Law Dogs at the Depot, Dr. Nichols was finally captured, but not before murdering Jasper Cline, the very Law Dog sent to claim his bounty in the name of Boss Wyatt. The remaining Law Dogs dragged him away, to face justice in the Gauntlet but were intercepted by the Regents, led by the Longberth captain, Marina La’Sander, Fawn Cervaxi, Lavender, and the Lightbearer. Determined to have justice for their slain Queen, Marina refused to let Nichols be taken away for a later punishment, choosing to complete the execution on the spot herself.

As Grandfather Nichol’s corpse laid on the ground, curiously not being claimed by the Gravemind, the Telling Visionary cultist enacted one final “Nemesis Gottcha!”. Like the movie villains of oldcestor horror films, Nichols sprang up from the ground despite being “killed” and fired a final shot, killing the Regent of the Cervaxi with his violent surprise.

Justice was served, but not before Nichols completed his last contract. The Nemesis killer is still at large as he escaped from the Morgue following his death, but the Law Dogs have a renewed fervor to track him down and capture him for the Gauntlet in April.

difficult decisions

The Regents spent the next day trying to decide amongst themselves who would be fit to rule the Tribes in the absence of Jasper. The initial alliances of the Tribes had broken them into three competing interests in the future of the Tribes: the Unionists, the Independents, and the Disparate. Each had different opinions on who should lead, or even IF the Tribes should remain a source of power in the wastes.

Mama Rabbit (played by Vincent Livingston)

The Unionists, led prominently by Mama Rabbit, Colonel “Sabbath” Jacinto, and Boss Deb, wanted a world where the Tribes retained their influence in the San Saba Board, and continued to reap the rewards of their investment in Essex and the Lone Star. However, they could not agree on one specific person to lead, as they had fierce arguments over how to select a new leader, particularly as they found the rite of trial by combat distasteful. A key sticking point seemed to be an Oxblood facility used by the RRC to generate the fuel for their railroads, and arguments over how they should deal with the Board itself. The fate of Drywater was prominent, with several of the Regents expressing their support for the new Junkerpunk settlement and wanting to see Jasper’s legacy preserved in the new alliances she made before her death. When Mama Rabbit backed Boss Debs as a candidate, it swayed a majority of the Unionists to her side, including Brother Janus of the Hermits of Helios.

The Independents were also unified in their support of the Junkerpunks, particularly after their gains in Drywater. A possible solution for the decision of Regent was voiced by the like of the Cervaxi and the Longberths, favoring a Triumvirate of leaders rather than a single voice like they had in Queen Jasper. The Bloodied Wolves of the Sequoia Wastes brought the multi-leader suggestion forward based on a dying wish from the former Queen, and it was quickly adopted by the many of the Regents as a compromise. However, Marina’s brash decision to bypass the laws of the San Saba in her execution of Dr. Nichols and her idea that the Junkerpunks should be given a permanent seat on the Board created a stir between the Regents. The Independents ideas won over more than their individual regents, as Boss Debs and other Unionists adopted the idea of a Triumvirate into their platforms, based on suggestions from High Architect Lavender and King Hogon. The citizens of Bravado also approved of the popular Triumvirate plan, further solidifying the idea into the new structure of the Tribes regardless of whoever claimed the crown.

Sedan Four’dor (played by Clint Jaskier)

Finally, the Disparate were torn over the how their military might would be respected in the new order of the Tribes Disparate, but mostly they were dissatisfied with the status quo. The Torchlights and the SCAdians stood firm on their demand of a trial by combat still being allowed to choose a leader, though their disagreed if a fight must be to the death. Malorous Mab found kinship with the local Final Knights, and joined several members of the Independents in calling for a consideration of gaining new seats on the Board as part of their demands. The Disparate were the strongest voice for the ability to leave the Tribes, as they took offense to the way that Jasper forced the various groups into submission. They wanted a leader, but also wanted the ability to choose their own paths. The young leader of the Sweetwater Clan, Sedan Four’dor, even went so far as to focus his efforts on settling a trade agreement with the Junkerpunks, “just in case” things went in that direction.

For his part, Lord Hush and the Oxkillers were convinced to stand down by residents of Bravado once they were able to clarify that the assassination of Jasper was not a plot by their residents. Lord Hush was a strong voice in favor of dissolving the Tribes altogether, and it was hard to ignore the truths he mentioned. He continually spoke of the devastation left behind in the wake of the floating city of Waking Prime that pollutes the land wherever it flies. Hush whispered in the ears of those Regents that he thought would be sympathetic to his cause, and he spoke in greater detail of the hypocrisy and compromises Jasper made, working with the RRC to unnaturally prolong her life because she refused to relinquish the reigns of power. He called the former Queen on the tyranny she used to keep the Tribes in check, ruling with martial might and forcing others to submit at the tip of a sword. While everyone could agree that the Oxkillers were wrong in their attacks on the town, no one could argue that there wasn’t a little uncomfortable truth to their zealotry.

High Architect Lavender (right), played by Kenzie Unger

After hours of politics, no ONE leader emerged and it was decided that several Regents would still be willing to put themselves on the line to stand as the next King or Queen. High Architect Lavender argued that they should just make a temporary decision to keep the Tribes and the citizens safe until a more permanent decision could be made. Boss Debs of the Local 727 stood as a favorite for a temporary leader, especially as she espoused the idea of a Triumvirate leading the tribes eventually.

Several of the Regents engineered a final vote in the Depot before Jasper returned, but declined to make sure that each Regent was notified. They even made sure that the Lightbearer was removed from the vote, and called upon a favor to make him abstain so he could save face from his tribe that would only respect a martial challenge to the throne. Because of these politics, the Sweetwaters, the Oxkillers, and the Cali*Co were excluded from the final vote, though the Sweetwaters voted by proxy when the Underboss to Sedan Four’dor arrived late. Marina La’Sander voted on behalf of Malorous Mab, claiming an alliance with the Accensorite Final Knight in her absence.

Despite the arguments for a single leader and a strong showing from the Jacintos and the SCAdians, the collected Regents settled on choosing Boss Debs as their leader for a month, and that they would sign a contract that they would decide on three different leaders to represent the Tribes Disparate. This compromise seemed to mollify most of the Regents, save for the Antler Tribe and the Oxkillers.

Other events of note during the summit

While the Summit was the primary focus of the Regents and folks that were engaged in the fate of the Tribes Disparate, several other key events occurred during the weekend:

Malorous Mab (Merp Tastic) negotiates with the Jacinto’s leader, Sabbath (Anastasia Mars).

  • Murder Inc. offered their first contracts in Bravado, but it is unclear exactly who was the target of the shadowy organization. It is rumored that they chose a new Blade of the Shepherd to guide their hunts. While it is likely they had something to do with the Summit, no one has claimed credit for any particular kills during the weekend.

  • The Rusted Cage created a number of problems for folks in the Depot, as the searing rage of Queen Jasper caused a number of earthquakes centered on her prison in the Mortis Amaranthine. Periodically, the agony she was feeling below the ground was broadcast in a deafening scream from the Rusted Cage, and the Depot had to endure number attacks by zombies bent on freeing the Queen from her prison.

  • The Longberths led a group of sailors in harvesting the remains of the Leviathans killed while BEYOND THE HORIZON. Various other trade opportunities emerged with the Regents in town, as many sought to establish new trade connections with the Tribes Disparate while they had direct access to their leaders.

  • Criminals found their supply of Crystal Candy had become tainted, and any Crystal Candy purchased from the Post Office with Criminal Influence was difficult to stomach and not quite as effective as it should have been. Some folks even took to harvesting “fresh” Crystal Candy from hapless psions or willing victims that could be harvested with a deadly procedure.

the queen Returned

With a Queen chosen, the Tribes gathered their might at the Depot, the site of the Rusted Cage that was containing the zed of Queen Jasper. The foul ritual was straining to contain her anger, and the earthquakes shuddering the building were increasing in severity quickly. The Regents would try to deal with whatever emerged from the Cage, and make sure that the corpse was destroyed by the killing blow of Boss Debs, thus securing her right to the Antlered Crown. Lord Hush refused to support the Queen-elect, and instead used an Abyssal Stitch procedure to bodily enter the Mortis Amaranthine, where he attempted to kill Jasper within the Grave Mind itself.

Lord Hush’s last gambit had an effect. There was an eerie moment of silence as the ritual containing Jasper ended. The lights flickered out, and the screams of the undead stopped. It was like the calm before a storm, for as the lights came back to life, in the center of the room was the desiccated corpse of Queen Jasper, surrounded by a mass of Tanks, Shamblers, and Abominations. The Cage had done as the Grave Council feared and magnified Jasper’s power, as she raised the terrible greatsword she took with her into the grave.

The Returned Queen, by Avery Clarke

Jasper held the defeated form of Lord Hush up in her cancerous limbs, and with a great unnatural howl flung the Oxkiller across the room into the Regents and their Champions. Lord Hush had failed to stop the Queen, and her vengeance on the Regents was now made manifest. Her terrible call was answered from outside as well, as a vast horde of zombies arrived to the summons of the deceased Antlered Queen. The fight erupted into chaos, as zed assaulted the defenders in the Depot.

Each time Jasper pressed the attack, the citizens of Bravado stood firm. Her piercing strikes and screams of agony echoed in the Depot, but the shield wall of the Regents and their Champions stood firm. Each time Jasper was beaten down by the Vados, she cried in anger and rose once more, tenacious and unstoppable. As her anger magnified, the cries of her betrayal took a sinister note. The veneration that the Regents had shown her in life was abused by the zombie Jasper, as her mental domination swayed several of her Regents and their Champions to fight for her instead.

The shield wall broke, but the mind controlled fighters were taken down before they could press the attack further and reach the medics sheltering behind the line. Once those impacted by her Veneration were taken into Bleed Out, the effect ended and they could return to the fight with their wits intact. However, as the fight progressed, each of the 13 Tribes was impacted by her calls for loyalty beyond death, and when those that had chosen powerful Champions were turned, it was a challenge to deal with both the undead Queen Jasper, the many Tanks sieging the Depot, and those controlled by the psionic influence. In the chaos, after being taken down by Queen Jasper, Sky Captain Bliss was drug out into the night and devoured by a pack of Gorehounds.

Thirteen times the corpse of Queen Jasper rose from the dead, and thirteen times the new Queen, Boss Debs struck her down, even despite the tears in her eyes. With the final blow, it was as if a sigh of relief was felt by the Gravemind in a moment of quiet. The lights flickered once more, but when the tranquility of that final blow passed, all that remained was the zed that should have emerged after Jasper’s death - a lowly shambler. Gone was her maddened cries, gone was the psionic mind control, and the greatsword she had nearly killed so many with hung limply in her hands.

Through the tears, Queen Deb accepted the mantle of the Antlered Crown as she showed one final mercy to the former Queen, striking the head off of her zombie in a killing blow one last time. The Regents of the Tribes Disparate knelt before their new Queen, as the town breathed a collective sigh of relief. But that brief moment of peace was not long lasting, as the infighting between the Regents continued after the death of Jasper.

A tumultuous future for the tribes

Boss Debs had made an effort to settle the rivalry with Lord Hush over the weekend, even seeking to return the lost Oxkiller Tribe to the fold. Prince Shale of the Antler Tribes, favoring wits over brawn, made his own move by seeking an alliance with the Oxkillers for himself, and not the Tribes as a whole. Lord Hush swore fealty to the Prince of the Antlers instead of the new Antlered Queen, in direct opposition to the new Queen. Hush appealed to the Prince’s famed jealousy of his sister, and declared his fealty by saying “let me swear to you and become your strength, and let us together build the Tribe your sister would have wanted.”

Prince Shale, portrayed by Josh Jones

For the insult, Boss Deb’s demand was that Lord Hush submit to a death at the hands of the new Queen, before she could forgive his trespasses or accept his fealty. Prince Shale refused to order his vassal to kneel, and declined to acknowledge the new Queen.

Prince Shale and Lord Hush left Bravado in disgust, turning their backs on the new Queen and began the exodus, taking the vast military might of their Tribes with them. Without those forces, the Tribes Disparate would be hard pressed to defend the capital of Essex from outside enemies.

This shocking threat of violence from the Queen was also considered a hypocrisy by Colonel Jacinto — it echoed of the fierce unfairness of Queen Jasper’s rule by force. Screaming in anger at the new Queen, the betrayal was too much for the Fallow Hope commander to accept and she left the Depot in anger, ordering her soldiers to follow after the Antlers and Oxkillers.

The 13 Tribes of the Disparate were no more, broken to the remaining 10. However, the exodus of three Tribes from the fold of the faction leaves many unanswered questions and a challenge to the new Queen. The elite soldiers of the Torchlights curiously remained in support of Queen Debs for now, but because the agreement was for only one month there is still a chance that other Tribes might make the decision to leave the Tribes for good.

A fragile peace has been brokered for a moment, but it remains to be seen how the Tribes weather this new challenge, and if they can accept a new leader after the fall of Queen Jasper. For now, with a large portion of their military might gone and their hold on Essex in question, the Tribes will need to spend some time regrouping and renegotiating contracts before their story is done. The faction will ultimately survive in some form thanks to the efforts of their new Queen, her Regents, and the support of the town of Bravado, even if they are a bit wounded by the turmoil.

Wrap up

The story of QUEENSGRACE was a story we waited two years to tell, and I hope you got a chance to attend this event. We decided the future of the Tribes Disparate, but it was surprising how far the resolution went from where we expected.

Let’s look at some of the major plot points that were decided during the Summit:

Matriarch Fawn Cervaxi (played by Riva Amyett)

  • The Tribes Disparate will remain a Faction in the San Saba.

  • The Tribes Disparate will not be a Financial Institution for April. This is a temporary effect unless the financial security of the faction is not settled by the Regents.

  • “Boss” Lucy Frances Debs of the Local 727 was elected as the new Antlered Queen, under a contract for one month.

  • The Tribes will choose a Triumvirate next month to lead their Faction, a compromise to keep the many factions in check and to honor their support.

  • Three Tribes left the Disparate, the Antlers, the Oxkillers, and the Jacintos. Their combined military might is now a significant threat to the San Saba and loss to the Tribes, but whether they remain enemies or potential allies is yet to be decided.

  • The Tribes lack of a military force could mean their control of Essex could be threatened and the Fountainheart tree that was declared holy by Queen Jasper could fall into other hands.

  • Tribes Regents can choose to leave the Disparate and forge their own paths. While only 3 Tribes have left so far, others could choose this path in the future unless something is done to ensure their loyalty or consolidate the remaining Tribes.

  • The Tribes retain a seat on the San Saba Board, but will not have the strength to negotiate additional seats with the Chair. The lack of a single leader or significant military makes it challenging for them to demand additional representation.

  • The Tribes have chosen an alliance with the Junkerpunks and the neighboring settlement of Drywater. They will be a strong ally for the Junkerpunks in the future.

That’s it for today! Tickets are on sale for our next event, COLLECTION DAY, so make sure you get a chance to see the resolution of this event as the Tribes decide who exactly will lead their Faction and they resolve the fragile one-month peace they negotiated during the Summit.

Story Recap: Beyond the Horizon

Good morning! It’s Jonathan here with a STORY RECAP for the recent event, BEYOND THE HORIZON. The goal of these Story Recap posts is to help fill in the blanks for those that might have missed an important mod, been at NPC camp, sleeping, or simply were not able to attend the game. These are major points of continuity that might be important as our season continues, and I hope this will help with the FOMO feels.

Tickets for our next event are on sale TODAY!!! You can buy tickets for our next event, QUEENSGRACE starting right now!

You can also find our other game recaps from this season online here:

So once you’ve been caught up, let’s talk about what happened next…

Beyond the Horizon - the premise

The ambitious merchant culture espoused by the Junkerpunk population, a ragtag group of smugglers, tradesfolk and privateers, has always been a dynamic beat in the overture of the Greater Lonestar. But now, armed with their temporary position on the San Saba Board and the backing of Holy Mother Queen Jasper of the Tribes Disparate, this grinning group of sellswords and sword sellers have decided to strike out and do what New Bravado proved could be done; build a town for themselves. 

The infant settlement of Drywater, just a few hours walk to the west of New Bravado’s extended territory, has begun to erect its first permanent structures and acquire its first permanent citizens. Queen Jasper, the sickly but politically powerful matriarch of the Antler clan, has come to New Bravado to oversee the perilous and brave process of sculpting a homeland from irradiated dirt. With the help of the Longberths, a faction of the Tribes Disparate who have historically butted heads with the smaller merchant faction, the scrap of land will become a dry port of call only rivaled by Waking Prime

With glory on the horizon for the honest folk of the Muddy Water Accord, all seems well in the wet thaw after the Long Night. But the waves of Lake Bravo stir uneasily as something shifts beneath its surface, and the sound of distant foghorns echo balefully from the direction of The Clutch. Only time will tell what lurks in the deep waters of that ancient wound. 

the future of drywater

  • NOTE: We talked a bit about the main mechanic of the weekend in my blog post last week. Unlike previous games that have followed a tried and true (if somewhat linear) formula of a thing occurring and the town working to deal with it, the primary story of this event was designed as a SCAVENGER HUNT, requiring the LCs to complete various Zone of Mechanics around the play space to complete the plot. This was a bit of a change of pace from the regular way we organize our events, so let us know in feedback if you enjoyed it!

The culmination of the Junkerpunks’ dreams come true, the new settlement near our town of Bravado is really honoring the choice the players made during our online event, The Certainty of Tides. During the party in the Clutch, the faction known as the Muddy Water Accord rose to prominence in the Junkerpunks and decided to compete with the RRC on equal terms. Their continued success led to being chosen as a victor of the San Saba Cup Murderball prize to earn a seat on the Board for 3 months. Following a significant victory in the boardroom after the backing of Queen Jasper, the Junkepunks and Admiral Sinker Swim earned to right to fund the Drywater Settlement Package.

Survivors competed to complete tasks across the town, from offering Thoughts & Prayers, building fashion furniture, performing feats of mental gymnastics, breaking up ice around the lake, picking up trash and protecting the local wildlife, or even simple manual labor. For every four tasks completed, you could submit a vote towards which of three possible Drywater Upgrades would be established in the town. The Upgrade that won popular support would bring new resources to the town of Bravado, based on which faction was backed as a secondary support for Drywater.

The three options were:

THE CALI*CO-OPERATIVE ARSENAL

Owned and Operated by the dependable Cali*Co Caravan, the *Co-Operative Arsenal will employ the local Junkerpunk population for the purpose of munitions development and production. Located on the scenic ridge that overlooks Drywater, the Arsenal will develop and produce munitions for the defense of the Greater San Saba and her citizens from the threat of zed, raider, or invading body.  Espoused by the Holy Mother Queen Jasper of the Tribes Disparate, the Arsenal is her final attempt at preserving the San Saba as the homeland of her people and their allies.

THE REDFIELD BOATEL AND SPA

This sumptuous lounge and resort will be just one stop down the Oxline from New Bravado and attract personages of affluence from across the Greater Wastes. Local Junkerpunks will make up the staff of the Boatel and Spa and be provided with a living wage, ongoing benefits, and housing. Located on the river, the Boatel and Spa will technically be a mobile living environment permanently docked at Drywater. The kitchens at the Redfield will produce highbrow brews and confections beyond anything the San Saba has seen so far, and are personally endorsed by Felicity Redfield, CEO of the Railroad Conglomerate.

THE IMIX INSTITUTE

The closest GraveTech research facility is located in the Dead Marches, many miles to the distant south, beyond even the Blastlands.  To be placed in the middle of town as a multi-story cathedralex, the Imix Institute would employ and educate the local Junkerpunk population as researchers and volunteers in the ongoing effort to understand and benefit from the Mortis Amaranthine and the Grave Minds that lurk within it.  This project is endorsed by the leaders of the Grave Council, Takheeta Firstborn and Commander Rampart.  Research from this facility would likely produce compelling advances in Grave and Psi- technologies.

The tasks to support Drywater were quickly picked up by those in the RRC, particuarly as Felicity Redfield was in town to promote the new Redfield Boatel & Spa option. Felicity was a bit ruffled after being literally shipped to town in a box from Requiem, but offered compelling reasons of fairness and equality for the Junkerpunk workers in the new town. In addition, she offered a number of job opportunities exploring the depths of Lake Bravado in a new submersible device called The Blackfish.

Other faces came in town as well, to explain in more detail what their Drywater Upgrade would offer to the town. Commander Rampart of the Grave Council offered a disturbing potential future, with the time being right for another Archon incursion in only 10 more months, exactly one year to the date of the emergence of the Monolith. Since the device that allowed the town to oppose the Archons was destroyed in the fight, the Imix Institute would offer potential new weapons to fight back against an imminent threat from beyond death, including perhaps an answer to the threat of the Gravetouched in town.

Finally, the venerable Queen Jasper, Holy Mother, asked the question of what role the town of Drywater would really play into the future with an offer to reshape her legacy with the weapons and research of the Cali*Co Arsenal. Dubbed the “generational trauma gun” by her opponents, the Arsenal would offer military support to keep the Junkerpunk settlement unthreatened by opponents and allow them true neutrality in a dangerous San Saba political network. The Queen also met with her loyal subjects, including the Cervaxi Tribe, the SCAdians while in town to speak about an upcoming event for the Tribes. Visitors from the north in the shape of the Bloodied Wolves from Verdigrift signed a contract and offered protection to the Queen while she was in town, and listened to her call to arms. Her message was dire, even if she was at peace with the choice…

The city of Drywater clearly needed political support and something to set it apart from the other settlements and to help shape its narrative in the Greater San Saba. So what niche will the new settlement fill?

the winner of the Drywater upgrade is…

In a perhaps too on-the-nose commentary on real world politics, the final winner of the contest was…

The Redfield Boatel & Spa!

Greetings from Slim & the RRC!

The final tally of votes was:

  • Redfield Boatel & Spa - 18 votes

  • The Cali*Co Arsenal - 13 votes

  • Imix Institute - 8 votes

While more total people submitted votes for the Arsenal and the Institute, the financial might of the RRC would not be diminished. Led by prominent RRC figures like Slim Straightedge, the individual Work Orders of the RRC aligned folks counted for far more, with the most number of fully-filled Work Orders submitted in the contest. Those that completed a challenge with the Master Financial Influence skill were even able to offer additional votes, but most of these folks hailed from the RRC. Hopefully, Rampart’s ominous warning of the future won’t come true, but for now Drywater stands to be the next destination spot in the San Saba!

Unfortunately, in our unintended commentary on modern politics only about 20% of the population of Bravado in attendance even cast their support into the challenge! The future of the San Saba was determined by a group of powerful, financially motivated and well-organized individuals instead of a more popular and populous, but apathetic voter base… Seems familiar, for some reason…

With the success of the RRC’s bid to create a new Boatel & Spa in Drywater, the town of Bravado could soon see new items like Brews, Meals, Culinary devices, or even Gizmos being traded with our fair town in the future… and the future is bright indeed thanks to the efforts of the town in dealing with an unfortunate pollution issue


the sound of drums and The leviathan

A major side complication in the support for Drywater emerged in the terrifying raiders known as Drowned Ones, and a continuing threat to the ecosystem of Bravado.

In addition to the political intrigue of the Drywater Settlement Package and the supporting factions, the Junkerpunks needed more mundane help establishing their new inland settlement of Drywater. Clearing out wildlife, threats and foliage to bring in the bones of their new city, these tasks fall to the Vados willing to work. This work included one particularly LARGE concern..

Following the Long Night, which was horribly cold and unusually long, a significant strain was placed on the local ecosystem. The local Leviathan population, whose life cycle includes the Long Night as part of its gestation process, skyrocketed following an unusually cold winter season. Even the other Bravado critter populations are declining, and new invasive species are moving in. 

The town quickly had to deal with Baby Leviathans, who, while adorable, were still predatory animals despite the amount of Crystal Candy they were fed in an attempt to make them pets. They also encountered larger Juvenile Leviathans, at first confused for adults, until the final appearance of the largest Leviathan anyone has ever seen (we literally had to bring it to site in a truck…), the momma Sea Leviathan, or Chompy for short. The pollution in Lake Bravado had even mutated other species past the Leviathans, like Murder Goat Deer, and even raiders!

This larger population attracted their only real predator - the raider clan called Drowned Ones. A large raiding part of the particularly moist raiders arrived in Bravado intent on hunting two kinds of prey - the new Leviathan spawn AND the survivors of Bravado! These raiders posed a serious threat throughout the weekend, with the terrifying Wavemasters scattering concentrated pockets of defense with the Terror skill, to the Drowned One Fishers using Nail or Fear on opponents before surrounding them.

The town had a choice to deal with the exploding population of Leviathans emerging from Lake Bravado, while dealing with a constant assault of raiders:

The adored creations of Harlow Ulmer from a work-in-progress photo — Baby Leviathans! Also, their cat!

  • They could simply KILL the Leviathan, and exterminate its spawn by destroying any Leviathan eggs they found on the way. This would be a permanent solution to the problem, but would involve destroying a massive mutated beasty with giant guns provided by Professor Heavywater and the Junkerpunks. However, the town would probably have to prepare for the consequences of killing a large animal like a Leviathan for an already strained Morgue system, as well as a potential ZOMBIE LEVIATHAN.

  • They could also try to SAVE the Leviathan, and preserve any Leviathan eggs that were found for a future, more controlled release into the waters of Lake Bravado. While this would be a more challenging task, using giant Tranquilizer Pills shoved physically into the maw of the giant beast, it would have less impact to the ecosystem overall. Unfortunately, as any vet tech can tell you, trying to medicate a dangerous animal is easier said than done..

Perhaps unsurprisingly, the town chose to try to SAVE the Leviathan population of Lake Bravado. Spending most of the day on Saturday developing a Tranquilizer for the Leviathan, Pogo and the Darwins of Bravado led the charge to develop a cure. In a final fight on Saturday night, the town faced off against the raiding parties of the Drowned Ones in an attempt to deliver a medicated payload to the momma Leviathan. With the Wavemasters dragging the fallen towards the waiting Dark Water and the Leviathan, it became quite deadly to fall to the blows of the massive tentacled arms of the Leviathan or the waiting spears of the Drowned Ones.

After a prolonged fight against the Drowned One Raiders, people literally being spit out of the giant maw of the Leviathan after a bit of “tummy time”, and the unstoppable tentacles wearing down the defenses of the townsfolk, the Leviathan finally fell into a tranquilizer-induced sleep. With the ability to treat the wounds of the beast, deal with the mutating effects of pollution by applying poultices to the wounds, the Leviathan eggs were able to be safely extracted from the stomach of the creature and placed into the care of Professor Heavywater and the Junkerpunks. While a few of the eggs ended up in unscrupulous hands of the black market, the Junkerpunks are now in control of a way to limit the damage to the ecosystem by the town of Drywater.

other threads “On the horizon”

There were several other minor events of note:

  • Takheeta Firstborn, leader of the Grave Council, was on hand to oversee the penance for the deaths of the Lovelace family during the BLOOD FEAST event. Saturday night, she and several of the grave heads of Bravado were crucial in developing a new Morgue for Drywater. The addition of a new Mortis across the lake really brings some questions to mind: what does it mean to make something new in a dead world? To forge new imprints and new systems when nothing has been “new” for millennia? Is it brave and hopeful? Or is it shortsighted, and stupid? With the antagonism increasing between Takheeta and Commander Rampart, this will surely be another spark in the fire.

  • Don Chevlin, explorer extraordinare, and agent of the Ark Society, was in town to offer Delves and strange new technologies in exchange for your Arks. While a threat of a watery grave was possible, several intrepid adventurers braved the depths of the lake and the tunnels beneath Bravado in search of fortune and glory

  • An explosive (sic) birthday party occurred in Kiva, with a bomb-filled cake being delivered to Turbo Six, the Mountain That Rides on his birthday… (Look, I’m writing this so it’s important to me!) It was an attempt at death by chocolate! What fiend could have tried to take down the leader of the Road Royals?

  • During a Masquerade ball hosted by the always stylish Candy Hearts, there were more than a few masked individuals prowling about. It was virtually impossible to tell who was really in attendance during the ball, and the General Store was filled with music, dancing, and masks. In fact, it seemed like the entire second floor was reserved for a VIP event for those with the proper headgear

Wrap up and Teasers

It was an eventful weekend, with the introduction of some new props sure to return by popular demand, new Raiders, a number of interesting ZOMs to complete across the camp, as well as a change of pace for the main theme of the event changing from our usual cadence. We had a blast telling this story for you, so let us know what you thought with our Feedback Form!

As a last teaser, I’ll leave you with this final event that happened during the game:

  • On Sunday morning, a group of OX KILLERS attacked the Depot, but they were stopped before they could burn it down. This outcast tribe of technophobic barbarians was ejected from the Tribes Disparate during our online event called The Shining City. What does their reappearance mean for the upcoming SUMMIT OF THE TRIBES DISPARATE being called during our next event? With the health of Queen Jasper quickly declining, a new leader of the Tribes Disparate must be chosen to replace the dying Queen, but their enemies and rivals are circling…

Tickets are on sale NOW for our next event, QUEENSGRACE! We’ll have more about the impending struggles of the SUMMIT and what it means for the TRIBES DISPARATE in the future! See you soon, Vados!

Story Recap: The Second Founding

Hey there Vados! This is a bit late, but I started by season Story Recap posts after our second game during Season 3, so I missed this one. I’m gonna cover the major events of note from this game that might be useful to know about as we progress through the season. It’s been a bit, so I’ll try to keep this brief on the major salient points.

As a note, this season directly follows up on the stories that we introduced during the shortened Season 1 (cut short in March by the pandemic), and the online Season 2 we ran that have been documented in our Lonestar Skies archive, found HERE.

The Second Founding - the premise

In the last year, the San Saba Territories have expanded to include hundreds of miles of new land. During that time new groups and philosophies have taken root in the gritty soil between the Dune Sea and The Spoiled Coast, fundamentally changing the face of the Lonestar. The sleepy scrap of dirt that was once Bravado has fallen into disrepair in the year since Felicity Redfield left following the Fountainhead Incident in Essex, and only due to the revelations in Barogue (pronounced “Buh-row-guh” :p) has she returned.

After returning from the Lost City, Felicity asserted her mineral rights over the city of New Bravado and sought to reclaim it from the raiders, ranchers and roughshods who had taken up residence there. In order to entice new Survivors to Bravado, the RRC leader offered tenement rights to any companionship, company or crew willing to help her settlement. The will of the San Saba and its Laws, must be brought to the untamed wastes through sweat and blood after all. However, a threat of Bad Brain had sprung up amongst the common folk and was beginning to become a problem…

New Laws, New Order

One of the major events that occurred during the online season was the official forming of the San Saba Board, a unification of the many factions of the area that banded together to enforce a system of law and order in the Territory. Their collective economic, military, and political will has placed them in a position to encourage the citizens of the area to comply.

During this event, we introduced several new faces and figures in the leadership of the territories. We also combined several factions into one, with the Conglomerate and the Railroad Commission uniting in one massive faction known as the Railroad Conglomerate (still conveniently using the RRC abbreviation so they could save on stationary and uniform costs).

The San Saba Board has offered some measure of stability in the chaotic wastes, and claims as its members several major factions from our Dramatis Personae:

  • The Chair

    • Holds the power of Veto

  • The Railroad Conglomerate, or RRC

    • 2 seats; Felicity Redfield, CEO, Dr. Janus Stewart, COO, aka “The Scientist”

  • The Tribes Disparate

    • 1 seat; The Speaker for the Tribes, Holy Mother Queen Jasper

  • The Grave Council

    • 1 seat, Takheeta Firstborn

  • The Warden of Prudence Penitentiary

    • 1 seat; Warden Tabitha St. Mercy

  • The Law Dogs

    • 0 seats; Boss Wyatt is the liaison between the Board and the Law Dog Union

The Board has established several functional laws in the San Saba:

  • “The spilling of Blood and Bone is the prerogative of the Wastes. But to steal the Infection of the Body, or the Work of the Hands is forbidden.”

  • “Brass and Contracts are our Sacred Currency. Thems that break a Contract are a Breacher and are subject to the Gauntlet. Anyone not holding a Contract is a Vagrant and has no voice in Company Affairs.”

  • “None shall interfere with the Delivery of the Post. Nor the Collection of the Grave Tax.”

Additionally, the return to live events also gave our Survivors a chance to explore the curious choice of the mysterious Chairman in exercising his rare right VETO to prevent the rambunctious Junkerpunks from joining the alliances of the San Saba. The Junkerpunks have set themselves opposed to the RRC and will likely need your help in the future…

a Bloody return

Things do not stay the same when you leave them alone, they are subject to the forces of the universe regardless of the Survivor’s participation. In the year since any civilized person trod the scrap of dirt that is New Bravado, the disease known as Bad Brain had ravaged the agricultural population and produced a crop of Grave Head Raiders that submit to a monstrous Raider Queen known as the GUTMOTHER. The survivors had no choice but to eradicate the threat, save what farmers they can, and attempt to begin all over again. 

The Gutmother; a Raider Queen which is a form of mutated leader of Raiders that rarely emerges, was at the head of a massive clan of Grave Head Raiders. These Raiders use crude chemical bombs to control and herd hordes of zombies. The Gutmother staked her claim in Bravado despite the Burning Season and rival clans pressing against her borders. If the RRC and the Survivors were to seek to settle her lands, they would have to eradicate the clan entirely and seize it themselves.

Unfortunately for the Vados, the Raider Queen possessed a unique ability to return from the Grave, seemingly, infinitely. Her great Herd of undead, whispered by some to be the infantile third Stampede, churned under her undying eye and only by locking her wholly in the Mortis, body and all, could the Vados hope to quiet the Gutmother long enough to find a way to kill her and scatter her troops to the four corners of the San Saba.

a prison of flesh, bone, and psionic will

After surviving several assaults on the town, the Grave Council, through their agent Commander Rampart came up with a plan to stop the Raider Queen. With the help of the townsfolk, they were able to construct a pocket within the Mortis Amaranthine that could could contain the Gutmother as a makeshift prison. If it worked, it could suspend the Gutmother’s endless recycling through the Gravemind. With a titanic expenditure of psionic crystals, resolve, and even the pickled head of the Gutmother from one of her deaths, the town was ready to lay their trap.

Rampart provided several Barougian Seals, psionic devices recovered from the Lost City, inscribed with the phrase “IMPRINT IS MATTER, MATTER IS IMPRINT”. This phrase, found in the writings of the Undying Prince, spoke to a truth of the world. The Grave Mind operates by returning your IMPRINT to the world as MATTER, so it could be inferred that MATTER could also be returned back to an IMPRINT. The Ritual of Imprisonment, designed by the Mystagogues of the Grave Council, would require killing the Gutmother over and over until her imprint could be locked into the ground for good.

During the terrible battle at the Maw, Rampart used a strange psionic device, a crystalline matrix imbued with limitless power, to lead the ritual. While the soldiers of the town dealt with the Grave Head Raiders throwing themselves at the shield wall protecting the ritual, a brave few struck out to take down the Gutmother in the midst of the fighting. Each time she fell, they would drag her screaming, bleeding form to the center of the ritual circle again and again. Each killing blow on the Raider Queen served to settle her imprint one step further into the ritual prison.

After THIRTEEN waves, the Gutmother weakly tried to fight back as the final killing blow sealed her into a psionic prison of flesh, bone, and psionic will. While not truly dead or alive, the Gutmother was sealed away to prevent the endless cycle of regeneration from continuing. However, shortly after the fight, the strange crystalline matrix was discovered to be missing, taken by an unknown foe in the chaos following the battle.

Hopefully, the strange seals holding the prison of the Gutmother will survive, lest a terrible Raider Queen be loosed on Bravado and the San Saba once more…

That’s it for this recap. Sorry that this is a bit less specific information than my later Story Recaps, but it was like 6 months ago so that’s basically forever… See you next time ‘Vados!

Story Recap: The Long Night

It’s still our Winter Break, but I’m here with a recap of our last event, THE LONG NIGHT! The goal of these Story Recap posts is to help fill in the blanks for those that might have missed an important mod, been at NPC camp or even sleeping, or simply were not able to attend the game. These are major points of continuity that might be important as our season continues, and I hope this will help with the FOMO feels.

This was our annual Premiere game, which is simply a special game where we can up the stakes, let players buy additional XP for their characters, and produce an even more special event. We had dozens of players from abroad travel down as part of an “invasion” event and we even ran special Zip Line passes for the event that were part of the Monolith experience. We also had members of the National Team including Kyle Elliot and Jeff Dahl at the event as well. This was also the largest live game run since the pandemic started, and we’re kinda proud and grateful to so many folks for attending. If you were not able to attend this time, we hope you will be able to join us in February.

There were a few major developments during the LONG NIGHT event. This was our mid-season closer, so it’s a bit of a read but I hope it’s worth it.

THE MONOLITH

At the end of the last game, a terrible MONOLITH emerged near the edge of town. It started to cause cold weather and attracted one of the largest zombie hordes since the Hiway War. The zed seemed hellbent on destroying the Monolith, and were held back by the combined efforts of the Tribes Disparate and the Grave Council until further help could arrive. When the players arrived to town, there had been sightings of terrible frozen zombies known as RIMEBOUND in the Horde, even more deadly than previous encounters with the frosty zed. These frozen enemies exploded into icy shrapnel once their outer armor was broken, but fire was a sure way to kill them without them exploding.

Players took turns “delving” into the interior of the Monolith with the aid of several Graverobbers from the Grave Council, but had to time their entrances to match the deaths of other people in town. The Monolith had become an impromptu Morgue, a place where the dead emerge from the Mortis Amaranthine. Inside, there were reports of a strange ancient Facility from before the fall filled with personalities bent on containing some kind of creature inside. It appeared as if the Monolith was like a wound inside the Grave Mind, causing an “infection” like it was some kind of weird splinter. The zed attacking the site must have been part of the response to whatever was inside.

The first to die reported their minds lost to memories of the past, as they took upon roles of the researchers in the facility called CRADLE. They talked about an Overseer, a Scientist, and government funding. They talked about a “Department of Future and Progress”, but every story inside repeated itself in a twisted loop describing the downfall of this facility. At some point far, far, far in the past, the researchers here had tried (and failed) to contain an entity from beyond our world, an outsider known to our current world as an ARCHON. Every story ended the same - the Archon was trapped inside by the efforts of the scientists, but only after a great sacrifice. The creature must have been the source of the “splinter” that caused the abscess to form around it, the wound that became the MONOLITH. Something must have awoken the MONOLITH, perhaps the tampering of the GRAVE BELL by the villainous Dr. Nichols during the last game.

ARCHON ASSAULT

The first teams inside found an unthinkable horror trapped inside - a creature from outside of our reality, known by some as an ARCHON. The entity was awoken by the first delve and escaped into the world outside to wreck havoc on the town. It’s screeching otherworldly cry was answered by another, as a second ARCHON emerged into our reality to lay waste to the Survivors in the town. Together, the two ARCHONS seemed to be focused on freeing a third ARCHON trapped within the Monolith.

The entities were unstoppable. They were impervious to any weapons used against them, and their hideous claws were capable of rending through armor and flesh alike. They could snuff out the life force of anyone around them, ending the bleed out of anyone that had fallen to their claws. They could even devour the very Imprint of a Survivor, sundering all of their Resolve in one swing. They leaked radiation in the area around them and were capable of stepping through reality into any place that had electricity, even past closed doors or barricades. They could even drag a helpless survivor with them into an ABYSSAL RIFT straight into the Mortis Amaranthine. Countless survivors died the first night, caught off guard by the terror of the Archons.

The last time a trio of these creatures emerged in Essex, it took the combined force of a runaway Oxline, a bottomless pit filled with Zed, and a psionic weapon that rewrote reality to deal with them. Unfortunately for Bravado, no such weapons of overwhelming force were available so the town would have to find their own way to make the creatures vulnerable. Luckily, the town was up to the task and begin an arduous process to uncover a way to keep the creatures in our reality long enough so they could be killed.

  • A special ST note here - “Archons” are a National level Threat, and only encountered at specific events that involve the Mortis Amaranthine with National approval, like our Premiere event. They first appeared during the Greenhouse online event, and have been sighted at a few events since then. They continue to be a serious threat from somewhere beyond death and it’s possible you might see one again if you choose to travel up to a National event. There are even a few Blueprints that deal with these threats.

  • FUN FACT: The Archon is the only creature in the Threat Book to be classified as an “Apocalyptic Threat”.

THE LONG NIGHT & LONGWALKERS

As if rampaging Archons were not enough, the town was also dealing with another force of nature that had emerged from the darkness, known to the Quiet Folk of Widow’s Peak as the LONGWALKERS. The cold of the MONOLITH had awoken the LONG NIGHT, a time of frozen, terrible darkness that spreads across the land during the deepest Winter months (also conveniently during our Winter Break in January). The legends of the Lovelace clan tells of chasing away the Longwalkers with candlelight, but the town soon found out that they were not simply legends to scare children.

Terrible creatures prowled the night, including the Nowhere Man, the Midnight Gardener, the owl-like Lechuza, and more. From three-headed abominations to mesmerizing glowing Jellyfish-like creatures, once the sun set the things began to hunt in the darkness. Much like the Archons, no weapon could harm the Longwalkers, and the only solution to their threat was to run or hide. A few survivors swore that they survived an encounter with a Longwalker, but each seemed to be deadly if you kept their attention for long.

In the midst of this, the supernatural cold of the Monolith and the Long Night began to create other problems. The Rimebound dead were emerging from the Mortis, the crops were withering and dying, and even the buildings themselves needed to be winterized against the cold. Some took the opportunity to flee the town while others turned their attention to surviving the Long Night.

Thanks to the hard efforts of the survivors, they managed to winterize each building in Bravado, deal with a blockade of mines in the lake that prevented trade via the rivers, evade the Longwalkers, and even created a technological marvel to protect the farmland from the cold. If the town could come up with a solution to the Archons and the Monolith, they would be able to weather the Long Night intact.

THE END OF THE MONOLITH

Repeated delves into the strange MONOLITH uncovered bits and fragments of how the original scientists of the facility were able to trap the original Archons. However, it appeared that the Archon trapped within was actually the Archon that was thought destroyed during the Fountainhead Incident in Essex last year. When it tried to escape from Essex via electrical lines, it’s escape was cut short by a breach in the line, near where the Monolith emerged.

The town discovered a means to build an sonic amplifier from pieces scavenged from the Monolith, shards of icy armor from slain Rimebound, and the strange Imprint Crystals found within the outskirts of the Monolith. Together, the brightest minds of the town pooled their resources to create a psionic device capable of temporarily stunning the Archons. While stunned, they would be trapped in our reality for a moment, about 15 seconds, and they could not simply ignore the weapons and firearms of the town. However, the town had to gather every able bodied fighter they could to lure the Archons near to the Monolith so they could be confronted.

After a moonlit walk down the quiet, dark paths of Bravado, seemingly escorted to the fields near the Monolith by the Longwalkers, the survivors set their trap. With a terrible scream, the two Archons descended into the fray to assault the living. Alongside the Archon attack, the zed breached the perimeter of the town, with Rimebound dead emerging into the fields by the hundreds. Caught between two unstoppable forces, the Survivors braced for a long fight.

After a few failed attempts to wound the Archons, it was eventually apparent that not only could the Archons snuff out the life force of any of the dying near them they could absorb any psionic energy near them to heal their wounds. With the help of a few stalwart shield walls and coordination to prevent unnecessary healing of the Archons, the fight became a race to deal enough damage to the Archons in the brief windows of vulnerability while surviving the constant assault of the zed and even a few of the Longwalkers that drew too close. It was a chaotic mess of a fight, but with a earth rending screech, the first of the Archons fell to the ground followed by its partner moments after.

An unthinkable feat had been achieved. Two Archons were slain in battle, and the imprint of the third Archon was consumed by the strange sonic device in it’s last moments. The wound that was sustaining the strange Monolith was gone, and the walls of the Monolith began to crumble. As if some hidden signal went out, the assault of the dead on the town began to wane and the forces of the Tribes Disparate, led by Queen Jaspar and the Antler Tribe, the Reckoners of the Grave Council, and the mercenaries of the RRC were able to push back the horde. With a moment to catch their breath, the Monolith was destroyed, the zed horde was dissipating, and the Archons were no more.

The Aftermath

While the Long Night looms on the horizon, the town weathered an apocalyptic threat and managed to create some measure of protection against the cold and merciless winter. Bravado will survive the Long Night intact, instead of taking a step back to repair the damage of the winter. Several survivors took the advantage of the treaty with ANTON ANASTASIA of REQUIEM to travel North away from the cold, while others settled in for a long winter break. In a few months, the cold will pass, the Oxline will start fresh, and the town of Bravado will prepare for the Spring.

That’s it for the story this time, and we’ll be back in February with our next event! Stay tuned!

Story Recap: Blood Feast

Good morning! It’s Jonathan here with a recap of the major Story events of our recent November Game: BLOOD FEAST. The goal of these Story Recap posts is to help fill in the blanks for those that might have missed an important mod, been at NPC camp or even sleeping, or simply were not able to attend the game. These are major points of continuity that might be important as our season continues, and I hope this will help with the FOMO feels.

There were a few major developments during the BLOOD FEAST event:

Gutscourge

Over the last few weeks, characters that live near Bravado or travel there regularly started to feel HUNGRIER than usual. These symptoms might have come on suddenly, or gradually, over the last 4 weeks. The symptoms were a bit innocuous at first and if a person was not particularly observant, they might not have even noticed the changes! But starting on the first night of game, it was increasingly clear that something was wrong. A large part of the population had been infected with a terrible new disease that was quickly identified as GUTSCOURGE.

Victims infected with Gutscourge were irritable, feverish, and experienced intense pangs of hunger that can only be sated by eating.  They were increasingly focused on eating any food available or even eating raw meat, as as the disease progressed it turned them into voracious cannibals capable of devouring blood and flesh in lieu of food. Each step of the disease compounded the last and once normal food no longer satiated their hunger, the infected could frenzy at the slightest provocation. For those that rode the edge of oblivion, the advanced stages of the disease deadened their nerves and turned them into unstoppable killing machines capable of shrugging off bullets and blades alike.

A literal puzzle the players had to solve as part of the Research Challenge

The town collectively poured their resources into researching and understanding the disease. The horrifying resolution of Gutscourge was discovered - if a cure was not found, the infected would progress and become terrible BLOOD GHASTS and be lost forever, no matter how many Infection they had left. However, no matter what treatment the town came up with or how much food they consumed, they could not permanently cure the disease but only send it into remission temporarily. Some other factor was making the disease incurable and resistant to medical treatment.

The town eventually discovered an old family recipe of the Lovelace Family to create BLOOD SOUP that helped them combat the disease. This “meal” not only served to satiate the hunger of the infected, it could even reduce and contain the disease that was ravaging their bodies. However, since the Blood Soup required the players to spend Body points to create the meal by bleeding into the concoction, it was costly to prepare.

In addition, three strange side effects of the disease emerged, each too specific to have been naturally occurring but rather aspects of the disease that had been purposefully advanced and WEAPONIZED. It was clear that this disease was an attack on the town by some nefarious villain.

Widow Clauthia, after her “tea”

  • For Whom the Bell Tolls - Each and every time the GRAVE BELL sounded in town, anyone infected with Gutscourge was sent into a frenzy of violence and hunger AND their disease would advance one Stage. The Bell is normally sounded by the Groundskeeper EVERY time a person dies, so each death caused by frenzies ended up causing more and more chaos through the weekend. Somehow, the necrokinetic energy of the Bell was sustaining and advancing the disease.

  • Object of Veneration - The most insidious side effect of Gutscourge is that it made the infected susceptible to coercion and control by someone they respected and looked up to. Whenever an NPC made a call of “Object of Veneration”, players infected with Gutscourge had to either spend Mind points to resist the compulsion or follow the commands. The Widow’s Tea on Saturday afternoon became particularly bloody as Widow Clauthia ordered her loyal Widows to bring her victims to consume.

  • Infectious - Gutscourge was purposefully very, very transmissible. Every time an advanced Stage infected fed on a target, they would also spread the disease to them. If that person was already infected, BOTH players would increase their disease one Stage. Particularly advanced patients were so infectious that even players using Medical skills on them could risk infection if they were not careful. The disease even seemed to be even more infectious on Landsmen, particularly the Quiet Folk of the Lovelace Family.

Dr. Nichols’ Revenge

Last month, one of the most infamous Lifers known as Eyeless Jack was captured by the town. This month, his father came to town seeking revenge on both the town that captured his son and the Family that made him an outcast from his home of Widow’s Peak. Jack’s father is a Quiet Folk doctor named Dr. Hannibal Nichols-Lovelace. He operated a small free clinic on the outskirts of the Lovelace lands, and was sometimes called “Grandfather Nichols” by the locals. He was thought of as mostly harmless, but was kept at arm’s length by the Lovelace Family because of the crimes his son committed.

Dr. Nichols, Quiet Folk villain

Nichols was being brought to Bravado to answer for crimes that he had been recently implicated in. It appears that the “good” Doctor had more of a direct hand in teaching his son Eyeless Jack to be a serial killer than was first known, and gory trophies of travelers that disappeared on their way to Widow’s Peak were discovered in his clinic. Alongside Daniel the Quiet, one of the Lifers still at large, Dr. Nichols was being brought to a trial at the Gauntlet. Accompanying the accused was the majority of the Lovelace Family, including the matriarch of the family, Immacula Lovelace. The stage was set for Dr. Nichol’s plan and betrayal of his former Family.

The night of his arrival, the fanatic followers of his son known as the APOSTLES OF EYELESS JACK attacked the Law Dogs escorting him into town, and freed both him and Daniel the Quiet. Witnesses even reported that Immacula Lovelace gave her weapon to the doctor as if compelled before he escaped into the night. For the hours that followed, Dr. Nichols prowled the night, purposefully spreading the disease of Gutscourge while talking about “experiments” and ambushing travelers on the roads. It was quickly apparent that not only was Dr. Nichols the mastermind behind the plague, but that he had lured his family to the town on purpose to infect and destroy them. As the bell tolled from early deaths in the night, Lovelace Maniacs set themselves on the town in a cannibalistic frenzy. While nominally still people, they couldn’t help themselves from feasting on those they attacked and put into Bleed Out.

The Cure & Project Mutagen

The next day, Research plans continued and uncovered a bit more about the depth of Dr. Nichol’s plan to destroy his family. During the Indulgence, the Unstable genius known as the Butcher tasked the Lifers with gathering biomass from townsfolk as part of something called “PROJECT MUTAGEN”. It was quickly evident that Dr. Nichols was progressing the project forward and was actively involved. The weaponized disease of Gutscourge was the culmination of these efforts, combining aspects of the Bad Brain Disease with parts of the Bloodscouge disease spread by Blood Ghasts. With the ability to infect and create powerful super soldiers that would follow the orders of those in charge, the plague represented a major step forward towards calamity for the San Saba Territories.

After collecting water samples from around town, testing various meals cooked by the chefs of Bravado, harnessing blood samples from captured Blood Ghasts, the inhabitants of Bravado were able to create a cure for these disease and a treatment plan to mitigate the threat. However, no matter much they tried, each time the GRAVE BELL rang the disease surged again and spread. Something else was sustaining the disease.

After their hard work continuing the research, they realized that the disease had introduced tiny psionic crystals into the victims. These psionic crystals were reacting to the Grave Bell and sustaining the disease. Based on intel gathered by the town, it was discovered that a SECOND Grave Bell was being used by Dr. Nichols in the sleepy corner of Widow’s Walk that needed to be stopped in order to permanently cure Gutscourge. At the same time, Dr. Nichols was again out and about capturing residents as “guests of honor” for something he called FAMILY DINNER. If the town was to solve the crisis, they would have to deal with both the cannibal Lovelace Family and neutralize the second Grave Bell.

Family Dinner & the Death of the Lovelaces

Dr. Nichols final masterstroke took place in the candlelit dinner area constructed within Widow’s Walk, the traditional sanctum of the Widows of the Lone Star, another aspect of the Lovelace Family in the San Saba Territories. Joining him for dinner were his family members, Clauthia Lovelace, one of the leaders of the Widows, Immacula Lovelace, the matriarch, Abby Lovelace, her daughter, and Daniel the Quiet, the black sheep Lifer of the family. Alongside a throng of the Lovelace Maniacs, the family came together to celebrate their “guests of honor” that would be served as the MAIN COURSE of dinner.

When the town tried to interrupt the ritual, they discovered that not only was Dr. Nichols mind controlling each of the Lovelace family members to do his bidding, that he was functionally IMMORTAL. As soon as he was hurt, the wound would heal and his family would cry out in pain and anguish. He kept mocking the assembled heroes, saying that “My family sustains me. You cannot stop me” while attacking from the darkness. With an immortal enemy, waves of Lovelace Maniacs, and powerful Lovelace leaders, the Family Dinner was a scene of chaos and danger.

Eventually, the town concocted a plan to free the gathered Guests of Honor from their manacles securing them to the dinner table and survive the attacks of the Lovelaces while a second group worked to disable the second GRAVE BELL. With the help of some clutch uses of Master Biogenetics and a coordinated rush on the bell once the guests were freed, the insidious bell was silenced for good.

Frustrated by the plan being stopped, Dr. Nichols executed Immacula Lovelace at the dinner table and nearly escaped into the darkness. He was finally caught and captured outside of the General Store, but not before killing several other townsfolk. He was questioned and executed, but not before a chilling proclamation that Project Mutagen had been a success and had been shipped to his mysterious client that afternoon. Someone out in the wastes now has a tool to create dangerous super soldiers or the ability to sell that technology to the highest bidder.

The town had successfully stopped the evil Dr. Nichols and found a permanent cure for the disease of Gutscourge, but it came at a high price. The Lovelace Family has been decimated by the disease, and while several members of the Family were rescued and cured of the plague, the once powerful faction is now in shambles. It will take effort, money, and new blood in the ranks to rebuild after Dr. Nichol’s plot of revenge, but the Lovelace Family will endure.

EPILOGUE - The Monolith

At the end of the event, as the town was wearily gathering themselves for the last moments of printing, farming, and playing silly games, a dire warning came from the outskirts. Rising from the ground, a MONOLITH of flowing black stone has erupted from the Mortis Amaranthine at the edge of town. The tower of strange stone beckons exploration, and agents of the Grave Council have quickly moved to secure the perimeter of the structure. Whatever this Monolith may be, the similarity between it and the Fountainhead in Essex cannot be dismissed and you know that the next crisis facing Bravado is ahead, in our December Game - THE LONG NIGHT.