Story

Empty Hands; A Vignette following Collection Day

Two days after the Takheeta Incident

Calling it a town was being generous.  It had people who lived there, a Post Office, and not much else.  Meager crops were grown on the outskirts, and a shack barely standing served liquid that could be mistaken for hooch. Even its name, Temp, was a joke.  But the visitor who came that night wasn’t laughing.

His appearance was confusing for those who lived in the backwater settlement.  They knew who and what he was, and what his arrival usually meant.  But it was no longer Collection Day.  The people of Temp had paid all their Taxes.  So when the Reckoner walked through the middle of town that night, the citizens hid inside.  Bullets were loaded into rifles, but no one dared fire a shot lest he take it personally. 

Lanterns flickered, their dim light reflecting off of the scattergun on the Reckoner’s back.  A dark hood covered his head, but those who stared long enough could catch glimpse of bleached bone and sunken eyes.  His name was Solomon, and he had been walking for two days straight.  His path led him directly through Temp, past the sleeping and peering citizens, to what he sought.

Temp’s Morgue was a sad affair.  An Oldcestor building, with a heavy metal door that raised and lowered as the fallen returned.  Up until two days ago, no living thing would approach without a very real and urgent cause.  Those who gathered outside the Morgue to wait on their family made sure to stay far away.  But no longer.  Now, it was too quiet.  There was nothing here at all.

Solomon strode up to the heavy metal door and stopped, standing still.  The voices, the feel of the Morgue, were both gone.  They were replaced, not by nothing, but by their absence.  Solomon lowered his hood and rested his boney skull against the cold metal, silently begging to feel something.  But he was met with only silence.  It was maddening.  But more than that.  

He was alone.

Fuck.”


Four Days After The Takheeta Incident

Solomon knew what he should have done.  He should have reported to Rampart, currently on his way to Essex to “assess the situation.”  He should find the Groundskeepers and assist in their efforts.  He should contact those contracted to the Council, research the problem and find a solution.  He knew he should do all these things.

Instead, Solomon had started to dig.

When the sun went down, Solomon had started to dig in the hard ground outside of Bravado.  He was seen, and whispered about, and reported on, but no one approached or questioned him.  The Reckoner had fought with the people of Bravado on that fateful night, but that didn’t mean he was trusted.  At best, he was tolerated.  At worst, he was watched.

But those watching just saw the Full Dead dig.

Slowly, some of the townsfolk began to follow Solomon into the soggy mud of the Morgue’s interior.  A shock of braided white hair.  Muted red glowing.  Tired faces and leather vests.  Fangs and small bats, slung rifles and newly grown ears.  Tunnel dwellers and hearty drinkers.  No one questioned Solomon, and after observing, they began to help too.  They dug through the night, taking breaks and talking amongst each other quietly. Through the muck and the blood they dug, trying to exhume the dead from their graves, and failing each time.

Finally, as the horizon began to brighten, a Graverobber approached the Reckoner as they gazed out at the sky.

“I don’t think we’re getting anywhere, Solomon.”

A quiet moment passed, as a tall Hellhound approached on the other side.

“We’ve got a real big fucking problem, Brother.”

Solomon remained quiet, his shoulders rising and falling.  With a grunt, he thrust his shovel into the dirt.

“Fuck.”
“What are we going to do?”

Solomon had no answer.  But worse than that, he feared there wasn’t one.


FIN


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Story Recap: Collection Day

Good morning! It’s Jonathan here with a STORY RECAP for the recent event, COLLECTION DAY. 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 season 3 finale event, THE CICATRIX today!!

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

So once you’ve been caught up, let’s refresh our memories about the premise behind the event…

Premise for Collection Day

In the bloody wake of Holy Mother Queen Jasper’s final walk; Bravado’s Morgue is damaged beyond normal repair. Its delicate state, even prior to the extended use of the terrible ritual that interrupted Jasper’s connection with The Cycle, is indicative of a greater problem in the San Saba Territories, and that is the infrastructural deterioration of the morgue system; which has been ongoing since the cataclysmic damage it sustained during the final days of the Hiway War.

The Grave Council, ostensibly responsible for the morgue system’s upkeep in the Greater Lonestar, is headed by the enigmatic spiritual leader and Mystagog Takheeta Firstborn of the Imix Tribe and Commander Rampart of the Reckoners; the Grave Council’s military arm.  The Grave Council’s stated purpose, since its infancy in the wake of the Psionic Bomb, is to steward and to repair the deep structures of the morgue system; and to deliver to the San Saba people an uninterrupted and natural Infectious Cycle

To that end, Takeeta Firstborn has realigned the purpose of Collection Day; the historical holiday upon which the Grave Council collects its Death Tax with her greater ideal, and to the end of stabilizing the morgue infrastructure the entire San Saba over. She, on behalf of the Grave Council, has agreed to accept not only Brass as the blood currency for her Tax, but Infection as well. In return for the lives of common farmers and delvers, she will pay their petty debts in full. Their biomass to her purpose, and their lives to her infernal engine of change.

Let’s look a bit deeper into what happened next..

A dark ritual

Since the last days of the Hiway War, Bravado and all of the San Saba have been infected with a lasting curse, the Plague of the Unfinished. The recently returned could emerge with this terrible wasting illness if not brought back carefully by a Sanctioned Graverobber of the Grave Council, a symptom of the damaged morgues. Though treatable, the illness would continue to plague the cycle of death until the cause was addressed. In this manner, Takheeta Firstborn, high Mystagogue of the Grave Council, set into motion the first steps of THE GREAT WORK — a plan to cure, for once and for all, the Plague of the Unfinished and to repair the injured Mortis Amaranthine in the San Saba.

With the help of mystagogue and graverobber teams simultaneously enacting an ancient Imix ritual on the morgues across the San Saba, from Essex to Waking, from Widow’s Peak to the Clutch, the Grave Council could complete an unthinkable and monumental task. The task would require a phenomenal amount of effort, psionic strength, and the timely coordination of each group of mystagogues working together. Takheeta herself would lead the ritual from the site closest to the ancient wound, closest to the point that the psionic bomb ravaged the Mortis at the close of the Hiway War, the tiny town of Bravado, and home of our story.

In the early darkness of Friday, the Grave Council elite, including Takheeta Firstborn, Commander Rampart, and several of the locally contracted members of the Grave Council in Bravado, assembled for the eve of Collection Day, a grim and hopeful purpose in mind — to FIX the wounded morgues of the San Saba in one grand gesture. However, much like saving a deeply wounded person, it would be necessary to make sure that the patient didn’t fight back against the life saving surgeries necessary to repair the Morgue. In order to repair the Morgues, they must first put the Mortis Amaranthine to sleep.

However, influencing the Grave Mind is a tricky and uncertain thing. Gathering five new Dusters, fresh off the Oxline, a coat of thin San Saba dust still on their clothing, Takheeta planned to use new faces to town to offer a lullaby to the Mortis. Singing a song with voices that the Mortis had no memory of, no recollection of, and those than have never passed through the morgues of Bravado was crucial to begin the GREAT WORK. These five new Dusters, Clover, Katherine, Jackal, Wormy, and Bessie, became the heroes that the Grave Council needed to enact their ritual.

Intoning the ancient words of the Prince Undying, that “Imprint is Matter, Matter is Imprint”, Takheeta set into motion her boldest plan. With the ritual, she would temporarily “move” the Morgue to a new location, convincing the Mortis that each time a soul was returned from death it was returned to place of her choosing instead. By claiming a memory of peace and happiness from each of the gathered Dusters, they could sing the Mortis Amaranthine into a coma and allow the Council a chance to “operate” on the Morgue from a place close by, but still outside of the Morgues themselves: THE NEAR DEATH.

The Emergence of the Near Death

Takheeta’s plan centered around the use of a powerful artifact from the ancient roving city of BarogueTHE CANTANKEROUS MATRIX. This device was a curiously powerful psionic crystal, built with psitech technology from the oldcestors, once lost to the Dune Sea and recently found by intrepid explorers last year. The device had been used by Commander Rampart to create the RUSTED CAGE that imprisoned the Gutmother back in September and thought stolen in the early hours of the morning after that ritual. How it ended up in Takheeta’s hands afterwards likely involved a betrayal of the rival leader of the Grave Council.

When held, the crystal was capable of empowering a psion with limitless mind, an endless battery for the arcane workings of psionics. Whether this relic was truly a piece of the Scion Vossa, the ancient heart of Barogue, stolen so long ago by Sister Mammon in her great betrayal, it was still uncertain. Surely it would have been bigger, if it was that ancient battery? Regardless, the relic was center to the Grave Council’s ritual to lull the Grave Mind to sleep and repair the massive damage to the Mortis.

In Takheeta’s hubris, she decided that the Cantankerous Matrix was the key to her plan to fix every morgue throughout the San Saba, and so she did the unthinkable — she broke it. From the fragments, she assembled the shattered pieces of the once titanic battery into a new creation, the CANTANKEROUS MATRIX, REFORGED. This new device would enable her mystagogues to empower the rituals of the Imix tribe of Unborn, passed down for generations, connecting each of her servants across the San Saba back to one, singular point. The process of remaking the artifact into something new nearly exhausted the once-limitless energy source, so they would need a new pool of psionic power to draw from. But, having achieved the unthinkable, rebuilding a psitech device of the oldcestors, Takheeta’s plan to fix all the morgues at once didn’t seem so far out of reach.

The new relic was implanted into a shallow wound in the ground, akin to cutting into the torso of someone undergoing open heart surgery. Within this NEAR DEATH, a liminal place at once physical and beyond death, the Cantankerous Matrix would call to the sleeping Morgue nearby and redirect its efforts into the Near Death. The place was as cold as death, filled with the memories of those heroic Dusters, built around a shrine to the Barogian relic. From within, a powerful psion could continue the GREAT WORK. When someone returned from the dead, they would now emerge at the Near Death instead, and the Groundskeepers could draw them back across the threshold of death and return them to life once more, in a temporary morgue free from the corruption of the Plague of the Unfinished.

It was a brilliant plan to allow the mystagogues of the Grave Council unfettered access to the damaged morgue for their healing rituals, but it was not without its own… side effects.

the fragmented dead

The process of moving the morgue across the town of Bravado had unintended consequences. First appearing Friday night, a new form of undead began emerging from an exit of the Mortis Amaranthine. Broken and unfinished, filled with the cancerous diseases of the damaged morgue, amalgams of nightmares, the FRAGMENTED DEAD became a new plague on the town. These powerful undead exhibited curious traits of multiple zed in one form. The zombie might rush forward with the speed of a Burster, survive countless blows with the endurance of a Tank, and chatter maddeningly at you like it was a Lost Boy. The distance between the morgues, and the ritual wrought by the mystics of the Grave Council was creating these broken, fragmented dead.

This same issue began to spread. Critters that fed on the dead, like the infamous MURDER GOAT DEER, quickly mutated from the unlikely new food source. The diseased dead could also spread the Plague of the Unfinished at a touch, and even though the doctors of the town knew a treatment plan for the dangerous disease, it exhausted resources of Mind and Infectious Material quickly. Even the Gravehead Raider Clans, those raiders that “herd” packs of zombies to weaken their prey joined in, collecting new hordes of Fragmented Dead to drive into town. Bravado quickly had it’s hands full with new, dangerous, mutated zed, raiders, and critters alike.

It was clear that the NEAR DEATH was the cause of the newly Fragmented Dead, and that the process would continue until the GREAT WORK was completed. For now, there was no answer but to simply endure the new threats.

the Tax Booth & the theft of the ledger

Early Saturday morning, the next stage of the GREAT WORK took place. The Grave Council arrived, in full ceremony with their force of graverobbers, mystagogues, and groundskeepers to begin their collection efforts for the holiest of days - COLLECTION DAY. Each year, the Collectors travel to the settlements of the San Saba, settling the books for another year by collecting the debts owed for services rendered. This year, however, the citizens of Bravado were provided an alternative means of payment.

Despite an attempt the night before Collection Day to steal the Grave Ledger, the antique book that records the debts of those that have died, the Grave Council remained resolute in the face of those that opposed the collection of the taxes. For an organization of shifting bureaucracies and voluminous records, acquiring a backup copy of the Ledger from Essex created an annoying delay, but did not disrupt the opening of the Tax Booth in Bravado. Rampart’s elite Reckoners also accompanied the retinue into town, determined to keep the peace and preserve the sanctity of their collection efforts, as well as to track down the culprits that would threaten a holy relic like the Ledger.

At the newly opened Booth, a citizen of Bravado could pay their debts in alternate means, by offering up a literal “pound of flesh”, blood and bone, or even an important part of their memories. Each donation had a different rate, chosen from a “menu” of ABSOLUTIONS. These donations, oblations to the Grave Mind itself, could be offered in lieu of hard currency like Brass notes. Farmers and townsfolk alike flocked to the booth to settle up, each choosing a manner to pay their debts that they thought they could afford.

When someone gave up a memory or organ, the donor would be ushered beyond the veil of the Near Death by a nearby Groundskeeper or Grave Council affiliate. Within the chilly embrace of the Mortis, the donor would give of themselves beneath the altar to the Cantankerous Matrix, casting their imprint, their biomass, into the blasphemous well of the Barogian relic. Each offering empowered the psionic crystal, restoring its connection to the many rituals happening concurrently across the San Saba. The Grave Council had a quota to make, and they set themselves to gathering what they could from the town.

The San Saba Republic

Following the events of QUEENSGRACE, the Tribes Disparate were left with a choice that would be settled in the wake of the death of Queen Jasper. In the waning moments of the Summit, several Regents of the Tribes left the moot in anger, including the leaders of the Antler Tribe, the Oxkillers, and the JaCinto Militia. The remaining Regents signed a contract to elect Boss Lucy Debs, leader of the Local 727, as the new Queen of the embattled faction. However, they still had work to decide the specifics of their new government and promised to have an answer within one month’s time. The no-nonsense Iron leader arrived in Bravado during Collection Day, ready to announce the results of their hard work, but with a few surprising guests in her retinue.

Colonel Sabbath Jacinto, the principled leader of one of the largest Fallow Hope populations in the San Saba, had returned after leaving in disgust at the end of the Summit. Boss Debs, realizing that they could not afford the loss of the Jacinto military, had reached out to the militia commander to apologize and seek her guidance. Colonel Jacinto had been right — it was more important that the Tribes make something new, instead of simply repeating the many mistakes of Queen Jasper. They must forge something on purpose. And so Boss Debs, and her new Regents, did just that.

And thus, the SAN SABA REPUBLIC was born.

No longer would they be known as the Tribes Disparate, but rather a united nation of peoples brought together in one purpose. Representing fully 50% of the population of the San Saba territories, there is strength in numbers. The Tribes could not remain a scattered peoples recovering from the Hiway War, but must embrace being a people with a home in Essex, people with a political future in the San Saba, and people with a chance to do something different. But the leaders must work for the people, representing their interests, spearheading their faction with ethical leadership, and having very little to hide.

Moments of historical significance are, always in retrospect, defined by the decisive action of a few indispensable actors in times of flux. In the whirlwind weeks following the assassination of Holy Mother Queen Jasper of the Tribes Disparate, the election of the new Antler’d Queen, and the departure of several key figures from the Disparate tribal structure - the Tribes themselves had turned inward and sought to redefine their place in the San Saba without their departed Holy Mother, while honoring their promise to democratize their leadership and bring their faction into the robust and political future of the contemporary San Saba. 

The remaining Tribes, including the errant Jacinto Militia, had finally settled on a sweeping contract, to be signed by every participating member, that binds the Tribes together not under a monarch like the old Holy Mother; but under a Troika of power located in the municipal seat of Essex. The San Saba Republic would no longer be the tenuously strung together tribes, brought together during wartime under threat of annihilation; but a deliberate government designed to enforce the prosperity of its citizens. 

the Troika

Three leaders were chosen, each representing a branch of the Troika, each specializing in their own way for the future of the San Saba Republic. Each of the three Authorities would manage the day to day affairs of the faction, and they would be from whom policy and position would ultimately derive, not just a singular leader in Boss Debs. 

However, as the Chair refused to add new seats to accommodate the changes within the faction, they required the new government to choose a single face to be seated on the San Saba Board. Lucy Francis Debs, still preferring the “Boss” title over “Queen”, was chosen to represent the Republic, and to stand at the head of the Troika.

The Queen would hold the power of veto, and Lucy’s can-do attitude is generally understood to be the moral compass of the Triumvirate. With a focus on the infrastructure of the faction, particularly leveraging the deep pool of resources in Essex, Boss Debs now hopes to provide manufacturing to settlements across the San Saba, and in doing so, create an indispensable niche for her people. 

The leader of the Jacinto Militia was chosen as Justicar, the military leader of the San Saba Republic. Colonel Sabbath Jacinto’s renewed zeal following her return would continue to redefine the presence of the Republic in the wastes of the Lone Star. Sabbath’s next goal is to set forth to establish a military presence in Essex, and allow the Republic military to be able to modernize beyond anything the San Saba Wastes has seen before.

The last of the Troika, the Spymaster is a necessary role in the contemporary San Saba, where law is listless and contracts are made of words. The leader of the Cali*Co Caravan, and open Final Knight, Malorous Mab now stands as the Spymaster. Malorous Mab has been a shadow broker in Essex since before the Fountainhead Incident. In the verdant and misty years that followed, Mab has only further developed her network of beggars, brokers and bruisers. Now, with the formation of the Republic, it is in the best interest of her charges (and her own philosophy) that she pursues power for her people not just in Essex, but across the San Saba. 

With their new leadership, the Troika of the San Saba Republic set their sights on their real task in Bravado, seeing justice served for the death of their former Queen.

A very surprising Gauntlet

Shortly after the assassination of Queen Jasper, the villainous Grandfather Nichols, Nemesis plague doctor, escaped from an attempt to bring him to the Gauntlet to stand for the crime of Regicide. Marina La’Sander, leader of the Longberth fleets, struck him down, enacting the justice of the Tribes Disparate on the spot, rather than wait for the Law Dogs to do their part. However, this death enabled Nichols to slip from the grasp of the law once more.

Dr. Nichols, in a surprising move, simply returned once more to the town of Bravado, just in time for the Gauntlet, a man of his word. He had promised Jasper Cline, Vado Law Dog, he would simply report as directed should they go through the trouble to post a wanted poster for him. He had spent the morning leisurely mocking the Law Dogs in Bravado, walking brazenly through the town in open defiance of his impending trial. He repeatedly suggested that Tabitha St. Mercy, and the Justices of Sin, would simply let him walk free, ignoring his obvious crimes of murder and regicide.

Nichols, with an annoying and sarcastic grin, stood by as Tabitha read out his crimes, ready for the absolution he expected. However, his grin faded quickly as her dagger slipped between his ribs and stole his last breath in one swift blow, a few quiet words whispered in his ear as he died. He barely had time to express his surprise before the light faded from his eyes. Justice was served, despite the rumors to the contrary.

Next, the Regent of the Longberths, Marina La’Sander, stood defiantly against the Warden of Killhouse to answer for her crimes. With Boss Debs, Colonel Jacinto, and Mab nearby, she defended her actions in killing Nichols, citing his many crimes, his assassination of the Queen, and the foul control he could wield against the unwary. One of the townsfolk, Roux, tried to mediate on behalf of Marina, arguing that Junkerpunk law should apply instead, but Justice Tidus, the Justice of Sin officiating over the Gauntlet was unimpressed by Marina’s argument. With a single round from his ornate revolver, Marina was executed for her violation of San Saba law, proving that even powerful faction leaders could not escape justice.

Lastly, the criminal Valentina Systole, charged with the murder of several Law Dogs in Essex was brought forth at the Gauntlet. She was a former champion of the Local 727 during the Summit, and even Boss Debs and Mikhael the Red offered their infection to protect the young Red Star champion. Others still offered to stand in the place of the champion but Valentina refused the assistance, standing to face their punishment alone. Another shot, another body at the crossroads.

The grisly business of the Gauntlet was concluded, but it would not be the last death that day.

Broken Rituals

Agents of Murder Incorporated, following their zealous charge to remove threats from the Wastes, followed the corpse of Dr. Nichols into the Near Death in a foul MURDER DIVE. Within the temporary Mortis, they struck down the Nemesis once more, ripping Infection from him within the morgue itself, regardless of the disruption or consequences of bodily entering the Mortis to commit their task. It was over as quick as it began, their grim purpose complete. However, Nichols survived the attempt, having barely enough Infection to return from the Morgue after the murderous assassination. On his way out of town, cleared of his crimes by his death at the Gauntlet, Nichols spoke of traveling north to Requiem to start a new project far away from the San Saba. Unfortunately, his train never arrived in Requiem, and his whereabouts now are unknown.

The second interruption to the plans of the Grave Council was more direct. Masked assassins, faceless minions of the shadowy organization, struck directly against the leaders of the Grave Council itself. Both Commander Rampart and Takheeta Firstborn were targeted by bounties by the criminal organization, but Takheeta was the first to die. At first, it was thought that she was a victim of an attempted bombing of the Grave Tax Booth. Despite escaping the trapped booth, she was ambushed shortly after and her throat ritualistically slit, despite the threat to disrupting the ritual.

The warnings of the Grave Council became dire, as the Fragmented Dead began seeking out the Near Death, throwing themselves at the Tax Booth in an attempt to get at the powerful psionic crystal within. While Takheeta returned after the assassination, her focus had been broken, and it was clear something was wrong and time was running out. The groundskeepers and Auditors of the Grave Council stepped up their efforts to collect biomass and brass from the town, desperate to reach their goal before the sun set and the ritual to save the Morgues concluded. In the end, the town managed to not only meet the goal for donations and absolutions, but exceeded it! Hopefully, the additional resources would be enough to counteract whatever disruption the interference of Murder Incorporated posed to the Great Work.

Drawing her three most powerful mystagogues from Essex, Takheeta prepared for the final stage of her ritual. She brought forth the ancient relic, the Cantankerous Matrix, from its shrine within the Near Death, drawing upon the renewed pool of energy it held. Bastioned with the biomass and offerings of those that owed a Grave Tax, the psionic crystal was brimming with potential, a powerful tool towards the ritual’s requirements. With agents in each of the major morgues across the San Saba performing their part at exactly the same time, they would leech the poison from the Mortis Amaranthine, and heal the sickness that was plaguing them. A ritual circle was enacted at the Crossroads, at the heart of Bravado, a geographic singularity at the exact center of the town, exactly as the sun set — providing a way to synchronize the rituals across the San Saba. Intoning the words of the Imix Tribe, Takheeta attempted to conclude her great work, achieving the unthinkable. Her ritual would be the seal that linked each of the other cities together into one titanic effort, healing and banishing the wound within the Mortis.

But such a great working would require a sacrifice to fortify the ritual. A vessel for the energies of the Cantankerous Matrix, and a way to link each Grave Council ritual across the wastes.

A lone voice emerged in the darkness, volunteering their life, their Infection, and their very being to save the town, to save the San Saba, and to return some measure of balance to the Mortis. The Vado Unborn known as EIGHT, offered to sacrifice every last drop of their Infection to merge with Grave Mind. Despite the protest of his friends and family, Eight was resolute in facing oblivion, provided the town could defend the ritual from disruption. Takheeta ritually executed Eight, using blood and bone, flesh and form to bind and connect the Cantankerous Matrix with the wounded morgue, forming a construct known as a GRAVEMIND SHARD.

But something went wrong.

Whether it was the distraction or assassination, or simply arrogance on behalf of the Unborn cultist of the Quiet Path, the power of the ritual was growing out of control. Undead began swarming against the ritual circle, throwing themselves bodily against the defenders, while the very ground itself opened into a cavernous maw, consuming Takheeta, her three loyal mystagogues, the body of Eight, and anyone close enough and unlucky enough to be swallowed whole by the Mortis Amaranthine. It was if an immune response of the Grave Mind was reacting to the attempts to heal it, and the Great Work was undone in a terrible earth rending climax.

Takheeta and Eight were gone, along with the Cantankerous Matrix — bodily consumed by the Mortis Amaranthine.

The End, and beginning, of Takheeta Firstborn

Takheeta was dead, every bit of her last Infection consumed by the Grave Mind, torn to pieces by the power of the unholy energies she attempted to control. Her three acolytes were shattered, every last Infection consumed in the chaos, and their forms sundered and fragmented alongside the very soul of Takheeta. Their combined zed would emerge soon enough, fragmented, mutated, and unholy like the rest of them, as the ritual had been disrupted at its climax. Eight’s sacrifice was suspended and directionless under the ground, the ritual continuing to build in power without a way to discharge the energy.

Commander Rampart arrived back in town on the Oxline, fresh from the successful ritual in Essex, seeking to understand what had gone wrong in Bravado. The rituals had been completed in each of the other locations, but the final note of the melody that they shared had not been sounded. If it was not completed soon, all of the potential energy, all of the biomass and absolutions offered during Collection Day, the sacrifice of Eight would be for naught. After communing with the Near Death, the Rampart and the graverobbers of the Bravado isolated one last chance to recover the progress they had made with the ritual.

The Mystagogue leader had been sundered into three pieces, her id, ego, and superego shattered into psionic shards of memory cast across Bravado. Her shards had emerged, twisted into the broken forms of her former acolytes, three abominations each brimming with psionic power of Takheeta’s considerable gift. Each had been drawn near a site of a Morgue exit, one near the old miner’s shack at the head of the Oxline, one at the original morgue of the town at the Hallows, and the last at the edge of Widows’ Walk. The remnants of her personality were seeking out the psionic energy at each morgue, seeking to consume it in their ravenous hunger. Each shard was still a fragment of Takheeta, and that meant that it might be possible that their imprint could be recovered if the town could destroy each of the echoes of Takheeta simultaneously. The contained energy in the shards should be enough to complete the ritual, if they acted quickly. They split into three strike forces, spread out across the town, to fight the undead things that Takheeta had become.

Like clockwork, the horde of Fragmented Dead that had emerged within the shadow of Takheeta’s failed ritual answered the call of the mishapen copies of Takheeta. The wails of the mishapen zed became murderous as the hellish things screamed with psionic force, imbued the zed with adrenaline and speed, or even bolstered their numbers by reshaping and repairing the dead as soon as they were slain. The three zed hordes were held back by the brave citizens of Bravado, each strike team operating at each distant corner of the town at once, while they focused on stopping the shards from consuming the power of the ritual into themselves. It was a race to isolate and defeat the shard, before they could consume and destroy the morgues they emerged from.

The Takheeta clones were destroyed, and the congealed essence of their personality, formed that tainted Infection into shattered psionic crystals. Each crystal was brought back to the ritual site to complete the work Takheeta started. If the shards of Infection could be combined, they could combine her Imprint into something known as a GRAVEMIND SHARD, a gestalt form for the consciousness known as the Grave Mind. While many attribute a sentience to the Grave Mind, it is truly an egoless intelligence, shared between all of the imprints stored in the Mortis at that time. A Shard would simply provide an outlet for that ego of the person contained within, a voice for the grave, flavored by the person that they once were. Gravemind Shards like this were rare, but it would be a way to contain her essence for a time.

However, Takheeta was quite mad and barely sane, even while alive, and especially not now in the shattered psyche of the broken shards of her and her acolytes combined. If left unchecked her undeath would surely pervert and corrupt the Gravemind Shard and the final healing ritual of the Great Work into something terrible. Her machinations, zeal, and ambition in life would bleed into the Shard and simply create a problem for another day. Takheeta needed what she sought most in her life and her journey on the Quiet Path — balance.

A lone and quiet voice reminded them of the sacrifice of Eight. He was strong, resolute. He was determined. He could be the soldier to keep the tainted energies of Takheeta in check. He had emerged in the darkness, volunteering life, Infection, and their very being to save the town, to save the San Saba, and to provide some measure of balance to the Grave Mind. A hero. The sacrifice of Eight could be redirected, a way to contain the final energies that Takheeta was controlling, and perhaps it would offer the balance that Takheeta needed to form a stable Gravemind Shard, their combined strength balancing out the inequity of that pairing.

The energy was building out of control, and if they could not contain the force of the Cantankerous Matrix deep within the ground, something terrible could occur. The fragments of Takheeta had been called out by Eight’s sacrifice, their blood and bone an irresistible lure, remerging from the depths in the singular, empowered form of Takheeta’s zombie, whole and more dangerous than ever. An impromptu morgue emerged at the Crossroads, filling in the fiery collapse of the former ritual with the hate and rage of the fragmented dead as they emerged in a massive horde.

With the life sustaining power of the Barogian relic infused into her body, Takheeta rose with a cry, drawing a vast horde of the Fragmented Dead to her side, slaves to the dark will of her unholy power. The shard-thing that was once Takheeta Firstborn roared in defiance, empowering the dead further, turning even the lowly shambler into a mighty terror, with the power of a Hate, the speed of a Burster, and the endurance of a Tank. The dead crashed again and again into the line of defenders, breaking through occasionally as they took down with their mutated strength. Takheeta herself was a dark siren, singing a song of death and reincarnation, a living entity of energy and power corrupted by her inability to contain the awesome might of the relic she was infused with.

It would take three times to defeat Takheeta, dragging her corpse to the ground and into the center of the aborted ritual circle from before at the Crossroads. Each time, a team of aberrants slipped into the chasm left by the ritual, holding Takheeta down while the shard of her personality and Infection, imbued with the strength and personality of Eight, was driven back into her. Each time, the shard leeched some of the broken essences of her mystagogues, and solidified the intent and purpose of the ritual, pushing it closer to completion.

The roars of the dead grew in tenor, echoing the building crescendo of the ritual. With a final hissing blow, driving the wedge of psionic crystal into the screaming undead monstrosity that once was Takheeta, the force of the ritual rang out in a single clarion call. Thrown from their footing by the shifting earth, the quaking ground, and spasming Mortis, the defenders of Bravado were thrown back from the Crossroads as the battle was ended in a massive pulse of psionic energy. Echoing in the darkness, in each of the cardinal directions, the power of the synchronous Grave Council rituals answered the call, concentrating the healing energy of the Cantankerous Matrix and directing it into the wound of the Mortis.

Across the San Saba, each of the ritual sites directed the energy of the collection biomass and psionic power towards a singular purpose. The ancient memory of that psionic bomb that ended the Hiway War was sealed away for good. The destruction it had wrecked on the Mortis Amaranthine was reversed. The gaping, infected tear in reality that marked the weakness of the morgues across the San Saba began to close, growing and scarring over, rebuilding the missing pieces into a uniform and purposeful whole. The sacrifices, absolutions, and effort of Collection Day were salvaged, completing Takheeta’s mad dream, her legacy, and finally advancing the cause and charter that the founders of the Grave Council had envisioned.

The morgues of the San Saba were healed.

the silent morgues

The corrupted form of Takheeta had been slain, all three shards of her being killed and forcibly combined with the sacrifice of Eight to form a new Gravemind Shard. The Cantankerous Matrix was nowhere to be found, perhaps contained below, inside the Mortis Amaranthine, along with the imprints of Takheeta and Eight. The healing energies of the Grave Council ritual had worked.

But perhaps too well.

Psi-tech always has a cost. And that cost is often more than you realize, or were willing to pay. It was a lesson that the people of ancient Barogue and the Prince Undying had learned so long ago in the fall of the roving city. The psionic and faithful ritual of the Grave Council and the Quiet Path had healed the morgues, but the energy continued, pulsing repeatedly into the fungal growth of the Mortis, directing it to heal and regenerate any wound, even the very orifices that provided an exit for the reborn Lineages that emerged. The effect seemed to spread from the Crossroads, stretching out to each of the morgues in Bravado within the hour, sealing away any entrance or exit that could be used to enter the Grave Mind.

If you died in Bravado now, you couldn’t come back.

The scar tissue was forming quickly, and no amount of cutting, hacking, or chopping at the ground, at the fungal protrusions could arrest the healing power of the Cantankerous Matrix. It was a limitless battery, constantly healing the damage as fast as it was dealt. The last legacy of Takheeta Firstborn had been twisted into a curse, sealing the Mortis Amaranthine away from use. The Groundskeepers could not retrieve the recently dead. Necrokinetics proved useless to reach across the barrier of death, and even stitches to the Abyss proved fruitless.

The familiar wail of the dead, the psionic pull of the grave was silenced. Psions could feel nothing below them, in the depths of the Mortis, but for a singular, pulsing energy emerging from where the Cantankerous Matrix and the combined shard of Takheet and Eight must be interred, as in a final tomb. The sacrifices of so many seemed hollow, in that moment. The silent morgues stilled any conversation, as folks tried to grapple with the idea that any death may be the last.

By the morning, telegram communication revealed the strange scarring had progressed as far as Essex. At the rate of spread, it would cover the San Saba within the week. Several citizens of Bravado who died in the night didn’t return, and the phenomenon was spreading to much more heavily populated areas, where the loss would be felt even more deeply.

The silence of the grave spreads deep shadows across the San Saba.


other threads during collection day

  • The crazy scientists of NASCENT became desperate for funding and enacted a last-ditch effort to blackmail new victims, in the form of “NASCENT’s Blow Out Sale”. By implanting strange “pyroclastic” bombs into a handful of individuals of the town, they attempted to charge Brass to remove the devices or else. They even managed to plant a powerful bomb at the Tax Booth that threatened to collapse the Booth, the Near Death and the hopes of the citizens of Bravado in one firey explosion. Thankfully, the bombs were disabled and the NASCENT scientists killed and run out of town.

  • Multiple delves occurred throughout the Collection Day. One, led by the mysterious scientists of the Newton Institute, cracked into a newly discovered bunker in search of ancient treasures. The Ark Society returned when a sinkhole opened up underneath the Depot, employing those fool hardy enough to delve into the depths to repair the damage. Earthquakes from the Grave Council ritual provided new opportunities to access caverns below, and several valuable artifacts were discovered in the process. In each case, delvers emerged with treasures from the tunnels below Bravado, reminding all of the value in spelunking into the depths of the strange facility under the town.

  • Old memories returned Friday night, called once more by the distracted Mortis. Several Nemesis of Old Bravo made an appearance, including Jason, Samara, Nonoez, Leatherface, and Scarecrow. Nemesis believe that by becoming something so evil they can force someone to embrace good in equal balance and rise up to stop them. While recent Nemesis like Eyeless Jack and Grandfather Nichols had been an issue, this was an echo of a past time when the Nemesis Cult ruled triumphant in Old Bravo. The crazed cultists of the Tellingvisionaries were responsible for murdering several townsfolk in their rampage through the town. Luckily the next trade weekend falls on Friday the 13th, so they are unlikely to return…

  • Boss Wyatt, leader of the Law Dogs, was assassinated on Saturday, thought to be another victim of the murderous cultists of the Many Faced Masks. He was poisoned with a foul concoction that robbed his life in a heartbeat, but did not return from the morgue. He is thought to be still trapped within, another victim of the terrible consequences of the botched ritual. Without a leader for the Law Dogs, it would be challenging to keep peace in town if things continued to get worse.

  • Later in the afternoon on Saturday, Commander Rampart and his Reckoners tracked down the culprits of the theft of the Ledger, bringing their crime to the attention of the Law Dogs, for a violation of the San Saba Charter itself. Based on an anonymous tip from a “concerned citizen”, likely someone who had inside knowledge on the actions of those that did the deed, the leader of the Grave Council was able to psionically interrogate one of the Postwalkers of Bravado, Abe Callaghan, and force a confession from them via telepathic control. It was a powerful crime indeed, as the Charter of the Board gives the Council specific authority to collect the Grave Tax. The young Postwalker would be brought up on charges of “impeding the Grave Tax” during the next month’s Gauntlet, though curiously it was clear that several must have been involved and only the single person was charged. Whatever deal Abe struck with the Grave Council must have bought clemency for their friends, but what punishment will be leveraged against them in May?

  • Several Law Dogs were murdered in a botched raid on a Crystal Candy Shoppe late Saturday night. During the raid, they attempted to stop several criminals from harvesting Candy from their helpless victims, only to be ruthlessly struck down in turn by their opponents. Unfortunately, they died after the death of Takheeta and the silencing of the morgues, so they remain trapped within the morgue, further straining the power of the Law Dogs to enforce the law in Bravado. With Boss Wyatt and the majority of his men lost inside the Mortis, unable to escape, the criminals of Bravado are surely celebrating their surprise fortune.

Wrap up

It was a busy game, as you can see.

It all certainly sounds exciting. How will we resolve the morgue crisis? What happened to those that died and didn’t come back like Boss Wyatt? What happened to Takheeta and Eight? What happens if YOU die during the next event? How do you face a world where you might only live once?

Let’s find out together!

On my next Rules Ramble, we will narrow our focus to just one Skill that seems suddenly important for the 60% of our game with Criminal ties, DISGUISE and Proficient Stealth!.

Get your tickets TODAY and join us for THE CICATRIX, our SEASON FINALE, and check out a final melody to say goodbye to Collection Day, performed by our very own Kalen Lewis:

This Month’s Kalen S. Lewis Song:

When I Went Down to ‘Vado to the tune of This Song by Lost Dog Street Band

Teaser for “THE CICATRIX

One last thing. It wouldn’t be a Story Recap without a glimpse into the future. Let’s look at the premise for the next event, a sneak peek into what is in store for our characters next game:

The morgues in Bravado have stopped working. The dead have not returned for the better part of a month. Small shrines to the missing dot the long roads between settlements and the aberrant population reports that the wails of the dead, so often cacophonous in the psionically demented mind, are silent. 

Takheeta Firstborn has been killed, cut low at the penultimate moment of her triumph, and transfigured into a Gravemind Shard; a kind of semi sentient intelligence that occupies a greater portion of the gestalt that is the local “Gravemind” itself. Her death has made way for General Rampart, new leader of the Grave Council, to impart policy. But, in evoking the Cantankerous Matrix to heal the Morgues across the San Saba, instead the Grave Council has metastasized a fatal threat to the Lonestar, and the Infectious Cycle itself. Over the past several weeks, tumorous protrusions have formed like a layer of scar tissue, cutting off the exit for the newly returned from the Grave. 

Now, General Rampart has formulated a scheme to re-open the morgues across the Lonestar Wastes, not by punching through the thick layer of cutaneous tissue that has formed like a plug over every morgue the entire municipality over, but instead by treating the aberrance from the inside; by delving into the abyssal depths of the Mortis, through layers of skin and skein, to where the heart of the cancer pulses in darkness and filth.

In the midst of this emerging crisis, the politics of the San Saba Board still looms. The annual Stakeholder’s Meeting is scheduled for May, despite the threat of the broken morgues. During the Meeting, each of the contracted members of the various factions get to weigh in on the upcoming changes to the San Saba Charter, though some chafe against the law and protest the carnival of capitalism. Surrounded by machinations and manipulations, conspiracy and chicanery, wheeling and dealing, politics and persuasion. the leaders of the Board and their many plots stirs something dark beneath the ground.

Deep below New Bravado, and deeper still than the thin layer of biomass where the Gravemind, and The Eightfold Mother supposedly lurk; against resonant and bloodghast, recollection and reaver, the denizens of Bravado will need to combat the lurking memories that have pooled beneath the morgues like so much sump dump, and press upwards towards the surface until the scab breaks, and the biomass and blood may cleanly osmote between reality, and the Grave.

SEE YOU NEXT TIME VADOS, JUST IN TIME FOR… THE CICATRIX!

Rules for Collection Day

Hey there Vados! It’s Jonathan here with another Rules Ramble! This week we are going to cover updates for our game this weekend - COLLECTION DAY. We are going to talk about some rules you should be aware of before game, and things you might see during our upcoming event. As always, the purpose of these Rules Rambles is to cover a topic in the DR rulebook or something that might show up in game in more detail than the book or ZOMs alone can provide.

While advanced ticket sales for the event are closed, you can still get tickets at the door!

Let’s get into a few topics that might be important for this upcoming game, the strange phenomenon of the NEAR DEATH, the mysterious CANTANKEROUS MATRIX, and a few THREAT SKILLS that you might want to brush up on before the event.

The NEAR DEATH

If you’ve been following along with Facebook or Discord, you probably saw some interesting hype posts, particularly from the GRAVE COUNCIL. I’ve included them here, just in case you missed them.

Click to embiggen!

So what is the NEAR DEATH?

We’ve talked a bit about the cosmology of DEATH in my series on What Happens When You Die? but I’ll cover a few basics of what most folks understand about what happens next::

  • The Mortis Amaranthine - This is not so much a place, as a concept. While it is true a rotting fungal mass exists under the ground, it is not as simple as that. When you die, your consciousness is temporarily stored within a psionic network of everyone and everything with the Infection running through it, including this fungal network. Collectively, this refers to the state of being that is responsible for the process of death and reconstruction that happens afterwards. Regardless of the source of your regeneration, the out-of-body experience of being rebuilt is maddening and is capable of fracturing mind and body.

  • The Grave Mind - This is a bit of a urban legend, but many folks associate this term with a hungry intelligence within the Mortis Amaranthine. In fact, this could really just be considered the egoless space within the Mortis. There is no true sentience behind the Mortis and any voices heard within are simply fragments of their attempts to comprehend the experience. However, each settlement in the Wastes has different quirks and flavors of the death experience that seem to be unique to them so it’s easy to see how this legend has grown.

  • Beyond Death - There are deeper ways to interact with the Mortis Amaranthine other than a Morgue, taking you into places and scenarios beyond the limits of what is normal.

    • Sunless Garden - These are areas of the Mortis where the skeletal remains of the consumed world of “the Fall” exists in a microcosm of reality. It is a physical space that functions almost like a stationary point in reality between the living world, the egoless space of the Grave Mind, and what lies beyond the Mortis. You will see these types of locations primarily at National events.

    • Abyssal Rifts - Several blueprints mention the concept of Abyssal Rifts and how to control them, including bodily entering into the Mortis. These were introduced during the online Green House event and these are effectively breaches into reality from beyond the Mortis Amaranthine. Threats like the “Archons” that nearly killed everyone in Essex during our online events are just one example of the threats that can emerge from beyond if these Rifts are not sealed quickly.

    • The Monolith - Other times, unique experiences can emerge from the Mortis like a foreign object stuck in a wound. The Mortis, or at least the rotting fungal mass below the ground, often exhibits medical-like scenarios akin to being infected or experiencing impacted foreign bodies or cysts. These can sometimes become an issue for a settlement, cause new diseases, or even exhibit strange new behaviors of the Mortis Amaranthine. One example was perhaps the Fountainhead during our online season in Essex.

The final location we will explore during this game is the NEAR DEATH.

This is something new.

Takheeta Firstborn has tapped into something powerful to create a new liminal space, as a way to ensure the morgues still work while she completes her GREAT WORK. This is an area not quite within the Mortis Amaranthine, but also not so deep as to pass Beyond Death. So, it’s kind of in between space, skimming the surface of the fungal growths underneath the ground but not quite Limbo either.

Imagine you peeled back a scab on a scar to see the fresh unhealed wound beneath. That tender area is the domain of the NEAR DEATH. While within this area, you will still be able to retrieve your friends after they die, enact a Gravemind Scene or use Necrokinetics, commit a heinous MURDER DIVE, or virtually anything else you might need the Gravemind for.

BUT, it will not be in the usual space. We will have a separate location for this NEAR DEATH Morgue during the event, and a different way of interacting with this new place underground. We hope that if you get the opportunity, you’ll get to see what we have planned for you…

the cantankerous matrix

Takheeta’s telegram mentions a proper noun that you might not have heard before: THE CANTANKEROUS MATRIX.

Ok, confession time. This one has been pretty subtle. There’s definitely a few characters in game that know WAY more about this topic because they asked the right questions early, but it’s been kind of an easter egg this whole season. If you haven’t been tapped into the San Saba Conspiracy, you’ve probably missed it. It’s ok if you haven’t paid attention or noticed it, but I’ll share a few teasers for those that missed out. I’m sure this will be important later.

Commander Rampart, Takheeta, Queen Jasper (doodles by Shan Lind)

Wait, this was in the Story Recap for the first game?

That’s not fair. That was during the online season!

Wait. It’s even in Shan’s stories about Final Knights?

I remember that from the first game…

That looks a bit familiar… almost like a crystalline matrix…

Sorry, not sorry. :)

I’m sure we will find out a bit more about the CANTANKEROUS MATRIX during COLLECTION DAY. It probably has nothing to do with those stories of the Scion Vossa, either. I’m also sure it has nothing to do with the Mortis Amaranthine. Nope. Definitely not.

Threat Skills of Note

I’m sure it’s just a coincidence that I’m describing these completely unrelated Threat abilities before the game. You probably won’t encounter monsters with these abilities. Probably.

ADRENALINE

While the majority of the walking dead move relatively slowly, some amongst them can initiate a sudden burst of vigor and energy that can enliven a horde. With a call of “Adrenaline - All Undead, Run!” they can allow all undead in hearing range to move at an occasional running pace. This means even those slow shamblers can suddenly be right on top of you!

ANOMALY HEAL

Some zombies - and even some other threats in the wasteland - can become revitalized by the use of aberrant abilities in their area. If any anomaly ability is used within earshot, this ability may be activated with a call of “Anomaly Response, Healing”. This restores all lost Body to the source of the call.  If you hear this call, you better get your friends to stop using Skills like BIOGENETICS, cause they will just keep that threat alive even longer.

Aberrant keyword

Some threats can specifically target those characters that have any Psionic or Faith Skills at all. When you select any Skill from the teal Anomaly Skill category, you become an ABERRANT. This keyword means any attack or effect that targets Aberrants directly targets you. If you aren’t an Aberrant, then the attack either has no effect or deals normal damage (in the case of Bane calls).

The most common source of this attack is through “Aberrant Bane” calls, which means you take DOUBLE damage from that attack. But some powerful undead can kill every Aberrant near them, and this might sound like “BY THE SOUND OF MY VOICE: ALL ABERRANTS 20 BODY!”. (Clearly this is just an example.. definitely NOT a very specific call that very specific types of undead will use this weekend…)

rad damage

This is a damage modifier normally associated with an area or mechanical item. Radiation damage in plot mechanic zones can be high (due to volume of radiation), but most items carried by individuals will cause much lower damage. Regardless of the source, Radiation damage causes an equal degree of lost Mind as it does lost Body. So, if a monster swings for “5 Rad!”, you would lose 5 Body AND 5 Mind!

Just a completely unrelated picture (art crudely drawn by Jonathan Loyd)

sound of my voice

This is an effect that targets EVERYONE within a 50-foot radius who can hear the call. Sound of my Voice ignores walls, doors, and all other barriers, and may represent gas, shrapnel, psionics, or other effects that ignore barriers. Sound of my Voice cannot be Avoided. The only effect that can prevent a Sound of my Voice call is the Phalanx Doyen PFA use of the OOPH Barrier. This is the largest range of most Threat abilities in the game. And remember, that’s 50-feet in every direction from the Threat, so that’s a HUGE area to impact.

SPIKE

The animating force of certain undead is linked closely with those created at the same time. When such an undead is dropped into bleed out, they can call “Spike! All Linked Undead Heal All!” - causing all undead that are linked with them to heal to full Body. Some undead can only use this ability once, while others have unlimited uses - forcing survivors to kill them one at a time.

Wrap Up

We learned a bit about the CANTANKEROUS MATRIX and the NEAR DEATH today. We also covered some of the THREAT SKILLS to be aware of. That’s a lot of weird UNDEAD abilities up there. Probably nothing to worry about. Y’all haven’t done anything recently to impact the Morgue like imprison an undead Queen for hours in a Rusted Cage, right? Right?

Ticket sales have closed for COLLECTION DAY, but you can still purchase them on site if you missed out on pre-reg. We hope to see you this weekend, and I hope you’ve paid your GRAVE TAX!

Collection Day

We have two weeks left of advanced Ticket Sales for Pre-Registration for our April event, COLLECTION DAY! Today, I have a sneak peek of some of the story you can expect to see during this event. We will also discuss a BIG portion of the event’s premise - THE GRAVE TAX. Remember, there’s nothing certain in life but death and taxes!

Let’s first discuss the PREMISE of the April event, talk about some of the THEMES we will be exploring, and finally talk a little about the GRAVE TAX.

I also wrote a cool short story that I’m pretty proud of back in July of 2019 when we were first releasing hype about our factions in DR:TX. You read it on our FICTION tab, here:

Death and Taxes — Dystopia Rising: Texas (idratherbeinbravo.com)

Premise of the Game:

In the bloody wake of Holy Mother Queen Jasper’s final walk; Bravado’s Morgue is damaged beyond normal repair. Its delicate state, even prior to the extended use of the terrible ritual that interrupted Jasper’s connection with The Cycle, is indicative of a greater problem in the San Saba Territories, and that is the infrastructural deterioration of the morgue system; which has been ongoing since the cataclysmic damage it sustained during the final days of the Hiway War

The Grave Council, ostensibly responsible for the morgue system’s upkeep in the Greater Lonestar, is headed by the enigmatic spiritual leader and Mystagogue Takheeta Firstborn of the Imix Tribe and Commander Rampart of the Reckoners; the Grave Council’s military arm.  The Grave Council’s stated purpose, since its infancy in the wake of the Psionic Bomb, is to steward and to repair the deep structures of the morgue system; and to deliver to the San Saba people an uninterrupted and natural Infectious Cycle

To that end, Takeeta Firstborn has realigned the purpose of Collection Day; the historical holiday upon which the Grave Council collects its Death Tax with her greater ideal, and of stabilizing the morgue infrastructure the entire San Saba over. She, on behalf of the Grave Council, has agreed to accept not only Brass as the blood currency for her Tax, but Infection as well. In return for the lives of common farmers and delvers, she will pay their petty debts in full. Their biomass to her purpose, and their lives to her infernal engine of change.

Themes of Collection Day

Each game, when we start out writing content for the game we start by considering the major themes we want to explore. We generally couch these in some of the language of the 6 types of literary conflict, but we go a bit more specific than that for our starting design so some of these conflicts will deviate from the classics.

  • Healing Wounds Older Than You (Man vs God) The Psionic Bomb was a sin committed by desperate people in desperate times, and many of them are dead now; or drifters who left the place they saved when it was rendered a hotbed of radioactivity and death. But still, the repercussions of those old sins fall at the feet of those who followed after, who live in the world that those old sinner’s birthed in fire and blood. It is not the Vado’s old grievances that keep the morgue system from bridging the rifts within itself to heal, but it is their responsibility. 

  • The Grave Tax Does Come Due (Man vs Fate) In life there are only two things assured to us, Death - and Taxes. The Grave Tax is inevitable, it is necessary, and paying it yearly is as regular as a bowel movement. There is nothing glamorous or terrifying about the Grave Tax, so long as yours is paid on time and in full. Otherwise, the Reckoners; black-clad taxmen who specialize in wet work, will provide the only alternative known to Taxes; that being Death. 

  • The Infectious Cycle Goes On (Man vs Time) The ecosystem in the Greater San Saba is a complex series of biomes that range from the ivory blast land of the Dune Sea, to the megaflora forests of Essex, and to the murky and miraculous sea life that thrives just off the Clutch’s oil-slick shoreline. But, in every settled mile of the San Saba, morgues persist; people die; and they are hacked out like tonsil stones from the meat of the Mortis. Morgues are but connections to something Beyond Death, and though individual channels may wither and die off - still the Eternity Beyond remains beyond the scope of any one life. The Mortis is huge, and we rarely see beyond the shores of the Near Death.

Now that you understand some of the themes of the event, let’s talk about the primary conceit of the game, the collection of the GRAVE TAX.

the Grave Tax

Much like the PREMISE and THEMES of our event above, our mechanic of the Grave Tax is centered in the story. This is the main way we approach things in the DR:TX world and it informs how we design everything from new blueprints, mods, new threats, and every story we tell.

You can read in full about the GRAVE TAX here:

Primary Themes of the grave tax

  • Death has Consequences -  In a world where survivors can return from death, crimes like murder can run rampant unless some threat of punishment is enforced.  The Grave Tax is a method to prevent the needless deaths of shareholders, merchants, and Braves, and is assessed as a financial burden upon death.  Unnecessary death is frowned upon.

  • Death Comes for All, Pauper or Prince - The Grave Council does not care for the status placed upon a person in the times within the Mortis Amaranthine. They pursue their due from every being that walks the San Saba wastes. They also treat the death of a Pureblood from an ivory tower the same as they treat the death of a wandering Rover.

  • Story, not Punishment - The purpose of the Grave Tax is not to punish players for dying or to create an undue financial burden.  The Grave Tax provides a concrete way to involve yourself in the greater story of the Lone Star, interact with several powerful factions, and seek out assistance and roleplay with other characters in the game.  It is tied with the enforcement of law in the game and can be opted out if the player wishes to avoid a negative play experience by using the Pauper’s Fund.

The Grave Tax is meant as an avenue for story, not punishment.

What is the Grave Tax?

The Grave Tax is one of the enforced laws of San Saba Territories and a tradition of the Grave Council that helps cover the maintenance of the Morgues of the Lone Star.  This is a fee, normally paid in Brass notes, that a Groundskeeper is paid to retrieve someone from the Mortis Amaranthine and is tracked and collected by the agents of the Grave Council.  As part of an agreement with the recently formed Railroad Conglomerate, the San Saba Board has delegated authority over every Morgue within the San Saba territories and the Lone Star to the Grave Council and enshrined the Grave Tax into law of the Board. Even the Junkerpunks acknowledge the need to preserve the cycle of death through the Mortis Amaranthine.

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

- from the San Saba Charter of Laws

how much does the grave tax cost?

There are three classes of deaths that occur in the San Saba. This amount is assessed by the Groundskeeper that runs the death scene for a character, and it is recorded in our DEATH LEDGER and on your character sheet in the NOTES tab. You can always choose to have MORE taxes put on your sheet, if you like that extra spicy angst. (You know who you are!)

  • Class 1: Accidental or Unpreventable Death (25 Brass)

    • Death by Zed, Raider, or a Creature of the Wastes

    • Death from the Environment, or Natural Disasters

  • Class 2: Preventable Death (50 Brass)

    • Death that could have been avoided in some way.  Foolhardy, silly mistakes are normally classified in this manner.  Needlessly feeding the Gravemind is a threat to the delicate balance of the Mortis Amaranthine. This includes Duels, Crimes of Passion, and Violations of the Laws.  If an action of the deceased could have been avoided by upholding the laws and contracts of the San Saba, this level of fine is normally assessed.

  • Class 3: Intentional Death, or Murder (100+ Brass)

    • Purposefully feeding the Gravemind is the most grievous crime, particularly through MURDER. This can include collateral damage and actions that lead to the death of others in addition to themselves, particularly in ways that can be proven by the recently deceased or other witnesses. This is the starting amount of a fee for this type of death but can escalate accordingly to the severity.  

why is the grave tax necessary?

When a person emerges from a Morgue in the San Saba after death, there is a significant threat of a dangerous wasting disease being contracted, known as the Plague of the Unfinished. The Groundskeepers of the Grave Council have developed a number of procedures to limit this spread, and when they or a Sanctioned Graverobber is involved, the threat of this disease is minimal.

The Plague of the Unfinished: This extremely fatal disease was first discovered by Sanctioned Graverobbers of the Grave Council in the Lone Star. While the cause of the disease is unknown, the symptoms are quite obvious. During the process of rebuilding of a survivor’s body after a death, the body is ejected from the Mortis Amaranthine in an unfinished state. The process of regeneration is left incomplete, and the body begins a quick return to the Gravemind as it literally melts and rots away. The process is extremely painful, horrifying to watch, and has very few known cures if not caught quickly. When the victim emerges from the Gravemind after dying to this disease, they are cured if they can survive a second loss of Infection. Thankfully, the disease does not seem to be infectious in this form.

If you die and return without the assistance of the Grave Council, you can lose more than one Infection. This disease is no joke! This disease might even be relevant during the next event…

the Pauper’s Fund

Ultimately, the story of the GRAVE TAX is an OPTIONAL one. You might not enjoy roleplaying owing a debt to a shadowy organization of Graverobbers and Gravemind Cultists. That’s perfectly fine! The Grave Tax is meant as a way to create a cool story behind each death, not a burden or punishment. 

No player is required to have a Grave Tax added to their character sheet when they die. Period.

As an in-game reason for how this happens, The Widows of the Lone Star maintain an account with the Grave Council that helps alleviate the debt of the unfortunate or those that cannot afford to pay.  This fund normally pays the Grave Taxes of those that ask for assistance and is collected by the various charitable works of the Widows. The Pauper’s Fund can be used in the cases where a player wishes to opt out of this mechanic, within reason.  

The sole exception to this option is MURDER. If you kill another character and cause the loss of Infection in CvC Conflict, you’ll have to suffer the consequences for breaking the law… if you get caught!

We hope you will join us for COLLECTION DAY! Make sure to get your tickets early so you can have your character sheets pre-printed at the door. You can always buy you tickets on site if you miss out, but we appreciate the folks that can pre-register. This lets us know how many NPCs to expect for a shift (so we know when we can send out more zombies!), which players are planning on coming for Personal Plot Requests and PFA Requests, and helps us prepare an even better event for you!

Register — Dystopia Rising: Texas (idratherbeinbravo.com)

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.