The Legend of the Black Spot

It’s Jonathan here with our next weekly blog post for the upcoming event, THE RAGE THAT FILLS HER SAILS! This is leadup for our March DR:TX event written by our Overarc STs, Ed Sampson and Joel Vold. Today we will talk a bit about some of the LORE behind the mysterious malady you’ll face at our event. This is a bit of a ghost story with a surprise at the end, told from the perspective of an old sea dog telling a story at the Swaying Anker. Let’s explore THE LEGEND OF THE BLACK SPOT together…

A few reminders before we begin:

  • Amber wrote a neat blog post on some updates to our Plot Request system. We’ve came up with a new process to streamline requests for custom mods, PFAs, and Backgrounds. In short, Personal Plot Requests, PFA Requests, and Faction Interviews are now being handled on a month-to-month basis. Check out what Amber’s put together!

  • We are continuing our recent Boffer Donation Campaign in March. Next event, you can earn some CAPS by donating your gently used boffers! You can earn 25 caps for something we have to rebuilt, 50 caps for something that is useable right away, and 100 caps for something that is way too nice. See Shan at our next event to earn your caps and help the game replace some of our damaged boffers.

TICKETS FOR THE RAGE THAT FILLS HER SAILS ARE ON SALE until Friday, March 3rd! DON’T MISS OUT!!!

THIS POST WILL DISCUSS A FEW LIGHT STORY SPOILERS FOR OUR NEXT EVENT, SO WE HOPE YOU ENJOY WHAT WE HAVE IN STORE!

Let’s talk a little bit about one particular story you might have heard before the next event…

“It was around about the size of a crown piece. One side was blank, for it had been the last leaf; the other contained a verse or two of Revelation—these words among the rest, which struck sharply home upon my mind: "Without are dogs and murderers." The printed side had been blackened with wood ash, which already began to come off and soil my fingers; on the blank side had been written with the same material the one word "Depposed".” — Treasure Island, Robert Louis Stevenson

Photo credits in this post are from Max Pohlmeier, Lainey Weiss, Sydney Betzina, and Noah Goodman.

The Legend of the Black Spot

By Ed Sampson and Jonathan Loyd

It’s been a cold and stormy night so far, and nothing brings a smile to your face like catching a break from the chill inside the Swaying Anker. One of several drinking establishments in Bravado, it’s a place where you can find a quiet drink and sit back to soothe the ache in your bones from the winter weather. Plus, a muddled cider or a strong hooch would be the perfect thing to take your mind off the rumors of new threats on the waters, and the dire warnings from your friends in the Junkerpunks. Trouble is coming, they say, but for now you are only worried about nursing your drink in a comfy corner and getting a chance to warm up.

The light folk music playing from a dilapidated old music box near the bar doesn’t distract enough from your worries, and you can’t help but overhear an old sea dog at the table nearby spin a tale, a ghost story of sorts, for some frightened young sailors huddled nearby. After the old sailor bought a round for the whole bar, you figured you might enjoy a story while you regain the feeling in your fingers, and you take a seat nearby.

The old crusty sea dog leans back, his face turning a sly smile and he begins to weave his story…

“Have ye heard of the origin of the black spot, lads? THa legend of the dread captain, and tha curse she places on tha unwary?”

“The first tales of the Black Spot be from before the fall of man, carried with tha stories of the oldcestors and their journeys o’er wide-open seas before they became choked with fiery oil slicks, hurricanes, zed, and dark water. One captain, Billy Bones or Silver Steven, or something like that, I heard it be, spoke of the oldcestor tradition of the BLACK SPOT. I first heard the tale as a bit o’ history of our kind, but it be something else entirely now, a curse upon the living.”

“Pirates of old be presented with a “black spot” as a verdict of guilt and judgement, ye see. It be simple enough, a mark of ink on a piece of torn sail or parchment, maybe one side blackened while the other bore a warning. When placed in the hands of the accused, be he a murderer, a mutineer, or a traitorous snitch, or simply a greedy smuggler taking a bit more than her fair share of hooch, it be a mark of terror. It meant that the captain, they did KNOW your crimes. They be “putting you on the spot” as it were.”

“Sometimes the spot be marked on a piece of them religious scrawlinga, like them canticles the creatures of the Dune Sea peddle. I even heard of one foul traitor given an Ace of Spades, condemning him to death, ‘cause it has but a single black pip on the face, the truth of his crimes recorded on the back o’ the playing card. It’s be tradition, ye see. Carried o’er the waves and sea by our kind for generations. The Black Spot is a mark of death, a last judgement given to the damned, savvy?”

“This much be still true today, as the Black Spot be seen once more in the wastes...”

The old sea dog notices the young sailors squirming, and one in particular failing to meet his piercing gaze. You smirk, seeing the sailor bring the old legend to life, while you nurse your hooch in your corner.

“Have you seen the Black Spot, then?”

“Pull yer seat up, laddie, and let me get a look at ya.  Aye, I can see it clear as day.  You can hide that mark upon your hand as much as ya like, ye can wrap it or wear gloves.  But I can see it.  Ye been marked by the Black Spot.  Don’t matter how it happened, but it’s happened.  Sure as you’re born, that bell’ll soon ring for ya.”

“It starts small, so do I hear. Maybe it looked a wart, or some bit o’ grease. Like a rope rash gone rotten, it spreads into tha mark of the damned. No matter how hard ye scrub or what medicines you try, it be there for all to see. Cut it off with a sharp knife and it regrows again, foul and tainted. Yer sin carried like an albatross around ye neck, in that black spot. Bad luck, it be.”

“Best drink up while ye can, laddie. The end be in sight, no matter how much ye try to run.”

You can’t help but glance over to the young sailor, and you see a concerning growth on the back of his left hand, barely concealed by a filthy bandage. The misshapen mark is a deep black, round in shape, and red around the edges like an infected wound. You catch yourself leaning in a bit more, as the old sea dog continues, enraptured in the tale.

“Where does the black spot come from?” 

“No one knows, not for true.” 

“This ain’t some mark like those in history, this be something different. Maybe it be your guilt made manifest, a mark of some crime ye did on yer last voyage. Some say its’ one of them newfangled diseases, like some say it be Nichols’ last laugh. Others still say it come up out of the ground, where them delvers dig under our very feet right now, some curse of the oldcestors.  I even heard tale of a one poor soul who said someone told him a ghost story, and it appeared right quick after.”

“They’re all wrong, every last one of them.  This spot here?”

“It comes from her.”

“Ahh, like I said, I sense the mark upon you, landlubber.  You feel the eyes upon you yet?  The feeling of something waiting for ye in the dark?  Well, I’m here to tell you…yer not wrong.”

“If you’ve got the Spot upon you?  That means she’s coming for you.  Don’t matter where you hide, or how far you run.  As soon as you hear the bell from her flagship, you’ll have a choice to make. And a price to pay. You see, the Dread Captain demands ye serve, another soul to haul up the foul anchor of her mighty vessel.”

You struggle to suppress a shudder. That title, or perhaps a name, is spoken with a dread finality. If you were superstitious, you might think the lights had flickered a bit when the sea dog said it. The Anker's a nice enough place, but that’s just how electricity works in the wastes and that’s nothing out of the ordinary. Bulbs don’t flicker on cue, you assure yourself.

“Who is the dread captain? Ye must be joking, lad.”

Joanna Waves, the Strainscourge of the Seas, dread captain of tha Amaranthine Armada.” 

“That be her name, but pray ye never have to speak it. Legend says she hears her name each time it’s spoken, like a gull on the wind, carried to her ears ‘cross the waves.”

“Aye, I can tell you about Joanna.  Careful though, ye may hear too much.  More than one sailor has heard these tales, and more than one of them have ended up serving a life before the mast.  Spend enough time with your soul in Dark Water, ye may soon come to find it forgets the smell of land.  But, on your own head be it.

Terror of the Waves, she be.  The Doom upon the HorizonThe Dark of the Deep. The Scourge of All That Sail. Most sailors have seen her, but they won’t talk about her.  Anyone what sails the seas and plies their trade on tha water has seen her and her Juggernaut, and each and everyone of them has put their rudder to her and fled.  And those that don’t flee, perish.  Or worse.”

“I heard plenty of stories about the Dread Captain.  Some say she was betrayed, her family taken.  Others say she once swore a holy vow to never be powerless again.  A strange creature with a strange book told me once that she was foretold in some sort of Canticle of the Waves, whatever the hell that is.  Ain’t no one been close enough to ask her, and she ain’t one for pontificating.”

“Joanna herself?  Death on two legs, and nasty about it.  She be master of the blade, one of the best duelists I’ve e’er heard of.  And if that’s not enough be, she’s a psion of the worst sort, and I don’t know if any still living has seen her true limits.  She’s a terror, through and through.  And if you see that Juggernaut on the horizon, it’s already too late.”

Something about the ghost story sparks a memory. It sounds familiar to you, in a way you can’t quite put a finger on. You move about uncomfortably, the chill of the night causing an painful cramp in your hands and feet.

“All sailors know of her, you see.”

 “I heard she ran Admiral Hart out from Axport years ago, amid shell and storm and shot.  Speak her name around Grand Admiral Sinkerswim, and you’ll hear naught but curses. Even Carina Astora, the Saltwise Sweetheart steers clear of the Juggernaut. And if truth be told, she’s the reason ol’ Captain Nemo and Ironsides doesn’t sail north beyond Requiem.  Even if they don’t talk about her, they know. Cause the most dangerous part about her?  The Legend. Even now, she be listening in, hanging on our every word, cause ye asked.”

“Whoever and whatever she be, she’s here for one thing and one thing only.  When she drops that tentacled borne Anchor of hers and the Juggernaut deploys it’s mighty twelve pounders, she come here for power.  She come here to take what you have.  And she come here to take whoever she can.  Every soul she can cleave to her side is another one of the damned to serve her crusade.”

“And they will have no choice but to answer her call.”

You’ve heard that name before. The Juggernaut. You heard of a recent Junkerpunk clash near the Clutch, dozens of ships sunk, a massive armada working its way up the riverways of the San Saba, cannons blazing. You even remember hearing a few of the San Saba Republic Longberths mentioning something about arming vessels in Drywater. But that was like recent news, not some ghost story. It can’t be the same thing. It’s just a story.

“Aye, I called it the juggernaut. it be the flagship of the dread captain, the spear of the amaranthine armada.”

“Joanna and her Amaranthine Armada arrives on the storm, and the Dark Water she sails on follows her everywhere.  That water drown ye right quick, choking the breath from yer lungs, should ye be cast o’erboard. Some folks say she what sank Wahoo, others that she sails the Spoiled Coast daring any to come after her.  Each one of them could be true, who’s to say?  I heard from a guy who knows a guy that she once lived a normal life, free as you like.  How did she come to head the Juggernaut?  Escapes me.”

The Juggernaut?  It’s a monster, plain and simple.  A demon from the Old World, held together by her hate and her power.  It’s got thick armor, heavy guns, and enough munitions to level any town in range of her guns.  It’s a titanic beast, made with the stuff of legends, alloys of steel like none can create anymore. And that’s not even talking about the Dread Anchor, that terrible tentacled thing she sinks into the Mortis Amaranthine.  Once the Juggernaut arrives, it’s only a matter of time.”

“And the Juggernaut ain’t the only danger. Her crew of the damned are a sight to see.  Folks from all over the Wastes, bound to her by the Black Spot and her will, carried far from family and kin.  Her loyal Sirens stalk the shadows of their passing, finding all those what refuse the call or try to escape.  The longer you stay aboard, the less you want to leave.  Once the Black Spot be upon you, you’ll hear the call.  It’ll be up to you if you serve or refuse, but no way is without sacrifice.”

The chill in the room is noticeable now. Those damn Lucky 7s should have the scratch to pay for firewood and lamp oil, you think. Why is it so damn cold this time of year? You scratch absently at your hand, as if feeling a presence looming upon you. Just silly old ghost stories, told by a crusty old sailor to scare the tenderhorns. That’s all.

“what are the Sirens, ye say? ARe ye mad?”

“So you’ve got the Spot upon you?  That means she’s coming for you.  Don’t matter where you hide, or how far you run.  As soon as you hear that bell, you’ll have a choice to make.  You can Resist, you might think.  Steel yer nerves, and tie yerself to the mizzenmast to prevent ye from walking o’erboard to her call. No matter, if ye resist, the story don’t end there.”

“The Dread Captain has her Sirens of the Deep, terrifying specters to chase down those what Refuse the Call.  No harbor or port can keep you safe, cause the Sirens of the Dread Captain will chase you to the end of the Wastes. They can sense the Black Spot, ye see. The Sirens will hunt those that put up too much of a fight, and the screams that ring out will pierce yer very soul, and yer guilt will be agonizing. It weighs ye down, ye see, like an anchor bound to yer soul.”

“Joanna, she be one of the craftiest and canniest terrors that ever haunted the waves.  And one of the ways she reaches out and strikes those what deny her are these Sirens.  Deadly daggers in the dark, these psionic specters walk between shadows to find you.  You bear the Mark and refuse the call, then you best keep both eyes open, lest the dark itself reach out for you.”

“They slip through the shadows of ye mind, ye see, like a whisp of smoke. Out o’ the corner of yer eye, like a figment they be lurking. Invisible, hidden, even in broad daylight. It no matter how you prepare, they be on you like a blink o’ lightnin’, flashing blades cutting you down so they can drag ye back to the ships of tha damned.

“Ye might be worried about the Thralls of the Dread Captain, but the true danger be her Sirens. Legend says that those that enjoyed their unholy service on her vessel, that answered tha call of the Dread Captain willingly, they be doomed to become a Siren when they die a final death. Those traitors of thar own kind bear the curse e’en past death itself.”

“Nothing escapes that damned Anchor, especially not souls marked with the betrayer’s mark.”

You heard tales of terrible machinery and strange devices used against the Archon incursion a few months back. Before then, maybe you would have chuckled at the idea of an Anchor that can reach into the Grave Mind, but you’ve seen some things lately. Shit, just the stuff out beneath the waves of the Spoiled Coast are enough to break the mind, but this is just some old ghost story. Your hand still itches, but you lean in closer.

Aye, I spoke of her Anchor. It reaches into the depths, and binds those that crew her fleet.

“You ever seen things you know ain’t real?  Green skies at night, angles that don’t look quite right.  Things that make your head hurt, your eyes bleed, your ears ring?”

“Well, the Dread Anchor ain’t one of those.  It’s real all right.  And it ain’t right at all.  I seen it, years ago, off the Spoiled Coast of the Rat Trap.  We were running bullets past House Triton during one of them wars, and the Juggernaut arrived.  They didn’t see my sloop, or we wouldn’t be having this talk.  But we saw it.”

“There was a lot of yelling, from the Strainscourge herself.  There was a smell in the air, spoiled meat and oily water.  And my hairs stood up, each and every one of ‘em.  And when that fleshy, tentacled, mass hit the water, it plunged deep.  Deep through the drink, right into the Mortis itself.  I swear you me, I felt the shake beneath my feet.”

“It be a terrible thing, I tell ye. The Tentacles of the Anchor, a terrible artifact of old Barogue, according to one story I heard. It’s a mighty thing, an anchor big enough to turn heel o’ the Juggernaut, but heavy enough to reach into the dark depths. The arms o’ the anchor twist upwards, like the arms of some sea creature, carved with barnacles and suckers like some damnable octopus. Each arm be carved with runes, old tongue of Barogue perhaps, speaking of some pact made with a lost sister and a voice below.”

“I don’t know how it works, or why.  But I do be knowin’ that as long as the Juggernaut is Anchored in yer waters, them who sink don’t come back normal like.  They go straight to her, to serve as the Damned.  That’s why she’s so dangerous, ye see. Any that die are marked by the Black Spot.”

“Even in death, you SERVE.”

You could swear you hear a bell ringing mournfully in the distance. Just the Grave Bell, ringing in some lost soul that ran afoul of hunters or gorehounds. The Groundskeepers will be along shortly, you think. Hopefully, it wasn’t anyone you know. I mean, it’s not like you did anything wrong on your way here. You’re sure those other folks made it back safely when you left them on the road out to Anyport. You have nothing to be ashamed of. No need to feel guilty. Damn, your hand itches.

What happens if ye answer the call o’ the dread captain?

“Now there’s a question, laddie. Mayhaps the right question.”

“Ye can resist the siren call of the Dread Captain fer a time. But, sometimes those damned souls that do bear the Black Spot choose the easy path. What’s a bit o’ work, after all? You can Serve.  One life before the mast, fulfilling Joanna Waves’s dreams of conquest. Not a high price to rid ye of the mark of the Black Spot.”

“Legend says those that die and are torn from the ground by her infernal Anchor, those that choose to serve become her Thralls, the souless dead, trapped ‘tween the world o’ the living and the damned. Remind me a bit o’ raiders, they do. Not quite zed, but not quite people either. Covered in seaweed, the mantle of the Armada, the gift of the waves themselves.”

“They be ferocious and deadly, and they’ll scuttle up the side of yer ship quick like. If they gaze into yer soul, you’ll be frozen in place, too scared to swing yer fancy pigsticker. But they bear the mark of the damned, and if they drag ye back to the mast, ye too shall serve the Dread Captain, and bear her mark of the Black Spot.”

“When that bell tolls, all yer former friends will be clamoring for your blood, new Thralls of the Dread Captain. It’ll be dangerous, but yer lucky the bell only tolls at the waning and waxing of the hidden tides beneath the dark depths of the ocean. Once at noon, and once at midnight, you be hearing the siren call of the bells o’ the Juggernaut calling ye to serve her mistress, Joanna Waves. That haunted crew will wash over yer ship like a tidal wave, claiming any that dare resist the call.”

“Choice’ll be up to you.  Stick around and survive, hide, or run. It be an overwhelming tide of the damned, and it be e’ery mate for ye self. When Joanna Waves comes calling, ye best be prepared.”

“What would I do, were I called?”

“Me? I heard the call long ago.”

“I been serving her for years now.  It’s not so bad, once you get used to it.  We’re all damned already, my friend, if ye believe them Final Knights. Do work, get paid, they say.”

“All those ghost stories?  They’re all true, when they’re told.  Real as you and I, maybe even realer.  If they’re told often enough, and believed often enough, who’s to say they aren’t real?  If you’ve heard everything I said now and believed her, then doesn’t that make her a little bit more real?  And if THAT’S the case…”

“Or I’m wrong.  It’s just a legend, after all.”

“Who’s to say?  I’m just an old sailor telling some spooky stories.  Now if you’ll excuse me, my ship’s headed out from Bravado soon to meet up with me friends.  And me friends do so like to make an entrance.”

“See you soon, Vados…”

Just ghost stories, you tell yourself. That old sea dog is just trying to rattle those youngsters. You’ve played a prank or two on your friends before. No harm, no foul. On the wind as you leave the bar, a jaunty tune that darkens your mood rings out from the sailors still inside. You swear you’ve heard it before, as you step out into the darkness, following the siren call of that bell you heard earlier. It reminds you of something, a tale you once heard in a bar, on a dark and stormy night a few days ago.

Your hand doesn’t itch as much anymore, now that the Black Spot is there. It feels like a weight on your arm, but you’ll be free of that burden as soon as you answer the call of Joanna Waves, the Strainscourge of the Seas and her infernal Anchor. You walk towards the water, the inky depths of dark water stretching as far as the eye can see, the words of that old song, “Joanna, Now We Mourn” in your ears…

Joanna, Now We Mourn

By Ed Sampson

There once was an orphan, who didn’t know her name

And there once was a town that would never be the same.

The orphan lived there, always scraping by for life,

Her food and roof and self kept safe by her knife.

The town didn’t care for the orphan, they didn’t want to know

And this orphan couldn’t leave, for where could she go?

The orphan met a family, who took her in from the cold.

The family loved the orphan, and welcomed her to the fold.

The orphan loved the family, and had a place to belong.

And if nothing had happened, this would be a very different song.

But the town fell to ruin, crime and despair.

And they began to hate the family, and everything seemed unfair.

The town butchered the family, to take their food and cash.

But the orphan was stronger now, and with her mind did lash.

The town is left abandoned now, its people long since gone.

And the orphan sails the seas now, singing her lonely song.

The orphan swore that day, in blood and bone and tears

That if she couldn’t live in peace, she would live in everyone’s fears.

All the fear and pain she’d felt, she would bring upon the Wastes.

And she’d never be scared again, or trust herself to fate.

For the orphan had power now, and a terrifying name.

And now it was the Wasteland, that would never be the same.

The Curse of the Black Spot

That’s it for today, Vados.

But I have one more request, gentle readers.

You see, this wasn’t any old ghost story we shared today.

It’s a bit more, and it’s called the Legend of the Black Spot.

The stories say that anyone that hears the tale of Joanna Waves, hears the tale of the Black Spot is soon cursed to answer the call of the Dread Captain.

Simply hearing the legend is enough, they say.

Like a memetic song, an ear worm that sticks with you long after story time is over.

You see, the Legend of the Black Spot is insidious.

It curse reaches into you, and reminds you of stories of old, tales to scare your friends in the dark.

It’s a bit of a memory, tied with a bit of superstition, and we all know that sometimes the thing that goes bump in the night in Dystopia Rising is very, very, real.

And sometimes, maybe the legends are true…

INFLICT BLACK SPOT!

You’ve now heard the tale and experienced this story today, through this humble blog post and ghost story, you’ve been cursed, by that very Legend of the Black Spot. And maybe there’s a chance that maybe that story you read on the internet sticks with through our next event, THE RAGE THAT FILLS HER SAILS.

At the next event, your characters may choose to take the BLACK SPOT, as you’ve now heard the Legend of the Black Spot and the story of Joanna Waves, the Strainscourge of the Seas. If you choose to OPT IN to this story mechanic, find Ed or Jonathan after opening announcements at the game, and we will provide you with a Black Spot card of your very own.

Now the choice is yours: do you RESIST, or do you SERVE?

In the words of an old crusty sea dog, “See you soon, Vados!”

Action Required: Update to Backgrounds, Personal Plot Requests, PFA's, Faction Interviews, and Society Memberships

Howdy ‘Vados!

So as they do, things have changed. We have had to adapt a new archiving system to manage plot requests and backgrounds and Amber is here to explain what that looks like going forward! 

changes to personal plots, PFA Requests, and Faction interviews

You’ll submit Personal Plot Requests, PFA Requests, Faction Interviews, and Rumors and Gossips here like usual. The new change comes on our end!

Personal Plot Requests, PFA Requests, and Faction Interviews are now being handled on a month to month basis.

What does this mean?

It means you have two full weeks to submit these types of requests after ticket sales go live. For example, for next event ‘The Rage That Fills Her Sails’ tickets went on sale Monday February the 13th; this means that you can submit these type of requests (Personal Plots, PFA’s, and Faction Interviews) till Monday February 27th.

If your request is not selected by an ST member in those two weeks, you will receive an email from the Storytelling Admin Assistant (currently Amber) asking you to resubmit you personal plot the next month.

THIS MEANS THAT IF YOU HAVE SUBMITTED A PERSONAL PLOT/PFA/FACTION INTERVIEW THIS SEASON AND ARE STILL WAITING; YOU SHOULD RESUBMIT.

Personal Plot requests that spend CAPS, plot request that are related to the upcoming event’s story arc, and are resubmissions will take priority. The Personal Plot request form that players fill out has been update so that we can filter these better.

There is no change to submitting Rumors and Gossip.

Professional focus achievments

Professional Focus Achievements— or PFA’s— are special skills that you can earn once you have spent 100 XP and have 10XP to buy the PFA. These allow you to use certain items or access special mechanics.

PFA’s were the solution to Advanced Professions which were used in 2.0. These were hard to obtain and took months of trial and tribulation for you LC to earn one. PFA’s were created to ease the burden on ST teams, but also an attempt to recreate the nostalgic feel of Advanced Professions.

While it might be easier to write a PFA mod in 3.0 than a Advanced Profession , they still take time. We want to provide our players with the most unique, catered experience; so the current turnaround for PFA written by the ST Senate is 3 months.

PFA submission will also be handled on a monthly basis just like the new personal plot procedure, and you might have to submit 3 or 4 times before an ST has space to pick it up.

However, we understand that PFA’s are important to your character build and you can have a PFA by next month if you reach out to another LC that has the PFA you are looking for and allow them to teach it to you. If you choose this method, you can submit a request for a PFA and notate your [Player Name] [Player Number] [PFA You Are Seeking] as well as the [Player Name] [Player Number] of the LC who will be teaching, just so that we know that it is happening.

Action Required: If you want to be an LC that we can recommend to help us tell PFA stories, please fill out this form.

If you have submitted a pfa this season that hasn’t been fufilled, you should resubmit.

If you’re interested in a PFA from another player, but don’t know which player has a PFA you can do one of two things. 1) Ask around your community, usually they can point you in the right direction and help you approach the person with that PFA. 2) Email info@dystopiarisingtx.com and we will use the list above to match you with someone.

Faction Interviews/Society Memberships

A couple of changes here; the biggest one being that we want to outsource society members ships to LC’s that have Master Memberships already. This takes the burden off our face NPC’s—who are predominantly played by game runners— to find a time to meet with each individual people. There are several benefits to having society memberships in the Lonestar; you can find out more about how society memberships work here.

Action Required: There is no easy way to track society memberships on our database; so we would like you to tell us what memberships you have on this form as well as if you are willing to facilitate faction interviews.

If you have submitted a faction interview request this season and it hasn’t been fufilled, you should resubmit

3.0 Backgrounds

This is the biggest loss that comes along with the archiving change. We have no easy way to access the backgrounds you have submitted since 3.0 began. Going back and trying to find every form submitted in our email archives leaves room for us to miss a few, and since we don’t want to leave anyone out it’s easier if you simply resubmit your background. This also gives you a chance to update things that have might of happened since the last time you submitted them.

Going forth, we will store these on our Google Drive instead of being dependent on any third party programs.

Action required: resubmit your 3.0 backgrounds here.

We had no way to predict this would be an issue, and we humbly ask for your grace and understanding as we try to collect all the things that were lost. This will be easier with your participation in the action requests above, but if you have any further comments, feedback, or questions; you may submit them to info@dystopiarisingtx.com

Welcome to "The Rage That Fills Her Sails"

It’s Jonathan here with our first weekly blog post for the upcoming event, THE RAGE THAT FILLS HER SAILS! I could probably say the phrase “zombie pirates” and that would be enough hype for most of you, but here’s a blog post anyways!

This is leadup for our March DR:TX event written by our Overarc STs, Ed Sampson and Joel Vold. Today we will talk a bit about some story teasers, some core mechanics and concepts for the event, and a reminder of some of the benefits of pre-registration for one of our events. We will also reveal the details of one of the key mechanics of the weekend, THE CURSE OF THE BLACK SPOT.

  • Our Feedback Form is up for our last event! Did something really amazing, exciting, or tragic happen at game? Was there a person who helped make your time better and welcomed you to the community? Perhaps nominate them for a Community Achievement! Tell us what you loved about game so we can make more of the content that you love and enjoy.  Conversely, if there is something you did not enjoy, or something which needs to be addressed, we would really like to hear about that too. 

  • We have also featured our recent Boffer Donation Campaign on Facebook. This will be continuing into our next event so you can earn some CAPS by donating your gently used boffers! You can earn 25 caps for something we have to rebuilt, 50 caps for something that is useable right away, and 100 caps for something that is way too nice. See Shan at our next event to earn your caps and help the game replace some of our damaged boffers.

TICKETS FOR THE RAGE THAT FILLS HER SAILS are on sale now! don’t miss OUT!!!

THIS POST WILL DISCUSS A FEW LIGHT STORY SPOILERS FOR OUR NEXT EVENT, SO WE HOPE YOU ENJOY WHAT WE HAVE IN STORE!

Our artwork for this post was designed and generated by Shan Lind. The Canticle of Waves was written by Shan Lind.

Let’s talk a little bit about the story of the next event…

Awash in wind and sun was that place as sharp as whalesalt where the jagged atolls and rocks upon which dashed the warm and dark waves of the sickly Cimeran Sea... — The Canticle of the Waves

The Premise

In the weeks after the Long Night, the threat of piracy has increased throughout the San Saba. Merchant vessels of the Junkerpunks and the RRC alike are going missing along the shores of the Spoiled Coast and beyond, all the way into the interior rivers, waterways, and lakes of the San Saba. The impact on trade has been immediate but attempts to track down the source of the increased piracy has revealed only ghost stories and legends of crusty old sailors. But it is clear that the threat has escalated.

Now, patches of the inky black Dark Water have returned, and it’s brought with it a daemon of the old world.  Fierce and terrible ships now prowl the waters of the San Saba, and terrifying new Zed wade to shore, intent on more than just carnage.  The fisherman’s tale of the “Black Spot” has proven true, with people finding strange growths on their hands and dying shortly after.  And worse, the Mortis itself seems to be affected, barely returning anyone at all.

Out on the horizon, a massive Juggernaut awaits.  The largest ship ever seen on the waters, a marvel of oldcestor technology, it sits at the helm of a powerful Amaranthine Armada, choking off settlements and sacking all ships in their wake.  Cannon fire rakes the shores seemingly at random, and raiding parties sail up and down the riverways and coast, taking whatever, and whoever, they can.

Hope seems lost, but this is the San Saba.  Already, Junkerpunk captains, San Saba Republic privateers, and ships from all over the region are mobilizing to combat these new threats, and they’ve chosen Bravado as the staging point.  The choices made on the shores of our tiny town will determine who is left in the wake of the Amaranthine Armada, and who succumbs to the will of the Strainscourge of the Seas

Amaymon would eat all the shambling and shuffling undead that would otherwise emerge from her waters, and she would in return grow even fatter on the blood of the common strain, which she was allowed one per sunrise of her own choosing forever. - The Canticle of the Waves

Nautical Nightmares

It is the nature of seafarers to be superstitious. Living and working on a ship in the middle of the real sea, much less the apocalyptic seas of Dystopia Rising, is a very dangerous job. Over time bluejackets and sailors have invented stories and rules to help them believe they could avoid terrible fates. The origins of many superstitions are lost in time, but some arose due to the natural tendency to look to the supernatural for causes of strange phenomena and to exaggerate mysterious occurrences, including in the post-apocalyptic wasteland.

Some sailors fear the dark water. The postapocalyptic biodiesel used as a fuel for ships and caravans alike is ultimately formed of carbon, compressed of dead things and decayed rot.  While most of the sea in the Spoiled Coast is covered in some kind of film of oil, it can pool in massive fields as far as the eye can see. Sometimes, this phenomenon called DARK WATER can serve as an impromptu morgue, half-remembering what life might be, releasing partially formed things that aren’t quite zed and not quite anything else. The oil slicks themselves can sometimes mimic life and drown unfortunate ships in an inky, oily blob of death.  A superstition common in the Clutch tells that “black tides in the morning are a sailor’s grim warning”.

Some sailors fear bad weather. The ravaged coastline of the Spoiled Coast and the Clutch suffers the extremes of poor weather, from radiation infused storms, oily acidic rain, or terrible hurricanes blown inland from the far sea.  Rain is a constant state at sea, and the sailors on the waterways of the San Saba are used to poor weather.  Even the most novice sailor has sailed through the worst weather imaginable, and their skills are unmatched due to a lifetime of survival in poor conditions.  This constant danger has hardened the seafaring people of the San Saba and is at the heart of their stubbornness and love of the freedom of the sea and sky.

Some sailors fear the depths below. Beneath the oilslick waves of the Spoiled Coast, light disperses entirely only a few feet beneath the surface. Any sailor that has fallen overboard has nightmares of the cold and unquenchable darkness under the surface. The horrible dark, blind eternity is so complete as to be opaque, and without visual depth. Beneath that, however, is the unspoiled salt water of the Deep.  Here, there is no sunlight - for the film of oil, some twenty feet thick, blocks it entirely. Instead, there is the low and nonspecific glow of bioluminescence, cast off by strange megafauna whose ecosystem dissolved thousands of years ago, replaced with crude oil and shadow.

Some sailors fear the dead. Every seaman has also heard stories of ghosts and paranormal activities haunting ships, especially after an unfortunate event has occurred on board. Many believe that spirits of those who have lost their lives on ships remain there for a long time. Many even make stories of their unusual experiences with ghosts and why they fear going to a particular area on the ship. In case a series of accidents or mishaps have taken place on board, it is said that the ship is cursed, and the blame is put on the spirits that are haunting the ship.

Some sailors fear zombies and raiders. What happens when a person dies at sea in a world with the Mortis Amaranthine? With no one to dream of the Gravemind, when a person dies at sea their body truly rots.  Once the body is returned close enough to shore for the Mortis to sense its presence, the Gravemind reacts with violent force to reclaim the biomass that was stolen from them.  Thus, sailors across the sea prefer to dump the dead overboard rather than risk a deadly return to the bottom of the ocean at port.  Some legends tell that those left to rot on a ship listless at sea will return as the Drowned Ones, deadly Raiders that pilot ships covered in the flesh of their victims or worse.  Regardless of the reason, keeping the dead on a vessel at sea is the worst of bad luck that a sailor can imagine.

ghost stories and legends

Imagine then, the ghost stories of a massive ship filled with the restless dead, the JUGGERNAUT, piloted by an evil spirit of the sea, JOANNA WAVES, the Strainscourge of the Sea. Some even say the anchor of the Juggernaut plunges into the depths of the Grave Mind itself. Known by Saltwise and Junkerpunks through the San Saba, Joanna Waves is a name given to the dark mistress of the evil spirits of the deep, often seen in various shapes, resting and waiting in the rigging before wild storms or shipwrecks and other disasters, always there to welcome new sailors to their watery graves. Some say she is flesh and blood, and simply harnesses the silly stories of old seadogs in her favor, but others still speak of unholy powers and darkness within her. Few have survived an encounter with the Strainscourge and all anyone really knows about her is second-hand tales of dread shared over a hooch in a damp bar near the waterfront.

Joanna Waves is superstition come to life, but sometimes if you believe in something hard enough in the San Saba, it becomes very, very, very real

During our March event, THE RAGE THAT FILLS HER SAILS, we will be exploring some old ghost stories, legends, and a very real threat that has sailed into our town of Bravado. This is a pirate themed event, with spooky zombies, dangerous new enemies, plenty of sailing and submarine mods, and a strange malady that haunts those touched by the myth and legends of superstition.

Ed and Joel have cooked up some fun stories for this event, and we will be sharing more over the coming weeks. For now, let’s look at one of the key story mechanics of the weekend, THE CURSE OF THE BLACK SPOT.

The Mortis Amaranthine opened up around them like a billowing sheet, an unfurling sail in a sweet, blind wind, and the Black Pharaoh plunged into its blood waters like a knife. Under a sky filled with unfamiliar stars that glowed like flesh with firelight through it, the Black Pharaoh began its sluicing, plunging journey towards the nearest port of call… — The Canticle of the Waves

The CURSE OF THE Black Spot

One of the brand-new mechanics for this weekend will be THE CURSE OF THE BLACK SPOT. This is an affliction a few folks learned about on the Sunday of our last event, but it is quickly spreading. This is a new PSIONIC DISEASE, capable of spreading in strange and unusual ways to the population of Bravado.

This Keyword effect will be printed on one of our new Illustrated Item Cards, similar to other events this season and will be given to you in the form of a card with the following text and images:

The Black Spot

The Text on the Back of the Card.

Here’s the text of the Local Plot Card for those that may have trouble reading the image above:

You gain the [BLACK SPOT] Keyword while you possess this Local Plot Card.  At the start of each 12s, you must either choose to SERVE or RESIST the dread call of the Black Spot. 

SERVE - Go out of character to the Juggernaut site to become a THRALL of Joanna Waves.  After your service as an NPC, you may return this card to a Guide and lose the Keyword.

RESIST - You lose ALL Mind Points, and the 12s does not refresh your Mind.  You must keep this card until the next 12s, where you may choose to Resist or Serve again.

If you contract this disease, you’ll place the mark of the BLACK SPOT somewhere on you. We can provide makeup at Ops if you don’t have your own, or our NPCs will also have ways to represent the mark during certain mods. You can choose to keep the mark of death visible, or you can hide it from your friends, but regardless of where the curse manifests on your body it reacts to the passage of time…

At each 12s of our March event, at midnight and noon, those afflicted with the Black Spot will have a choice to make. Do they serve the wishes of the dread pirate captain Joanna Waves and join her forces to kill their friends? Or do they resist the siren call of the Juggernaut, and drain their resources to fight back against the tide of undead sailors?

If you choose to SERVE, you will report to the in-game site where the Juggernaut lies anchored, and you will be given a quick costume change and a Guide to provide you with the rules of the upcoming encounter. From there, you will temporarily become a new horde of undead THRALLS, sent to bring their victims back to serve at the feet of Joanna Waves. Once your NPC threat has been slain and dealt with, you will be free to return back to the Guide and turn in your Black Spot card, free from the terrible curse of Joanna Waves.

For a moment, at least.

If you choose to RESIST instead, you lose all of your current Mind points and no longer refresh at the 12s. This means you’ll need to rely on a meal or brew to recover your lost Mind points, spend CAPS on a Blue Plate Special, or have someone restore your Mind with entertainment or psionics. More importantly, you’ll be out of Mind for the upcoming wave of your friends as undead THRALLS of Joanna Waves.

As insult to injury, if you choose to resist, you’ll KEEP the curse of the Black Spot and you’ll have to make the same decision again at the next 12s.

Psionic Diseases

The Black Spot is perhaps the rarest form of disease in the wastes, a PSIONIC DISEASE. This kind of disease is mentioned on page 192 in the DR Core Book. While more mundane diseases like Bad Brain or the Necrophage can ravage the unwary via infection, these types of diseases can spread in unique ways that evade common resistances.

The Black Spot is a unique threat, as it is not spread via bacteria or virus, but instead by the act of psionic superstition. Common resistances, like the Mutant Strain advantage or equipment like the Helscape Deathmask won’t stop you from gaining the mark of the Black Spot. Once you’ve heard of the LEGEND OF THE BLACK SPOT, it’s already too late.

There’s two primary ways to “catch” this strange curse:

  • Inflict Disease (Threat Skill): If one of the minions of the Strainscourge of the Seas inflicts their insidious curse on you, you’ll gain the keyword [Black Spot], and be bound in service once more. Certain minions will be able to INFLICT DISEASE as part of their attacks, and it will be as part of a Cannibalize call. If you are knocked into Bleed Out by Joanna Wave’s army of undead, you could be vulnerable to the Curse of the Black Spot.

  • Superstition & Stories: Ghost stories have an insidious power in the San Saba, especially while the Juggernaut is nearby. If you partake in the telling of the Legend of the Black Spot, or if you simply HEAR the tale of woe told by a spooky old seadog, you could be inflicted with the Curse of the Black Spot. Certain enemies and even LCs may be able to spread this disease keyword through the power of memetic influence, affecting everyone in earshot with a By My Voice call. Be warned — those campfire tales have suddenly grown dangerous!

Lastly, this affliction will be OPT IN as well. If you think your character has heard the Legend of the Black Spot told on a dark and stormy night, then you can simply come to Ops and receive the Curse of the Black Spot card. You can simply choose to be marked by the disease, even from the start of the game.

Clearly, this is a problem for Bravado, but I think it’s one that will be fun and rewarding.

I hope that you choose to engage with the CURSE OF THE BLACK SPOT. There will be ways to research the cause of this strange disease, ways to seek out a cure, and ways to fight back against the dread pirate Joanna Waves. The Black Spot is simply a herald of her arrival, but it’s not the only threat you’ll face in March.

Remember, you will always be able to opt out of mechanics like this by using the OK Check-In System in game. Just thumbs down the encounter and turn in your BLACK SPOT card to a Guide.

This is the blind and screaming moment we have dreamt our most beteous nights to, siblings mine. Venerated are we, and is our pursuit, by the demons and men who have died and lived before and behind us. It is in these deep tissues that we will meet the old death of man, and the god that death begot. - The Canticle of the Waves

wrap up

That’s it today Vados! We are excited to tell a story of zombie pirates and curses, and I hope you are excited to attend our next event THE RAGE THAT FILLS HER SAILS! Make sure to get your tickets in advance, so you can save time at the door getting your character sheet. Save that time to tell spooky ghost stories, and maybe even the LEGEND OF THE BLACK SPOT

Next week, we will delve a bit more into this specific ghost story of the BLACK SPOT that some of you might have heard, and a bit more into the Characters of Note for this weekend.

I’ll leave you with some poetry from the Canticle of the Waves, a Final Knight text written by our own Shan Lind, that has some illuminating tales within…

"By the Bone and by the Brack, 

Bear the Crown both Fore and Back, 

Neath the Waters of the Grave, 

In the Swelling Deadman’s Waves, 

Seek the Whale who Was a Man, 

Pursue Demon Leviathan.

Amass the Alexandrian, 

Relics Left of Fallen Lands. 

Kill the Whale and Keep the Gold, 

Buried ‘neath this old Atoll. 

Keep it Secret all your Life,

And with your Ivory Treasure die. 

And as a Lich go into Death, 

Pursue Demon with Corpses’s Breath. 

Hunt him through the Grave until, 

At last Leviathan is killed. "

— The Canticle of the Waves

Crisis of Faith: Rules You Should Know

It’s Jonathan here again with another Rules Ramble! Each week, I’ll introduce a topic that will be important in an upcoming game, explain some new mechanic or system for DR:TX, or discuss a particular rule from the DR Corebook. In each ramble, I’ll focus on explaining that topic in more detail than the book alone can provide and help provide one place to reference all the various errata or rulings that might be relevant. Sometimes I’ll even drop a few Story Teasers or provide a summary of the last game in a Game Recap.

As we get ready for our next event this weekend, CRISIS OF FAITH, I'm going to be covering a bit about Rules You Should Know. We have a number of special things happening during this game, and we want to make sure you have a head start on any particular mechanics to watch out for. This week, we are going to cover some Characters of Note you will see in play, some recent local Rules Changes (including a change to LIT Inventory for live events), and some key Threat mechanics like the Benediction of the Reborn, Faithful Strike, and Test of Faith.

TICKETS ARE still on sale at the door starting at 5pm on Friday! DON’T MISS OUT ON THE NEXT DR:TX EVENT!

We’ve shared some interesting teasers this week, including a few announcements of note:

  • The Girl Scouts of Central Texas will be present at our February event to sell cookies! You’ll find our favorite cookie raiders by the Depot on Friday from 4p-7p and on Sunday 12p-2p. This is a great way to support Camp Kachina and the scouts who use it. You can pre-order here (or place an order for delivery if you aren’t able to make it to game):

  • Heather Halstead and Stephanie Patrick-Munoz did an excellent teaser video highlighting one of the villains we will talk about today. You can find the video below:

  • We had a Wastelander article release this week, with a bit of news from Essex!

Photo credits in this post are from Max Pohlmeier, Lainey Weiss, Sydney Betzina, and Noah Goodman.

Notable Rules Changes and errata

There’s been a few updates at the National level since the last time we had a live event. Let’s cover a few of the notable changes:

LIT Inventory 2.0

DR National has updated the rules for how you can interact with your LIT inventory at a live event. This breaks down into three big changes, and all took effect as of January 1st, 2023. That means this will be the first live event under these new changes. The link above will take you to the blog post they released on December 20th, 2022.

Here’s the specifics:

  • All items that were expired were removed from LIT inventory. This was mostly stuff like Meals or Legacy Buy List items (Lock Poppers, and stuff that changed last year) that were still out there. Most of y’all weren’t affected by this.

  • All items that didn’t have an expiration date in LIT (like Herbs, equipment, etc) will now be entered with a proper expiration date, and will automatically expire if left in your inventory past that expiration date. This just means those herbs sitting in your LIT for three years will finally expire.

  • Chapters should no longer be adding items to LIT at live events, barring extenuating circumstances.

What does that mean for our next game?

You can WITHDRAW items from your LIT, but we can’t ADD new items into your LIT inventory.

This change means we will no longer be issuing the LIT Trade Sheets for character to character transfers during check in. If you need to trade with someone, you’ll need to first remove the items from your LIT inventory, then physically give them the item card for that item.

You’ll still have limited access to remove items from your LIT inventory at the Post Office, but you should not be removing more than 10 total item cards each event. If you still have a large amount of items past this, send us an email at info@dystopiarisingtx.com so we can work out a way to get your cards to you.

If you have questions on this policy, please let either Shan or I know. We want to make the transition away from LIT as seamless as possible, but we want to let you have a reasonable amount of time to withdraw these items while we comply with National’s new changes.

National Blueprint Change log

Periodically, National updates certain Blueprints with changes. We had an update on 1/4/23 with a change to stop an exploit with a popular cooking blueprint. I also keep a list of all the Updated Blueprints on our DR:TX page, in case you want to makes you have all the latest updated dates on your collection of blueprints.

  • “Glitter Gulch Prep Station: A character utilizing the Culinary skill in the area this augment has been set up in to create a meal may be assisted by another character who has at least Basic Culinary. The time required for crafting is reduced to half, and the Mind and Resolve costs of creating the meal can be split between the two characters however they wish. Both characters must abide by the rules regarding crafting. Any PFA benefits utilized during crafting must be provided by the primary crafter.”

National Errata & FAQ

You can browse a list of major changes to the Corebook at the link above. One common sense change was added here since our last game:

  • “Blueprints: Copying a blueprint requires Active Roleplay and Full-Engagement.”

  • This just means you can’t use other Skills while copying a Blueprint, and you can be interrupted while duplicating a blueprint. This has been how most folks have already done this, but now it’s officially on the FAQ page.

San Saba Socials

We had one minor update to one of the custom Proficient Society Membership items in DR:TX. The San Saba Republic has had to place a limit on their Open Market, thanks to some clever interactions from our players.

  • The Open Market San Saba Social now has a limit of 25 Herb or Produce traded per character.

You’ll still be able to trade Herb for Brass at a decent rate, but you’ll be limited to numbers that are attainable in a live event.

characters of Note: CRISIS OF FAITH

This weekend, you’ll encounter several new faces in town, probably trying to convert you to the Cult of the Reborn one way or another. Each of these Face NPC characters will be in town this weekend and they will have more information about their respective causes during the CRISIS OF FAITH. We’ve mentioned a few of these folks in previous blogs, but let’s make sure you have the basics of what to expect:

Sister Greywand, the Prophet Reborn

Sister Greywand is a Full Dead whose body has become more mummified rather than freshly decaying. She still wears the ragged clothes that she “woke up” in, patched and repaired through the years and she wears a veil across her face to conceal the worst parts of the decay. Through her new title as the Prophet Reborn, she leads the recently renamed Cult of the Reborn. While she is not much of a physical threat in her own right, she is always surrounded by an entourage of fanatical devotees to whom she is psionically linked.

It was shortly after the violence surrounding the Dead Man’s Hand Tournament that Sister Greywand first showed up in Essex security reports. She was frequently spotted in the House of Books, pouring over religious tracts and collecting as many accounts of the life and teachings of Pfilomena as possible. While her contributions to organizing the varying apocrypha of the cult into a cohesive history were appreciated, initially her position within leadership was minimal and other scholars noted her to be kind but distant, often lost in the intense thoughts and the echoed memories that are known to plague her Strain. 

Ever since the Monolith erupted forth over one year ago, the cult, ever seeking signs from their Lost Prophet, started looking closer at Bravado. A schism began to form in the leadership of the cult, with a growing number of fanatical devotees stating that the events in Bravado were a sign from Pfilomena of the long-awaited end-times, while the main body of faithful, cleaving still to Pfilomena’s surviving son, Caleb Lovelace, took a more tempered approach to understanding the message being sent. Greywand kept sequestered in the House of Books, however she sent some of her protege’s out with Caleb, seeking knowledge about the events that had unfolded in the past and were anticipated to come.

The tipping point came in the lead up to the Archon’s anticipated return. As events unfolded just as the Midnight Orrery foretold, Sister Greywand presented an ambitious claim; she now knew the hour and the form that the Great Miracle would take. According to her new revelation, within the myriad echoes of her mind rests the imprint of Pfilomena Lovelace, and through her the Prophet is Reborn. When the ensuing power struggle settled down Caleb, initially opposed to the claim, was in agreement with her claim and Greywand now had the reins.

Sister Greywand seeks to create a unified chorus of Faithful voices heralding their singular intent for the Fountainhead’s second coming- rather than the cacophony of desires that greeted it at its birth. To achieve this, discordant voices of any person who acts counter to the "true faith" must be brought in tune, or made silent.

Caleb, the Mad Prophet of Cutthroat Alley

Caleb Lovelace is the son of Pfilomena Lovelace, the deceased leader of the Church of the Tiny God and, until recently, her reluctant, de facto successor. A gangly teenager with lank red hair that wears rags wrapped around his entire body save for the crown of his head and his hands.

The bandages on his face hide a disfiguring crystalline growth that hampers his vision and make him sensitive to radio waves and other signals. He claims to hear screams through the crystal and is a potent psion. Caleb is known to brave the most dangerous corners of Essex looking for people that he can help, and wanders Cutthroat Alley rambling about the dead voices of the Fountainhead, through lips the color of poison.

While initially disenchanted with the faith following his mother’s death, his kinship to her drew her despondent faithful to seek his comfort and guidance. His first forays into Bravado were out of curiosity at the similarities between the events of the Monolith and that of the Fountainhead, seeking the patterns and signs Pfilomena always spoke of, but he was opposed to the radical new faction within the church claiming that the Monolith was a portent of Pfilomena's return. His general personality is peaceful, kind and likable, but he has shown he is also capable of great passion and even violence, particularly where faith and the plight of Psions is involved.

Caleb’s sudden support of Sister Greywand has been instrumental in the Cult of the Reborn solidifying their message and reaching new voices in Essex, and he is as equally fervent about the prophecies and faith of the Cult as the new Prophet Reborn.

Gabriel, THE INQUISITOR

In a response to the recent unrest caused by the Cult of the Reborn, the RRC and the San Saba Board has opened a new contract with the Red Ledger to deal with the threat. The Red Ledger is something of an expert on the Cult, as they first gained prominence during the Dead Man’s Hand Tournament and defended Essex against the zealots. Gustav Glasseyes, the leader of the Red Ledger, has personally assigned one of his best Strikers to deal with these cultists in the way they know best — showing them the power of incredible violence.

The man known as Gabriel is a member of the Fallow Hope who has married his position in the church to his business with the Red Ledger. He claims the title of Inquisitor and is a master of a firearm and wielding his faith as a weapon. The Inquisitor is skilled at interrogation and hunting the Reborn cultists, no matter where they may hide or who they pretend to be. The Red Ledger attracts warrior monks and ascetics to their zealous cause of constant self-improvement and readiness, and Gabriel is no different. Seeing himself as one of the last Watchers of the Crossroad, he believes he is the last line of defense from another Fall.

Gabriel was at the fall of Temple Station during the Hiway War and is known to be fierce in his protection of the faithful and a former colleague of Reckoner-General Rampart of the Grave Council. With the disappearance of Colonel Sabbath Jacinto from Essex, the Inquisitor of the Red Ledger has taken the new Board contract as a personal crusade to root out the heresy of the Cult of the Reborn and rip it out at its roots. The cultists have been marked for their sins, and Gabriel and those that follow him will not rest until the sun can rise upon a wasteland safe from their machinations and misery.

Threat Skills of Note: CRISIS OF FAITH

The Cult of the Reborn will be a major threat of the weekend, and they are bringing a few new tools of the trade with them to aid them in their war of faith.

We covered the Benediction of the Reborn in our first blog post, but it’s worth repeating here:

  • BENEDICTION OF THE REBORN (Threat Skill)

    • The NPC spends 10 seconds roleplaying the ritual conversion and then gives a Subdued or willing target the REBORN or HERETIC keyword.  Call “Benediction of the Reborn: Inflict [REBORN/HERETIC] Keyword, Red Star Immune”.

    • Characters Baptized into a Faith may spend 1 Resolve to declare “No Effect!

    • If a character is Faithless or cannot spend Resolve, they cannot resist.

    • Characters of the Red Star Strain are IMMUNE to this Skill and it has no effect.

    • Keywords remain on the victim until specifically removed by another plot effect.

Like I mentioned in my blog post, this is functionally just a new version of attack monsters will use on you when you get taken down in combat. If you get knocked into Bleed Out or otherwise Subdued, they will use this Skill to give you a new Keyword. Make sure you save an Injectable to get yourself out of a tough situation!

Most of the Cultists you’ll encounter this weekend will have some ability to perform Faithful Anomaly Skills (and will also be vulnerable to Aberrant Bane!). This means there are a few particular common Faithful Skills worth mentioning here:

  • proficient faithful patterns

    Countered by Basic Mental Endurance. This skill is delivered via a Psionic Attack, and the NPC this weekend will call out “Psionic: Suggestion, Declare your Faith and Devotion: Are you Heretic or Reborn?” The Cult of the Reborn will use this to question if you have the HERETIC or REBORN keywords with this Skill, so it might be a good idea to save some Mind to resist the attack if you are trying to keep a certain allegiance a secret…

  • Basic Faithful Spirit & Faithful Vessel

    These Skills are normally used to buff a member of your faith. Faithful Spirit makes a target immune to next Mangle or Blinding, while Faithful Vessel will make the target immune to next Break Armor. If you throw an attack against a Cultist that is protected by one of these effects, the power of their faith will let them resist the FIRST use of these Skills. The Cultist will answer with “No Effect!” to let you know the attack failed.

  • Proficient Biogenetics

    Countered by Basic Mental Endurance. By engaging in a Psionic Attack, the user can cause the target to be knocked Unconscious (p. 108). They will call “Psionic: Unconscious” after using this skill, but it does not work on zombies and most forms of Undead. Remember, while you are Unconscious you cannot use any skills, you are unable to move on your own, and can’t resist attacks like the Benediction of the Reborn. You can awaken someone from this state by spending 30 seconds of Active Role Play waking them, otherwise they are out for 10 minutes!

  • Proficient Faithful Vessel

    Countered by Basic Mental Endurance. By engaging in a Psionic Attack, the user can cause the target to become inundated with a debilitating volume of hallucinations centered around the themes of a crisis of faith (get it?) and otherworldly wrath for 1 minute, making the Target incapable of using ANY Anomaly skills. To use this skill, the NPC will call “Psionic: 1 minute no Anomalies!

Next, let’s consider a few unique Threat Skills that you might hear from our white-robed Cultists this weekend:

  • Terror (Threat Skill)

    Countered by Basic Mental Endurance. Often delivered as an area or Line of Sight effect, those affected by Terror are overcome by an urge to flee from the source of it. For 30 seconds, they must attempt to flee from the presence of the source of Terror, regardless of (IG) safety. If they cannot for some reason escape, they will cower as best as possible. The target may still defend themselves, but fleeing will always be a priority when possible. Effects and items that give immunity to Fear do not give immunity to Terror unless noted otherwise.

  • Faithful Strike (New Threat Skill)

    Countered by Avoid. This is the basic offensive attack the Cultists will use against their enemies. This is a Strike, so it can be Avoided, or simply blocked with a shield. The NPC will call “10 damage, Heretic Bane!” after a successful hit. If you have the HERETIC keyword, you will take DOUBLE damage from this attack.

  • Test of Faith (New Threat Skill)

    Countered by Basic Mental Endurance. A powerful attack used by the leaders of the Cult of the Reborn, this will allow the Cult to quickly identify their enemies in the midst of a crowd. The Cultist will call “Area of Effect: All Heretics, Agony!”. Agony is an ability that causes intense physical and/or mental pain in the character affected, making it difficult if not impossible to act through the torment. This effect normally lasts 10 seconds if not otherwise specified, and during that time, the character cannot use Skills or items but can move at a slow pace and defend themselves. Agony Interrupts skills being used when it is called. 

  • Reborn Strike (New Threat Skill)

    Countered by Basic Mental Endurance. The Cult of the Reborn can wear down their foes and weaken their ability to resist the powerful Benediction of the Reborn. This dangerous attack will be delivered by a Psionic Attack or touch, and the NPC will call “Psionic: Heretics lose 1 Resolve! Red Star Immune!”. If you do not resist this ability, you immediately lose 1 Resolve, which could cause a Fracture if you hit zero. Since you need to spend Resolve to resist their conversion, this pushes you one step closer to being marked as part of the Cult. Watch out!

  • Shield of Faith (New Threat Skill)

    Certain powerful members of the Cult of the Reborn can force their way through a crowd by sheer force of will. When this skill is used, anyone nearby will be repulsed away from them with a Knockback effect similar to the effects of Master Biogenetics. The NPC will call “AOE: Shield of Faith, None May Approach!”. If you are near the NPC, you must leave their immediate area and you may not re-enter as long as they keep their hand raised in a fist. There may be ways to overcome this protection, but you’ll have to find out more in game.

Wrap Up

That’s it for today Vados! We still have a few more surprises in store this week, and we can’t wait to see you this weekend! Steph and Chase have put a lot of hard work into crafting the story this weekend, and I hope you find a way to survive your CRISIS OF FAITH!

See you soon Vados!

The Cult of the Reborn

It’s Jonathan here again with another Rules Ramble! Each week, I’ll introduce a topic that will be important in an upcoming game, explain some new mechanic or system for DR:TX, or discuss a particular rule from the DR Corebook. In each ramble, I’ll focus on explaining that topic in more detail than the book alone can provide and help provide one place to reference all the various errata or rulings that might be relevant. Sometimes I’ll even drop a few Story Teasers or provide a summary of the last game in a Game Recap.

As we get ready for our next event, CRISIS OF FAITH, I'm going to be covering a bit about the history of The Cult of the Reborn, a villainous group of fanatics out to achieve their goals by any means necessary.

TICKETS ARE ON SALE FOR CRISIS OF FAITH UNTIL FRIDAY, February 3rD! ONLY A FEW DAYS LEFT TO PRE-REG!

The Cult of the Reborn is actually heavily based on some in game events that started during our online season. While the pandemic raged, we explored the city of Essex through a series of events we call the Fountainhead Trilogy and Dead Man’s Hand. You can read our teasers and transmedia hype on our website:

We also covered some of the Content Warnings and some introductions to the key conflict and mechanics of the event in our last blog posts. If you missed it, you can find it here:

Photo credits in this post are from Max Pohlmeier, Lainey Weiss, Sydney Betzina, and Noah Goodman.

The primary antagonists of the next event, CRISIS OF FAITH, have actually been around for awhile. Today, I want to cover a bit of the history of what came before as it might help you understand the motivations of the Cult of the Reborn during our next event.

The story of the Cult of the Reborn starts with the Fountainhead, and the group of faithful that emerged known as the Cult of the Tiny God. This was the singular event that formed the foundation of the Cult and the mythology of the Lost Prophet, but the events of Dead Man’s Hand and the Emerald Gala have continued to change the trajectory of the cultists.

This information is considered knowledge your characters can have known, or you can simply choose to come into the game without any information here. We leave it up to you!

tl;dr: This is a LOT of Lore. you don’t have to read all of this. None of this necessary, but I hope you enjoy the read.

Let’s look a bit at the key events you should know about.

The Fountainhead Incident

During the online half of Season 2, we hosted three events that told the continuing story of Essex, the City of Light of Sound. These three events cover a series of event known in game as “The Fountainhead Incident”.

The Fountainhead (DR:TX ONLINE EVENT, April 2020)

During this first event, we introduced our players to Essex, the City of Light and Sound. This mighty city, situated just south of our town of Bravado, is the heart of the Grave Council and the San Saba Republic. The population of the city ebbs and wanes with the seasons, but during the Festival of Light and Sound, an annual King’s Court party, the city reaches a population truly unheard of in the apocalyptic wastelands.

When a mysterious signal rang out across the air waves, sent out with a psionic pulse after the mysterious Dr. Ottoman was awoken far to the north, a hidden cryo-chamber underneath Essex was activated. (This was a global event that occurred at the January 2020 National Event, Dr. Ottoman’s Workshop). One of those awakened by Ottoman’s signal was the Scientist, a Semper Mort later known as Dr. Stewart.

The Scientist sent out a broadcast of his own, providing information to the town to help him complete a scientific process that they had been working on for decades. To aid the endeavor, Dr. Stewart activated a series of Laboratories across Essex, awakening them from generations of sleep. These tombs of science, “deadlockers” and science labs, offered discoveries unlike anything else, and adventurers, thrill seekers, and looters alike rushed into these strange places to recover anything they could.

However, the same signal that broadcasted the Scientist’s location and awakened the Labs attracted the undead. A mighty horde of zombies, the largest seen since the Hiway War, descended on Essex, and the town did what they could to keep the horde at bay while the last of the Laboratories were plundered. Each of the factions of the San Saba attempted to jockey for control of the experiment, seeking Dr. Stewart’s favor by recovering the relics for his project while trying to defend the city.

Once the encoded data was complete, Stewart was finally able to activate his great work, a mighty transforming machine capable of creating a new Morgue — The Fountainhead. A massive edifice of white, flowing stone erupted from within in the center of Essex, devastating the Governor’s Mansion and creating a wonder of grave science in the center of the city. The horde of undead and Blood Ghasts besieging Essex broke apart in a moment, whatever strange signal that had been calling them now no longer provoking them into a frenzy.

Dr. Stewart escaped his cryo-chamber, and emerged as a new expert on the strange new Morgue but it would need help to reach its full potential. The Mystagogues of the Grave Council stepped forward as the stewards of this marvelous new discovery, and they began to study the strange obelisk. The Fountainhead had saved the city, a visible, physical symbol of the miracle that scattered the horde and left the population of the city in wonder and awe.

The Crystodyne Principle (DR:TX ONLINE EVENT, May 2020)

The new Morgue was still curiously inert, but countless people across Essex began reporting dreams that were more vivid and real than anything they had felt before. They dreamed of ephemeral oceans full of themselves; tiny deaths from which they wake up from in a cold sweat.  When the Scientist agreed to allow people to explore the Fountainhead, a crowd gathered in the ruins of the Governor’s Mansion at the Research Station that had been set up. That was when disaster struck.

In a blood-soaked frenzy, something terrible emerged from the Fountainhead. What escaped was a horrific Monster, what we now understand to be an ARCHON. This otherworldly creature exploded from the Fountainhead, massacring the guests waiting to see the new Morgue and began ravaging the city of Essex. While a group of hunters tried to track the beast through the streets of Essex, others set themselves to understanding how such a thing could come from the Fountainhead.

For the last month, the Fountainhead had attracted the attention of the common folk of Essex and one important person in particular, Pfilomena Lovelace, a pious Sainthood woman that operated a local market known as the Pfarmer’s Market. These dreams caught the imagination of Pfilomena Lovelace, and she saw in these mad visions an opportunity. The Fountainhead had awoken in her a dream of something beautiful and possible, and she was eager to make contact with what she described as an “intelligence” within the Fountainhead. If they could “teach” the Fountainhead to communicate, they could ask for its help in stopping the Monster. She had spent weeks preaching her dream to Essex, and far too many people found a kernel of “truth” in her message they could not ignore.

Pfilomena and the Scientist led the research into ways to “teach” the new Morgue how to function and communicate. In her mind, the universal language of the wastes was music and faith, and she asked her followers to store sensations of hope, love, piety, and the dreams of a new future so they could inspire the Fountainhead in the same way it had inspired her. She would imbue each of those songs into a psionic crystal, a Crystalline Lattice, that she could use to teach the heart of the Fountainhead, the “tiny god” within the morgue, to answer with its own song.

Inside the Fountainhead’s Atrium, a strange otherworldly portal had opened in the wake of the Monster’s escape. Each time Pfilomena fed one of these Lattices into the Fountainhead’s sparking center, her hands burned with the fire of the psionic impulse. Each time she did, the energy grew, and the portal grew larger. Committed, she continued her holy endeavors until nothing but stumps remained of her hands. Crippled and injured, she saw the loss of her hands as a meager sacrifice to awake the new and marvelous Tiny God she saw in her insane dreams.

However, the Scientist needed some better way to communicate with the Fountainhead. The whispers of the grave were maddening, and they would need a modulator, or a “voice” for the Morgue. Pfilomena offered her son, Caleb Lovelace, as a potential candidate for the experiment. Caleb, the Mad Prophet of Cutthroat Alley, was a powerful psion in his own right. He was cursed with a debilitating growth of psionic crystal that emerged from his skull, and he was extremely sensitive to psionic and electronic signals. The Scientist theorized they could use his psionic connection with his mother to complete the connection to the Fountainhead. They had been transmitting music to the Fountainhead, and with a strong enough signal they could perhaps communicate with the Mortis Amaranthine using Caleb as it’s “voice”.

The Archon would be lured back to the Fountainhead by this machine, as they could chase it back to its point of origin by closing off each of the other Morgues in Essex. The obliterating energies of the Fountainhead could be the weapon to destroy the immortal nightmare, provided they could draw it back to the source. Several survivors rescued Caleb from a horrific fate as a victim of the Crystal Candy Shoppes, but the young man refused to be the mouthpiece they needed.

The brave sacrifice of a psion named Siren instead served as the connection and voice they needed, and her psionic Imprint was enough to lure the Archon back to the Fountainhead where it could be destroyed. The teams raced through the morgue tunnels, chasing their prey back to the source, as Pfilomena pleaded with her god inside the Fountainhead to answer, asking for some signal or some sign that what they were doing was working. When the Archon emerged in the Atrium, intent on killing anything in its path, the Fountainhead finally answered their frantic pleas.

A powerful blast of light, sound, and music came from the Morgue, an answer to the prayers of countless and the psionic energies they had poured into the Grave Mind through the Crystalline Lattices. The blast utterly consumed the Archon, drawing its foul presence into the Fountainhead. Essex was saved, and the Fountainhead had finally been awakened to a glorious song.

Galatea (DR:TX ONLINE EVENT, June 2020)

In the aftermath of the Fountainhead destroying the Monster, it was now a true and functioning Morgue. The strange machine was a wonder of gravetech and technology and it had even more potential. The Scientist believed the machine could be used to create a better world, and that it was capable of “terraforming” Essex into a new and wondrous marvel of technology. Those that ventured into the hallowed atrium spoke of strange visions born of the Fountainhead, dreams of a future where anything was possible. Some, like Tabitha St. Mercy, used the visions of the Fountainhead to improve the defenses of Killhouse. Whether it was simply delusion, strange grave science, some psionic manifestation of the Grave Mind, or something else, no one could deny that the Fountainhead was doing something new and unexplained.

Each of these visions showed a new future, a dream of what could be and the future was malleable. It was a miracle, according to the Cult that had formed around Pfilomena Lovelace. Driven by the grief and trauma of the zombie horde, the awe-inspiring emergence of the Fountainhead, and the Archon’s deadly path of destruction, the common folk of Essex were entranced by Pfilomena’s sermons. Her madness was spreading, and even the attempts of her son Caleb to talk sense into her had failed. Pfilomena promised that their Tiny God had awoken within the machine-like Fountainhead, and it had given the people of Essex a chance to make a new paradise beyond death itself. The Cult was becoming a gathering of dangerous fanatics, seeking to understand the new Morgue.

As the Atrium of the Fountainhead began to glow once more with power and energy of the otherworldly portal, Pfilomena Lovelace decided on one last sacrifice. To help her new god create the Paradise she saw in her mad dreams, music would not be enough. It needed true consciousness and faith and that was only something she could provide. Her followers, the Cult of the Tiny God, each wearing the traditional bleached robes mimicking the flowing stone of the Fountainhead and with the curious ashen thumbprint on their foreheads marking their faith, set out in a procession for her last communion with the Fountainhead. Her son, Caleb Lovelace, tried to stop her but was held back by her zealous followers. With one last glance back, Pfilomena cast herself into the blinding light of the Atrium.

The Prophet of the Tiny God was utterly obliterated by the energies of the Morgue, torn apart atom by atom as she was consumed. She had sacrificed her very Infection, her Imprint, and her hopes and dreams into the Fountainhead to awake her Tiny God, but it had consumed her completely instead. Despite her conviction, the “voice” within the Fountainhead was still the same, tiny, stupid, ego that was there before.

Those that sought out the visions within the Fountainhead once more were met by a shocking reality. Over time, the dreams of the Fountainhead grew darker. The inspiring and majestic visions it showed to those that ventured within turned horrific and paralyzing. A darkness was spreading within the Fountainhead, a corruption left to rot inside by the terrible Monster it had consumed when it awoke. The strange white flowing stone of the Fountainhead began to spread out from the monolith, consuming buildings, roads, and more. In its place was left a featureless plain of the same white stone, creating a blank and lifeless slate where nothing survived.

The Fountainhead indeed had an intelligence, and the intelligence within the Morgue seemed set on the destruction of Essex, of forming a new and lifeless reality it wanted to cast out onto the world. The gravetech machine the Scientist had awoken was indeed some kind of terraformer, caught in a broken loop of madness and destruction. Left unchecked, the corruption could destroy the entire City of Light and Sound, and it showed no signs of slowing.

The Fountainhead’s consumption was spreading by the hour, and citizens began to report strange Faceless creatures haunting the forlorn streets of Essex, dragging helpless victims back to the Fountainhead to be absorbed by the new Morgue. Some of the Cult of the Tiny God was even seen helping the abyssal creatures, thinking them to be agents of the god or their Lost Prophet they believed to be speaking to them from within the Mortis Amaranthine. The entities were at first faceless stone-like entities, but as the machine progressed, they started to take on frightening similarities to other citizens of Essex. The undead creatures were becoming better copies of the town, replacement simulacrum to inhabit the new lifeless world.

The new Mayor of Essex, Missy Amberdraught, led a group of survivors into the interior of the Fountainhead, to kill the “god” or to shut off the machine before it could devastate Essex. From within the machine, they tore apart the “brain”, disconnecting machines as if they were severing organs and cutting limbs, shutting down the Fountainhead in the midst of the strange visions of the lifeless paradise it was trying to create. As the last light faded within the gravetech machine, the Fountainhead was slain. The Morgue was separated from the Mortis Amaranthine, cut off from the corruption of the Monster within, but the Fountainhead sang one last, powerful song.

Instead of the featureless void that was consuming Essex, vibrant life spread from the Fountainhead. Massive trees formed a forest within the city, replacing the formless white stone with teeming trees and plant life that had never been seen before. A massive tree grew out of the Fountainhead during its last breath, becoming the largest and most notable landmark within the City of Light and Sound, becoming known as the Fountainheart. Within hours, the city of Essex was transformed into a living, breathing city of nature and renewed life. The Fountainhead had completed its final command and made the paradise that Pfilomena had saw before her last sacrifice.

The cult of the Tiny God, REBORN

In the wake of the Fountainhead Incident, the Cult of the Tiny God was a shell of what it had been under their demogogue leader, in those glorious weeks at the feet of the Fountainhead. Other voices caused schisms within their faith, and vestiges of this Cult splinted into other doomsday apocalypse cults, like the Cult That Never Dies, a group of Archon cultists that tried to hasten the endtimes during the Emerald Gala, and what would become the Cult of the Reborn.

They had lost their founder, Pfilomena Lovelace, and while her son Caleb was still venerated by those that remained, the Cult began to dwindle. Too many people remembered the betrayal of the Cultists trying to help the Fountainhead consume Essex. Others still had perished when they were consumed by the Fountainhead’s faceless minions. Others had lost faith when they saw the death of the gravetech machine, realizing their delusions had simply been a fantasy of the Grave Mind and not reality. And month after month, the Cult began to be seen as a pitiful reminder of zealotry and the power of delusion.

Pfilomena had died as a martyr and demagogue when she cast herself into the Fountainhead as a sacrifice for her faith to awaken the morgue.  Thoroughly dead and gone, images of her were found scrawled across the city venerating her as the Saint and Lost Prophet of Essex. Her death would be a lasting memory for the citizens of Essex, and a reminder of what the power of faith could accomplish. Those that remained true to the Cult of the Tiny God promised that Pfilomena would be reborn one day, and that they should look for signs of her return.

The Cult grasped at straws, instead of dealing with their grief. They believed in the dream of paradise that Pfilomena sang to them and could not grapple with what had been left behind. They descended further into their delusions, intent on finding the Lost Prophet and awaiting her eventual return and rebirth. The common folk of Essex were left victims of Bloodghasts, had homes destroyed by the terraforming of the Fountainhead, or experienced a vicious death at the hands of the Faceless and the Otherworlders. The trauma for these survivors had ultimately broken them.  Most members of the Cult of the Tiny God are not rational but have constructed elaborate belief systems to avoid facing the simple truth — they were wrong.

But despite the losses, even today you can still find a few of the bleached robed followers of the Lost Prophet preaching on corners throughout the San Saba, seeking out the signs of the Reborn Prophet to give them the salvation they desperately crave. The Cult needed a new leader, and they were ready to listen to anyone that spoke to their fantasy.

Other Appearances of the Cult of the reborn

The Cult has been lurking in the shadows of the San Saba since the fall of the Fountainhead. Like cults in our real world, logic and proof aren’t enough to turn them from their delusions. They have been in the background of our story, and a few notable events have pushed them into prominence once more.

Dead Man’s Hand (National Online EVENt, March 2021)

During the Dead Man’s Hand tournament, the city of Essex once again faced the otherworldly threat of the Archons. When three of these terrible creatures emerged from the heart of the Abyssal Rift left growing in the death of the Fountainhead, the city was once more the victim of the Outsiders.

The Archons were eventually stopped by the combined might of citizens from throughout the wastes, but the death and destruction of hundreds of citizens of Essex sparked strange new hope for the Cult of the Tiny God. In the face of the unexplainable, new converts flocked to the answers provided by the Cult. Even though several of their own attempted to offer themselves pitifully to the Archons and died horrible deaths, the idea that something could come back from a morgue thought dead and inert was a sign they had been waiting for.

It spoke of infinite possibility, and that the Lost Prophet could return once more. One of the cultists, a Full Dead known as Sister Greywand, had worked to catalog the life of Pfilomena Lovelace and her teachings and had emerged as a potential leader for the Cult. According to her, if the Archons could return then so could Pfilomena Lovelace. They simply had to look for the signs of the Outsiders returning once more for a chance to contact their Prophet.

the long night (DR:TX Live event, December 2021)

During the beginning of the Long Night, a strange Monolith emerged in the town of Bravado. Formed of the same strange white flowing stone that had made the Fountainhead, a similar event echoed from the mysterious edifice. Hordes of undead were called once more to the Monolith, an echo of the horde that had descended on Essex in the year prior.

The San Saba rallied their troops to defend the town of Bravado, calling on the Antler Tribe, the Junkerpunks, and the Grave Council to hold back the hordes while Graverobbers plunged into the depths of the Monolith to find answers. From within the structure emerged the dreaded Archons, the third encounter with the abyssal entities in the San Saba. While the Archons were eventually driven back to the wherever they came from, the whispers of similarity spread after the event.

For the remaining faithful within the Cult, this was the sign they had been waiting for.

The Cult, ever desperately seeking signs of their Lost Prophet, started looking closer at Bravado. A schism began to form in the leadership of the cult as they rebranded into the CULT OF THE REBORN. With a growing number of fanatical devotees believed that the events in Bravado were a sign from Pfilomena of the long-awaited end-times, the main body of faithful cleaved still to Pfilomena’s surviving son, Caleb Lovelace. Sister Greywand took a more tempered approach to understanding the message being sent. While she remained sequestered in Essex, she gained favor with Caleb by sending some of her flock out to make contact with Bravado. Greywand believed that the tiny town would be key to seeking knowledge about the events that had unfolded in the past and those that she anticipated to come.

the emerald gala (DR:TX Live event, December 2022)

While some of the former members of the newly growing Cult of the Reborn joined with the doomsday cultists that attacked Bravado during the testing of the Emerald Arsenal, the failure of those forces to bring about the apocalypse simply served to drive more to the ranks of the Cult of the Reborn. Like the failure of science to control the Fountainhead, this attempt was doomed to failure according to the preaching of Sister Greywand.

According to Sister Greywand, the Cult would not achieve the miracle of returning the Prophet to them through the trickery of science and technology. It would be FAITH alone that brought Pfilomena back to them, and through her visions she realized that she had the answers. Like the rising of the Monolith had been an echo of the Fountainhead, this encounter with the Archons was simply the echo of the first arrival of the Archons in the San Saba.

When the Archon Cult failed to bring about their goal of the end of the world, Caleb and Sister Greywand were there on Sunday to whisper in their ears about an alternative — a paradise that awaited them if they could find a way to reach out to Pfilomena Lovelace. To bring back the Lost Prophet, they simply needed to create that echo of her sacrifice. With enough of the Cult joined together in faith and ritual, they could reincarnate their Prophet once more.

Today

The Cult of the Reborn have long been critics of the San Saba Board’s reliance on technology to solve their problems. From the Scientist’s attempts to turn Caleb into a mouthpiece for the Grave Mind, to the terrible weapons of the Emerald Arsenal, it’s clear to the Cult that the San Saba Board is focused on using technology to build towards a horrific future.

Thanks to the efforts of a few subversive elements in Bravado, the Cult of the Reborn and Sister Greywand got their hands on the blueprint schematics for several of the items of the Emerald Arsenal. Since this acquisition, they have been preaching in the streets since to anyone that would listen of the nefarious possibilities these super weapons could create in the San Saba. It’s hard to deny the chilling possibilities of weapons like the Biogenetic Imprint Tether and others to be weaponized against psions and the faithful in the San Saba, and their message has not fallen on deaf ears.

The Cult is one of the many elements preaching against the recent Crystal Candy Law, suggesting a future where the Board turns their eyes to psions AND members of the faithful. Despite the Law Dogs attempts to suggest otherwise, the loose wording on the law is enough to create doubt in the minds of even the most reasonable.

Lately, the Essex Protectorate, the law enforcement of the great city, has taken to dispersing the Cultists when they gather on corners or in marketplaces. It’s clear the Cult is up to something, but it remains to be seen what the next actions of the doomsday worshippers will be.

wrap up

That’s it for today folks! I’ll be back soon with a look into the Characters of Note for CRISIS OF FAITH, and a few Rules You Should Know next week. I hope you enjoyed me vomiting forth apocrypha and lore for the last few pages.

Remember, our Pre-Reg for CRISIS OF FAITH ends on Friday, February 3rd.

We hope you will come out to explore the power of faith and stop some evil cultists. See you soon Vados!