Monster Blood Tattoo Quest: Tales from the Half-Continent

[X]Slide behind a tree and attempt to pick off some of the beasts: This will allow you to pick off any monster that gets too close to either party… If your aim is true. You'll also be alone - a dangerous situation in a fight like this.

This can clearly in no possible way go wrong.
 
On the Necromantic Trades
Necromancy​

Also known as the dark trades, necromancy is an underground but highly profitable enterprise in the Empire. The suppliers of this grisly business are known as corsers - grave robbers and tomb raiders, the worst among them may even stoop to abduction and murder to get the required parts 'fresh'. They in turn smuggle their goods to the ashmongers, dealers in corpses, body parts, and monsters both live and dead. Ashmongers have become at least partially legitimized due to the usefulness of their ingredients in certain potions, but the true nature of their trade is widely known and they remain under great suspicion. Necromancers use these parts in three main ways: as the basis for a bizarre biological soup from which monsters are grown from scratch, by stitching them together into corpse-like horrors, or by using them to give life to a specially prepared framework (usually called a jackstraw for their scarecrow-like appearance). These fabricated beasts have many purposes, including: hunting (Natural-made Monsters have a noted grudge against the fabricated kind, making them excellent as both bait and the main implement of killing), guard duty (often used by brigands and other unsavory types to protect their campsites and riches), Intellectual study (Some attempt to divine the secrets of life through the study of the unliving), and as 'gladiators' in the fighting-pits (illegal fighting rings where fights are staged between these creations and captured monsters, with a lively betting scene as to the winners).
Adhoc vote count started by Shebe Zuu on Dec 17, 2017 at 6:43 PM, finished with 12 posts and 10 votes.

  • [X]Take up a position in the firing line: Before you can think about assisting the downed carriage, you need to have a firm base of fire to support you. In addition, the young prentices will need a firm hand to keep them from breaking if the beasts turn upon them.
    [x]Slide behind a tree and attempt to pick off some of the beasts: This will allow you to pick off any monster that gets too close to either party… If your aim is true. You'll also be alone - a dangerous situation in a fight like this.
    [X]Rush to assist the occupants of the carriage: They're probably the most in need of help and your fellow lighters can handle themselves. Probably.
 
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[X]Take up a position in the firing line: Before you can think about assisting the downed carriage, you need to have a firm base of fire to support you. In addition, the young prentices will need a firm hand to keep them from breaking if the beasts turn upon them.
 
[X]Take up a position in the firing line: Before you can think about assisting the downed carriage, you need to have a firm base of fire to support you. In addition, the young prentices will need a firm hand to keep them from breaking if the beasts turn upon them.
 
[X] Take up a position in the firing line. Before you can think about assisting the downed carriage, you need to have a firm base of fire to support you. In addition, the young aprentices will need a firm hand to keep them from breaking if the beasts turn upon them.
 
[X] Take up a position in the firing line: Before you can think about assisting the downed carriage, you need to have a firm base of fire to support you. In addition, the young prentices will need a firm hand to keep them from breaking if the beasts turn upon them.
 
[X] Take up a position in the firing line. Before you can think about assisting the downed carriage, you need to have a firm base of fire to support you. In addition, the young aprentices will need a firm hand to keep them from breaking if the beasts turn upon them.
 
Voting closed. Tally coming shortly.

Also, if anyone is interested, I'm looking for a beta to check over the materiel I'm writing/bounce ideas off of. If you're interested, feel free to PM me.

Edit: Writing now. Update will come sometime this afternoon/evening, probably 6-6:30 PM EST

  1. [X]Take up a position in the firing line: Before you can think about assisting the downed carriage, you need to have a firm base of fire to support you. In addition, the young prentices will need a firm hand to keep them from breaking if the beasts turn upon them.
    Number of voters: 8
    egexxx, chocolote12, hcvquizibo, Pathetic King, StarkDemise, veekie, Envy34, wingstrike96
  2. [x]Slide behind a tree and attempt to pick off some of the beasts: This will allow you to pick off any monster that gets too close to either party… If your aim is true. You'll also be alone - a dangerous situation in a fight like this.
    Number of voters: 2
    Nevill, ExquisiteTopHat
  3. [X]Rush to assist the occupants of the carriage: They're probably the most in need of help and your fellow lighters can handle themselves. Probably.
    Number of voters: 1
    giodan

It seems we'll be joining up with our fellow Lamplighters on the firing line.
Adhoc vote count started by Shebe Zuu on Dec 18, 2017 at 12:01 PM, finished with 15 posts and 11 votes.

  • [X]Take up a position in the firing line: Before you can think about assisting the downed carriage, you need to have a firm base of fire to support you. In addition, the young prentices will need a firm hand to keep them from breaking if the beasts turn upon them.
    [x]Slide behind a tree and attempt to pick off some of the beasts: This will allow you to pick off any monster that gets too close to either party… If your aim is true. You'll also be alone - a dangerous situation in a fight like this.
    [X]Rush to assist the occupants of the carriage: They're probably the most in need of help and your fellow lighters can handle themselves. Probably.
 
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Post 4 - Battle on the Highroad
QM's notes: I don't think I'm going to be able to keep up my pace of one update a day during the week - next update will probably come Wednesday.


__



Shouldering your musket, you move quickly to assist your fellow lighters. As you approach, you hear a voice you recognize as Lamplighter-Sergeant Grindrod's exclaim "First rank, FIRE!". Further down the road, a beast with great curling horns collapses under the force of multiple impacts. Sidling into the second rank, the Sergeant gives you a sideways glance - "Come to join with us lowly lighters, have you, Sir?"


"I have. Looks like we've got their attention."


Some of it, at least. Three forms break off in your direction, their orange eyes glowing in the darkness. Behind them, Another four or five - you're not sure - make for the carriage, only to have one of their number thrown back by a fiery explosion. As the charred ruin hits the ground, 2 figures emerge from the carriage - and begin to dance, deadly razorwire flashing in every direction. You have no time to look further, as Grindrod commands "Second rank, ready!" and you level your musket at the approaching monsters.


"Aim - FIRE!"


Your musket cracks along with a half dozen others and a second monster lies sprawling in the dust.


(Your musket is now unloaded)


To your horror though, the other two rush on unimpeded, and it's clear you'll have no time to reload. Drawing your pistol as quickly as you can, they're almost upon you when a burst of powder catches them both, thrown by a small boy standing off to the side, quickly recognized as the one who delivered you the Marshal's letter. Clearly disoriented by the powder (probably a repellant of some sort) the monsters stagger - not for long, but long enough for the Lighters to take up their fodicars and present a bristling hedge of steel. Lacking a fodicar of your own, you take the opportunity to steady your aim and your pistol's shot finds its mark - directly in the center of a monster's head, dropping it instantly.


(Your pistol is now unloaded)


Now facing the pointy ends of a dozen pikes, the final monster hastens back toward its fellows attacking the carriage. Suddenly a distinctly feminine scream draws your attention. One of the dancers defending the carriage has made a misstep, and a slash of talons sends her spinning to the ground. Her partner hastens to her defence, but it seems she too will be overtaken when a woman wielding a brilliant red torch illuminates the battlefield, stinging your eyes and forcing the monsters away. "Bitterbright!" A lampsman exclaims - "That's some powerful Skoldin'... they must be calendars!". Societies of philanthropically minded huntresses, only a calender clave could bring such a variety of powerful teratologists together. "Can't be." Another mutters, "Calendars would know better than be out running coaches this late."


(Your musket is now loaded)


Having taken the reprieve to reload, you are faced with the decision of how to deal with the remaining monsters.


How do you proceed?


[]Hold your ground and continue firing: You hold a strong position, and while the prentices may not have the best aim, a dozen muskets are bound to hit something. Pick your targets and pepper them with shot from afar.

[]Move to support the calendars: Take a few of the more experienced lighters and advance on the carriage, with your fellows giving you cover from behind. The Calendars may be holding off the monsters for now, but that bitterbright won't last forever.

[]Give the order to charge: The monsters are off-balance and outnumbered. If you charge them, you can trap them between your force and the calendars and smash them decisively! Pikes forward men!

[]Other: Write in


Vote for one option only please.
 
[x]Move to support the calendars: Take a few of the more experienced lighters and advance on the carriage, with your fellows giving you cover from behind. The Calendars may be holding off the monsters for now, but that bitterbright won't last forever.
 
[X]Give the order to charge: The monsters are off-balance and outnumbered. If you charge them, you can trap them between your force and the calendars and smash them decisively! Pikes forward men!
 
[X]Hold your ground and continue firing: You hold a strong position, and while the prentices may not have the best aim, a dozen muskets are bound to hit something. Pick your targets and pepper them with shot from afar.
 
[X] Move to support the calendars: Take a few of the more experienced lighters and advance on the carriage, with your fellows giving you cover from behind. The Calendars may be holding off the monsters for now, but that bitterbright won't last forever.
 
On Calendars and Cruorpunxis
Calendars​

Societies of warrior women, Calenders organize themselves into groupings known as claves. United by ideals of social justice and philanthropy, Calendars take particular notice of those poor folk who could not normally afford a hunter's labours, often taking on jobs for a greatly reduced fee, or waiving the charge altogether. Claves are headed by their August - usually a noblewoman possessed of some standing and social conscience. With a well-organized and talented clave behind her, an August can be a daunting and influential presence in Imperial politics. Calendars usually establish themselves in secluded fortresses a good distance away from other settlements, secure from monsters and men. Some claves are known to hide people - usually but not always women - in trouble, while others offer training to young girls in the social graces and combat skills.

Cruorpunxis
A Cruorpunxis is the proper name for a monster blood tattoo, a marking given to a monster's killer using the siphoned blood of that same monster. Once pricked into the skin, the monster blood - called cruor - reacts strangely with human biology, causing a throbbing scab to form that eventually sloughs off to reveal permanent reddish-brown marks beneath. These tattoos are usually done in the form of a highly stylized face of the monster the recipient had slain. Those who make a profession of creating these tattoos call themselves punctographists, and the best among them (those who make the best images with the least pain) earn a comfortable living. Monster blood will last for about a day before it becomes congealed and useless for puncting, or 3 days if stored in a cool, dry space - this gives the victorious hunter a little time to try and find a punctographist after their victory.
 
[X]Move to support the calendars: Take a few of the more experienced lighters and advance on the carriage, with your fellows giving you cover from behind. The Calendars may be holding off the monsters for now, but that bitterbright won't last forever.

This is an interesting setting. I like it so far.
 
You just had to throw in Magical Girls, didn't you? :p
Believe me, you ain't seen nothing yet on the magical girl front.
Adhoc vote count started by Shebe Zuu on Dec 19, 2017 at 4:37 AM, finished with 11 posts and 7 votes.

  • [x]Move to support the calendars: Take a few of the more experienced lighters and advance on the carriage, with your fellows giving you cover from behind. The Calendars may be holding off the monsters for now, but that bitterbright won't last forever.
    [X]Give the order to charge: The monsters are off-balance and outnumbered. If you charge them, you can trap them between your force and the calendars and smash them decisively! Pikes forward men!
    [X]Hold your ground and continue firing: You hold a strong position, and while the prentices may not have the best aim, a dozen muskets are bound to hit something. Pick your targets and pepper them with shot from afar.
 
[X]Give the order to charge: The monsters are off-balance and outnumbered. If you charge them, you can trap them between your force and the calendars and smash them decisively! Pikes forward men!
 
[x]Move to support the calendars: Take a few of the more experienced lighters and advance on the carriage, with your fellows giving you cover from behind. The Calendars may be holding off the monsters for now, but that bitterbright won't last forever
 
Because the update won't be coming till Wednesday, and people are probably busy during the week and may not have time to log in, I'm going to be leaving this vote open for a fair bit longer than usual.

Voting will close at 8:30 AM EST, Wednesday December 20th.
 
[X]Give the order to charge: The monsters are off-balance and outnumbered. If you charge them, you can trap them between your force and the calendars and smash them decisively! Pikes forward men!
 
Voting closed. Tally shortly.

Edit: Update will come at ~6:00 PM EST tonight.
Looks like we're going to split up and look for clues advance with fire and maneuver.
  1. [x]Move to support the calendars: Take a few of the more experienced lighters and advance on the carriage, with your fellows giving you cover from behind. The Calendars may be holding off the monsters for now, but that bitterbright won't last forever.
    Number of voters: 4
    StarkDemise, Envy34, MrPremise, giodan
  2. [X]Give the order to charge: The monsters are off-balance and outnumbered. If you charge them, you can trap them between your force and the calendars and smash them decisively! Pikes forward men!
    Number of voters: 3
    veekie, Nevill, wingstrike96
  3. [X]Hold your ground and continue firing: You hold a strong position, and while the prentices may not have the best aim, a dozen muskets are bound to hit something. Pick your targets and pepper them with shot from afar.
    Number of voters: 1
    egexxx
Adhoc vote count started by Shebe Zuu on Dec 20, 2017 at 8:30 AM, finished with 14 posts and 8 votes.

  • [x]Move to support the calendars: Take a few of the more experienced lighters and advance on the carriage, with your fellows giving you cover from behind. The Calendars may be holding off the monsters for now, but that bitterbright won't last forever.
    [X]Give the order to charge: The monsters are off-balance and outnumbered. If you charge them, you can trap them between your force and the calendars and smash them decisively! Pikes forward men!
    [X]Hold your ground and continue firing: You hold a strong position, and while the prentices may not have the best aim, a dozen muskets are bound to hit something. Pick your targets and pepper them with shot from afar.
 
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Post 5 - A Meeting
QM's Notes: Well, that took longer than expected, sorry y'all. Next update will come Friday. I'd be interested to hear what people think of the quest so far - what they like and don't like. I'm still pretty new at this, so I'm sure there's room for improvement.

___


It's a challenge to try and see what's happening by the carriage through the harsh red glare, but you don't need see it to know that the Calendars will be in trouble if that bitterbright runs out before you drive the monsters off. With the three most capable looking Lighters in tow, you maneuver in the oblique towards the carriage, trying to get closer without blocking the line of fire for Grindrod and the prentices.


You're close enough to make out some clipped conversation among the Calendars when the firing line behind you lets off a volley - a monster staggers but doesn't fall. However, the hit causes the unlucky bogle to stumble into the wires of the remaining dancer, and it is quickly cut to ribbons. The remaining monsters have actually turned away to flee when you catch sight of some movement by the ruins of the carriage. A smallish figure, apparently just now having managed to extricate herself from the wreck, rushes towards the battle. The Calendar Skold only has time to shout something that sounds like "Threnody, NO!" before the girl puts her hand to her temple and the world seems to turn upside down. Behind you, a lampsman vomits.


You try to regain your bearings, but it seems like it might be too late. Apparently less affected by the witting, the monsters have turned back around and are bearing down upon you rapidly - you manage to level your musket but you can't quite aim straight. Then, to your amazement, they stop. One topples to the ground midstride, and two more are held frozen. The final monster is rolling on the ground, clutching its head. Looking back to the Calendars, you see that the Skold, though clearly struggling, now has her own hand pressed to her temple, the characteristic gesture of a Wit. "She's a Bane!" one of your companions whispers in an awed tone. Skold and Wit both, Banes are both exceptionally rare and exceptionally dangerous.


Still frozen, the two monsters can do nothing as you and your men open fire at point-blank range, and they collapse like puppets with their strings cut. Still on the ground, the last remaining monster writhes in wordless agony, its motions getting slower and slower until they finally stop completely. The grisly work done, the Calendar Bane sinks to the ground, exhausted.


A hearty cheer goes up from the Lighters, and you quickly proceed towards them.


"Well fought, my Ladies. I am Agent Alexis Rozencrantz of the Imperial Lamplighters - is there any assistance we can offer?"


"Indeed, Sir." the Bane responds, "I am Lady Dolours, Bane and assistant to the esteemed August of the Right of the Pacific Dove. Have you any thrombis? My sister is gravely injured but she may yet live if treated quickly."




"I have what she requires, Sir," a prentice pipes up, the same as threw the repellent that kept the bogles at bay. He must be carrying the squad's salt-bag. You give him a quick nod, and he kneels beside the fallen dancer, assisting her partner in tending to her wounds.


Sergeant Grindrod appears behind you, his arms folded. "That was skillfully done Bane, but I must ask you, what in the BLOODY HELL were you doing travelling with a six-horse team at this hour of night? You should know that it riles the bogles up something fierce." Now in full drill-sergeant mode, he rounds on the girl Wit - Threnody, if you recall - "And YOU Miss - What were you THINKING? That lackbrained witting almost brought good men to ruin. Were I so inclined, I could have you clapped in irons for impeding the duties of the Emperor's servants!"


The girl seems stunned at first, but she quickly snaps out of it. "Wh- Lackbrained? CLAPPED IN IRONS!? You lowborn toad, I ought to have YOU clapped in irons for speaking to a peer that way! If it-"


"ENOUGH, Threnody." The Bane interrupts. "Allow me to explain. I am well aware of the night's dangers, same as any of my profession. Had we not been denied entry by your brothers at Wellnigh, we would not have needed to venture forth so foolishly. No room for a six-horse team, they said."


"That can't be right," Grindrod exclaims, "All cothouses can stable six horses with room to spare - wouldn't be much use otherwise. What else did they say?"


"Nothing. Your charming Major-of-House simply rejected us and sent us on our way. We would have needed to storm the place to gain entry."


"That's highly disturbing," You say slowly - "If what you say is true, the Marshal will hear about it, you have my word."


"It wouldn't surprise me if it were," Grindrod grumbles, "He's one of the lot the Master-of-Clerks had shifted up from the Considine. Don't know a thing about lighting, the lot of 'em. Refusing folks in need isn't the way we conduct ourselves here on the Emperor's Highroad."


"Perhaps," Dolours murmurs, "It would seem the Emperor's Lamplighters are not what they once were."


On that cheerful note, you leave the Calendars in the care of Grindrod and his prentices, and proceed down the road. You need to have words with Wellnigh's Major-of-House. You spy sthe twin keeps of Wellnigh House soon enough, and you head directly to the Major's office.


"Ah, Mr Rosencrantz, what brings you back so soon?"


"You." Is your simple reply.


"Really?" He looks startled. "I'm not sure how I could be of any interest."


"Is that so? Tell me Major, did a party of Calendars come to you earlier in the day, asking for entry?"


"Oh, that. Have they been complaining? I'm not sure what they were so worried about. They had a Bane with them. Any distress they pleaded was exaggerated, I assure you."


"Actually, they were attacked. One of them is badly injured, and I didn't see the coachman. I presume he's dead."


"O-Oh. Well, its just- I mean, you know how they are, meddlesome women, always getting in the way with their holier-than-"


"That's no excuse for-"


"I HAD MY REASONS!" He suddenly thunders, "I am the Major-of-House here and it is not your place, AGENT, to question my decisions!"


The glare you fix him with is ice cold. "We'll see if the Lamplighter-Marshal shares your opinion." Storming out of the room, you return to your office, still fuming. By the time you sit down at your desk though, your thoughts have cleared a bit. Major-of-House Danson is one of the Master-of-Clerk's men, which makes getting rid of him an issue. The Clerk-Master himself is a singularly unlikeable man who spends most of his time getting in the way of other people, but the Marshal's every attempt to have him removed has met with a curiously strong (and unexplained) resistance. Clearly, someone powerful wants the Master-of-Clerks to stay right where he is. Worse, he's filled a great many open billets along the road with people of questionable qualifications, and kicks up a storm should anyone challenge it. Thinking of how to relay this incident to the Marshal, you consider your options:


How do you handle the Major's situation?


[]Pen a relatively mild report recommending that Danson be given a formal reprimand: Danson had seemed like a fairly decent person up until now, hopefully a public dressing-down will be all that is necessary to set him right. Besides, you don't have time to deal with whatever game the Master-of-Clerks and his patrons are playing right now. He should thank you for being so lenient, really.
[]Pen a highly critical report recommending that Danson be relieved of his command and reassigned to somewhere he can't do any more harm: Whatever kind of man he may be, it's clear Danson doesn't have the capability to make a good Major-of-House. Your dear Clerk-Master will likely complain about this to his supporters but you doubt it will get him far - your assessment could hardly be called unfair.
[]Pen a scathing report recommending that Danson be court-martialed and drummed out of the service: A man like Danson isn't fit to shine the Emperor's shoes, let alone serve in the Imperial Lamplighters! It's high time that there was a reckoning for the undeserving bringing shame upon the Empire's good name. This will surely make the Master-of-Clerks and his shadowy backers angry, but franky, you don't give a damn.
[]Other: Write in

Vote for one option only please.
 
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[X]Pen a highly critical report recommending that Danson be relieved of his command and reassigned to somewhere he can't do any more harm: Whatever kind of man he may be, it's clear Danson doesn't have the capability to make a good Major-of-House. Your dear Clerk-Master will likely complain about this to his supporters but you doubt it will get him far - your assessment could hardly be called unfair.

I don't know anything about the setting so can't really comment yet, but it seems to be going well?
 
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