2022 Brass Screw Consortium Epilogue
Times change.
Last year's Brass Screw Consortium drew to a close with the Outcasts ascent from the shadows to wrest control from the Aetherists, founders of the Consortium. Many of the displaced aristocracy fled for the skies vowing to return after rallying their forces. Some took their Cog staff along to maintain their devices, while the rest of the Cog faction were left to adapt to the newly liberated city.
As the Fey and their Outcast allies reimagined a more whimsical world, the Cogs - mysteriously leaderless - struggle to find their place in the new world. The Aetherists' orderly paradise is transformed into a shimmering world more illusion than steam, with the Cog faction left to make do on the outskirts.
But a new day is dawning, the age of Sky Pirates.
At the Aetherists' invitation, a rag-tag armada of airships has appeared on the horizon, signaling the return of Captain Wrenn and his aeronautical mercenary band. But the Aetherists bid for allies might have been short-sighted. The armada returned seeking the expertise of the Cogs' master makers, and their captain has something of a history with Allouette, the Outcast leader.
Matters might get a little messy….
A new day is dawning: the Age of Sky Pirates.
To soar amongst eagles living wild, lawless, and free. That’s the life of an airship pirate. Fortune, and a secretive invitation, have brought their ragged fleet to the mooring towers of Port Townsend. The perpetually dashing Captain Fortesque Hawthorne Wrenn’s “armada” ranges from makeshift hot air balloons to the resplendent The Victory! And their presence cannot fail to compromise the already punch-drunk balance of power.
Not everyone abides within the complex dichotomy between Aether and Steam. The Aetherists research and exploration opened the world to strange creatures previously the stuff of legend. Arriving in our world, they quickly assumed roles that complicated the precarious peace. Complex allegiance evolved, playing their human allies against each other to further their own ends and interfey intrigues. The Bodgers created automatons to do their bidding, many so lifelike as to be indiscernible from humans. These disparate monsters, spirits, and constructs served as advisors and laborers, soldiers and adventurers, but recently they have stepped away to form their own Covenant. Now they collaborate as a loose-knit tribe, and are beginning to speak with a voice of their own. They are demanding autonomy and equality.
Port Townsend's aristocracy. These secretive masters have manipulated the subtle arts of Aether to protect their little town and maintain its place at the nexus of the time-space continuum for nearly a century – depending on how you count. Aether powers much of the city and propels its magnificent airships, the cornerstone of commerce. Aetherists are also responsible for maintaining the stable portals that provide intermittent access to the FayRealms, passage to some of the city’s most exotic residents. The Aetherists have a complicated relationships with the Fey and are reputed to have mystical powers. Their authority has provided prosperity and security enjoyed by the citizenry, but the balance of power has shifted recently.
With the Power of Science, the bodgers and makers are ushering in a new era in Port Townsend. Technologies have introduced advancements and marvels, but also threaten the long-established order. Their marvelous devices harness ancient forces in heretofore unfathomable ways. Ray guns, sentient automatons, and mechanical contrivances have transformed the humdrum world with innovations that promise a New Age of human exploration and discovery. These are the true proponents of Steam, the “other” power that drives the city, and unafraid to challenge the status quo.
When you arrive at Brass Screw High Command, you'll have the opportunity to align yourself with one of the four factions. You can also, of course, content yourself to watch them squabble in the streets as you sip your tea.
Sophisticuffs is an on-the-streets, 2-second duel played out with cards. You're invited to pick up a deck at High Command. The rules, such as they are, are almost offensively simple and you'll find yourself brawling in the streets in no time, meeting new friends and mocking them in their defeat.
Game of Glyphs is a scavenger hunt wherein you sluice out the location of each glyph from riddles and garner a stamp of approval at each location or event. Maxed out sheets score credo for your faction.
Tea Dueling is a noble sport requiring nerves of steel, honour, and piping hot tea. Out-wait your opponent for a clear and decisive Nom. Sign-up in the Cotton building for the combat Saturday afternoon.
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