I've begun another RPG campaign using Frostgrave/Ghost Archipelago as the base rules. This one is based on the Monster Blood Tattoo series by D.M. Cornish. I've posted a report on my blog:
link
There's a trilogy, Foundling, Lamplighter, and Factotum, and a forth book of unrelated novellas, Tales from the Half Continent. It's an incredibly imaginative fantasy world that Cornish has provided a huge amount of details – there are large glossaries in the back of each book of the trilogy.
In this world, humanity has been engaged in an struggle against "monsters," sentient creatures who inhabit the wilderness between the large fortified cities. One of the worst things for a human to be accused of is being a sedorner, someone who demonstrates any sympathy for the monsters.
While there is no magic per se, many characters exhibit special powers based in weird science and alchemy. Many of the specialized monster-hunters have undergone surgical body modification to give them the special powers, such as telekinesis or the ability to manipulate electricity. Technology is a blend of mechanical and biological machinery. For example, many machines, particularly ships are driven by "gastrines" living organisms like muscles which produce the energy required for the machine functioning. There are also devices called sthenicons that are wooden boxes worn on the face containing biological organisms that enhance human senses but have the risk of embedding themselves into the wearer's face.
The setting is the Half-Continent, part of a larger world called Harthe Alle. The world of the Half-Continent is based heavily on early 18th century Europe but, if anything more Baroque. The great power is the Haackobin Empire, a collection of bickering city-states not unlike our Holy Roman Empire but with a much more powerful Emperor. There are other analogues to Earth cultures.