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Lo-Fi Places To Harvest Glamour/Regain Clarity/Relax In: Glades

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  • Lo-Fi Places To Harvest Glamour/Regain Clarity/Relax In: Glades

    There are places on Earth where the weird magic of the Hedge seeps through, creating locations of uncanny succor and eerie coincidence. Strange lights dance in the sky overhead, and every tick of the clock is a whole calendar month. Changelings call these wondrous oddities Glades.

    Glades form over time from the infusion of Glamour into a location in the mortal realm. They might be a place that sees regular Harvest, or one where the Lost have dropped their Masks time and again. One Glade might arise after years of use as a source of multiple gateways to the Hedge, while another coalesces in the arrival of one of the True Fae who has come to Earth personally for grim and ominous intent.

    The name may conjure images of peaceful forest clearings, but Glades can technically manifest anywhere, so long as the conditions are apt. As far as patterns can be discerned, Glades tend to prefer secluded spots not prone to sudden change. They have been found as oases in deserts, hot springs on frigid mountains, memorial gardens in ancient cemeteries, and even top-floor penthouses in grandiose hotels or out-of-the way subway stations. However they appear, Glades possess an atmosphere of being unstuck from time, inviting those who enter to forget the stress of the rat race and the pressures of everyday life and indulge in ephemeral beauty.

    Despite some similarities, Glades are not Hollows. No one can own one metaphysically; although a changeling, motley, or other group might strongarm or manipulate their way into being recognized as the legal custodian of a particular Glade, the Wyrd does not recognize this ownership, and Contracts or other magic that would establish the Glade as a territory fail to work. For this reason, Freeholds sometimes use known Glades as neutral meeting grounds for diplomatic negotiations.

    Destroying a Glade can be accomplished either physically or emotionally through great disruption. Bulldozing the copse of trees, dynamiting the oceanside cliff, or dismantling the temple to the local god is enough to shake loose the ambient Glamour of the location. Inciting multiple types of Bedlam, tricking someone into accidentally killing their lover, or using the locale as a gruesome battlefield can also lead to total disruption. A Glade’s existence is, at heart, tenuous and transient. Bridge Burners know this, and engineer suburban development projects, tourist traps, and mass riots atop these Hedge-cursed sites whenever they can.

    Glades have a handful of aspects to them, as listed here:

    Wyrd: Every Glade has a Wyrd rating, from 1 to 5, based on how much fae magic the location contains. There are rumors of even more powerful Glades, secret Camelots and the remnants of Eden, but such locales are completely sealed off from the outside world, if they ever existed at all.

    Lotus Isle: Although great boons to those who know how to utilize them, Glades possess a hidden danger to changelings with unguarded hearts: The blending of fixed mortal reality with the shifting nature of the Hedge skews the Lost’s ability to distinguish truth from lie. Add half the Glade’s Wyrd (rounded up) to any Clarity damage rolls a changeling suffers while within its borders.

    Mortals who spend a number of hours equal to their Willpower dots inside a Glade gain the Addicted Condition, which fades after spending consecutive days equal to the Glade’s Wyrd outside its borders. If a mortal spends their Willpower dots in days inside a Glade, they gain the Amnesia Condition, as their mundane life becomes hazy and distant.

    Blessing: Glades possess bits of uncanny magic that can soothe the woes of those who enter them (or at the very least make their lives more interesting). At Wyrd 1, a Glade has one Blessing, a Glade has two Blessings at Wyrd 3, and a Wyrd 5 Glade has three Blessings. Below is a list of examples.

    Borrowed Hours: Time in the Glade moves differently from the outside world, granting those inside the blessing of preparation. Every Wyrd hours inside the Glade counts only for a single minute outside.

    Celestial Gravity: Glades with this Blessing often feel ambiently alive, the night sky providing a thousand little eyes to observe inhabitants, a breeze running through a cavern taking on the aspect of a whisper. Any promise a character makes within the Glade is automatically Sealed (changelings may choose to counter this as normal if they wish). Once per chapter, a character may add the Glade’s Wyrd to a roll to uphold the Sealed promise, but in payment, once per chapter, the Storyteller may apply the Glade’s Wyrd as a penalty to a roll that would cause the character to break their word, intentionally or not.

    Et Ego: Any dead bodies placed inside the Glade become incorrupt. Alongside the halting of natural decay, the corpse will not generate a ghost if one does not already exist, nor will it spontaneously rise as a revenant, etc. Supernatural powers to affect the body suffer a penalty to their activation equal to the Glade’s Wyrd. Ghosts who enter the Glade automatically Materialize (even if they don’t normally possess that Manifestation) and do not suffer Essence Bleed.

    Fertile: The grounds of the Glade can provide nourishment to one, and only one, variety of Goblin Fruit, which often must first be transplanted from the Hedge. The Glade can support a number of fruits as a changeling of equivalent Wyrd.

    Friendly: The Glade’s ambiance encourages cooperation. All characters within the Glade have their Impression level for all other characters in the Glade improved by one step.

    Guardian: The Glade is home to a Hedge ghost of equivalent Wyrd. So long as it stays within the Glade, this ephemeral resident is not subject to the ravages of the mortal world. The Hedge ghost regains its Wyrd in Glamour whenever it successfully drives out or rebuffs a hostile intruder.

    Magic Bounty: The Glade possesses ample ambient Glamour that can be Harvested with a unique roll determined by the Storyteller. Each week the Glade can produce up to thrice its Wyrd rating in Glamour this way.

    Oasis: Found most often in Glades that manifest in harsh wastelands, the weather here is calm and provides a respite from the outside world. Reduce the level of surrounding Extreme Environments by the Glade’s Wyrd.

    Patience: The tranquil surroundings of the Glade allow for better focus on long, repetitive tasks; add the Glade’s Wyrd to the number of rolls a character may make on extended actions.

    Portal: The Glade possesses a Hedgeway that either is permanently open, or has a trivially simple Key to unlock.

    Restful: The Glade invites deep and untroubled slumber. Any who get a full night’s rest within the Glade regain two points of Willpower rather than one.

    Sanctuary: Violence is forbidden within the Glade. Any who would take destructive action must first spend a point of Willpower, and their roll is penalized by the Glade’s Wyrd. Some Glades possess exceptions or caveats to this rule, allowing for self-defense, honorable combat, or the like.

    Secluded: The Glade is completely concealed from the outside world, taking the form of perhaps a hidden grotto or a dense copse of trees. All rolls to track a subject currently ensconced within the Glade suffer the Glade’s Wyrd as a penalty, as do supernatural attempts to peer inside.

    Soothing: The Glade is the site of a hot spring, a garden of lush medicinal fruits, or flat, comfortable stones perfect for sunbathing. Halve the natural healing time of all inhabitants of the Glade.

    Soporific: The air in the Glade is numbing. Reduce wound penalties by half the Glade’s Wyrd (rounded up). Rolls to Harvest Glamour from human emotions or to impose emotional Conditions suffer the same as a penalty.

    Stasis: Time in the Glade is nonexistent. Any effects connected to the passage of time while within the Glade stop: Mortals don’t age, illnesses don’t progress—but neither do wounds naturally heal, and abilities can’t be learned or honed with practice.

    Toad House: What appears to be a modest dwelling from the outside reveals itself as a lavish, sprawling mansion within. Add the Glade’s Wyrd to its effective inner Size.

    Uncanny: Strange, Fortean-like phenomena occur within the Glade; coins always land on the same side, the water in a stream runs upward, or compasses swing wildly, as if indicating every direction to be North at the same time. Fae beings can spend a point of Glamour to dictate the outcome of any purely random event.

    Unreality: Choose an action that would be a Breaking Point for Integrity or Clarity (the specific action can cover both, and it does not have to be universal in scope); add the Glade’s Wyrd to Breaking Point rolls to resist losing Integrity, and subtract its Wyrd from Clarity Attack rolls provoked by the action. Mortals find their memories of time spent in the Glade to be hazy and unclear, as if what they had experienced was all some strange dream.

    Vaulted: The Glade contains a Token with a dot rating equal to its Wyrd, or a piece of mundane equipment with an equivalent bonus, or weapon or armor rating. The object can be taken out of the Glade, but after the sun rises a number of times equal to the Glade’s Wyrd, it dissolves into Glamour and reforms in the Glade.

  • #2
    This is a cool concept, but I'm not sure if it should be tied to Harvests. Calm, secluded Oasises popping up in underground fighting arenas (Wrath harvest) or the regular haunts of The Scarecrow Minister (Fear Harvest) seems off
    Last edited by Master Aquatosic; 08-15-2019, 07:11 PM.


    A god is just a monster you kneel to. - ArcaneArts, Quoting "Fall of Gods"

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    • #3
      However. It's a good start and definitely a cool concept. Maybe some effects reflecting "Unseelie" Glades so to speak would help. If you want to go really dark, you could crib ideas from the Curses that suffuse Tainted Places in Princess: the Hopeful, which are usually about encouraging cruelty and terror and discouraging kindness and virtue


      A god is just a monster you kneel to. - ArcaneArts, Quoting "Fall of Gods"

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      • #4
        Great idea! Perhaps a "glade" refers to a place that only has blessings, while a "thicket" possesses both a blessing and a curse, and a "fen" is a cursed place that both mortals and changelings try to avoid. That is, unless you're looking for a good hiding place that only the truly desperate would seek out, then a fen might be your best bet.

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        • #5
          Originally posted by Master Aquatosic View Post
          This is a cool concept, but I'm not sure if it should be tied to Harvests. Calm, secluded Oasises popping up in underground fighting arenas (Wrath harvest) or the regular haunts of The Scarecrow Minister (Fear Harvest) seems off
          You're probably right. The Harvesting origin was from a previous draft as I was laying out some ideas. I'll probably cut that or maybe rework it.

          Originally posted by Hedgebound Heart
          Great idea! Perhaps a "glade" refers to a place that only has blessings, while a "thicket" possesses both a blessing and a curse, and a "fen" is a cursed place that both mortals and changelings try to avoid. That is, unless you're looking for a good hiding place that only the truly desperate would seek out, then a fen might be your best bet.
          Not a bad idea. I'll consider it.

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          • #6
            What about features that are not really a blessing or a curse persay, or a blessing that encourages or makes it easier to hide dark deeds? You already have some of those effects, such of Unreality and Borrowed Hours


            A god is just a monster you kneel to. - ArcaneArts, Quoting "Fall of Gods"

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