Announcement

Collapse
No announcement yet.

Court Creation

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • Originally posted by ShadowKnight1224 View Post
    Hope I'm not necro'ing or anything. I found this system yesterday and I decided to do a proper Court system for the fictional town where I'm running my current game.
    This can definitely be a system that could be replicated for freeholds in other locations. Can we also expect Contract write-ups to pop up soon?


    "My Homebrew Hub"
    Age of Azar
    The Kingdom of Yamatai

    Comment


    • So, as it stands, I'm not very happy with the Bulwark I came up with for my Gold Mountain freehold. Annual Bulwark rituals are supposed to be uncommon and particularly onerous, but I've had trouble coming up with a thematically appropriate ritual that would take place more than once a year. I have had one idea, but it's a little odd, so I figured I'd throw it out there to see if it sounds appropriate to people:

      The Gold Mountain Bulwark is deceptively simple in principle, but more onerous than it may initially appear. All of the Gold Mountain changelings, from the time that they are formally sworn into the Freehold, must have at least one item made of gold on their person at all times. This can be a piece of jewelry, a piercing, or even something like a cuff link or a pin, though for obvious reasons no changeling would rely exclusively on an object which couldn't be worn while sleeping. Simply holding an item is enough, so a changeling with a gold ring could take it off and still meet the Bulwark's requirement as long as they didn't give it away or set it aside. Furthermore, qualifying items don't need to be pure gold (indeed, few are), but they must both contain some amount of actual gold and visibly display the distinctive color and luster of the element. The latter requirement means that alloys like white gold and rose gold do not satisfy the requirements of the Bulwark regardless of how much gold they actually contain, for the simple reason that they don't look right.

      In essence, the act of wearing gold is an extremely simple Bulwark ritual, but one which must be performed constantly, and in which the entire Freehold must participate. The Bulwark is very easy to break, even by accident, but it is usually also very easy to restore. However, should a Huntsman or other agent of the Others take even the most junior member of the Freehold hostage, they could easily suppress the Bulwark indefinitely until the prisoner was recovered, slain, or otherwise relieved of their oath to the Freehold. For this reason, the changelings of Gold Mountain have long maintained certain rituals and holidays under the pretense that they are essential to maintaining the Bulwark, in an effort to prevent the forces of Arcadia from discovering their vulnerability.

      Comment


      • So, I've had some stupid, hair-brained ideas for Courts. I'd figure I'd throw my basic ideas out and see just how dumb they are.

        Auspice Courts
        Unsure about location. Ruled by a council made up of each Court's "Elder". Inspired by the Forsaken that the local Freehold have allied with for generations, the Story's themes and motifs are Primal Savagery and Dark Animism. Their Bulwark is a massive, many day Wild Hunt, where the Huntsmen seek out the Lost and the Uratha during the day, and they Freehold and their allies consecrate the earth with Huntsmen blood at night.
        •New Moon(Patience)- Court of Stalkers-Those who wait. The Stalkers are creatures of stone and shadow, who wait like statues so they might descend swift as dusk. These Lost know the value of both perseverance and timing.*
        •Crescent Moon(Revelation)- Court of Shamans- Those who understand. The Shamans seek Revelations, the hard earned insight that comes like lightning, no matter if it is found in the burst of speed born of a runner's high or the rush of inspiration brought on by a looming deadline.
        •Half-Moon(Serenity)-Court of Counselors. The oft-envied Counselors seek to advise and lead their fellow Lost as they proclaim the power of Serenity, the acceptance and balance of their twin natures. But it is so hard to practice what they preach, and many Counselors wear a pretty little mask even as they fight to preserve their souls...
        •Gibbous Moon(Glory)-Court of Bards- Those who speak. Of all the Lost in the Auspice Freehold, it is the Bards who most embrace the fact that they live in stories. They are tale-tellers and song-singers, who remember and exult the fallen in all they do. But they are not just content with remembering; they seek to be remembered, preforming great deeds and glorious labors so that they might never be forgotten.*
        •Full Moon(Restraint)-Court of Fetters- Those who are bound. The Fettered live a life ruled by paradox. The Full Moon unleashes madness and wrath, but its Court denies instead of emulates it. This is the Court of slavery that is chosen, bindings that make one free, and obedience born of free will. To earn one's freedom, the Fettered whisper, one must throw it away. But only to one you chose.


        VIRTUE COURTS
        Unsure about location. Seven Courts who rule the Seven days of the week. The themes and motifs of their Story are Virtue and Temptation, Angels and Abrahamic Iconography and Morality Plays. The Bulwark is, in fact, a massive annual Morality Play, seven acts over seven nights, where the tempters are played by Huntsmen and where the temptations and consequences are oh so real.*
        •Charity-Sunday's Court, Michael's Court, the Violet Court, the Scale and the Sword, Court of Martyrs- The ones who give to others. They risk their lives for the sake of others, though their selflessness can often be replaced with recklessness.
        •Kindness-Monday's Court, Gabriel's Court, the Azure Court, the Trumpet and Lily, Court of Heralds- They who feel the pain of others. Scholars and Messengers that seek to spread universal understanding, though they may find themselves sympathetic to the wrong sort.*
        •Clarity- Tuesday's Court, Raphael's Court, the Pool and the Fish, Court of Shepards- They who see themselves clearly. Healers and slayers of demons metaphorical and literal, they help others come to terms with themselves, even if they let themselves slip in the process.
        •Faith- Wednesday's Court, Uriel's Court, the Scroll and the Flame, Court of Revealers- Those touched with a burning Faith. They tear away the falsehoods and impose the righteous order, even as their crusade burns away their humanity.
        •Temperance- Thursday's Court, Cassiel's Court, the Eye and the Amulet, Court of Judges- Those who are truly impartial, caring only for justice. The Judges are notorious for being incorruptible and unswayed by any temptation, even as their judging eye falls on those who they find guilty.*
        •Diligence- Friday's Court, Jegudiel's Court, the Crown and the Whip, Court of Taskmasters- Those who work to completion for completion's sake. Foreman, laborers, and everything in-between. Though they put impossible expectations on others, it is obvious they never demand anything they do not plan to do themselves.
        •Patience- Saturday's Court, Barachiel's Court, the Rose and the Storm, Court of Planners-Those who withhold their hand until the perfect moment. Well meant schemers, they set into motion massive undertakings others notice only when it's too late.


        COURTS OF THE MAGIC KINGDOM
        The Magic Kingdom Freehold is based in Orlando, though it's not the only one there. The Changelings of this Freehold were inspired by the park that gives the Freehold its name. While I'm not quite sure what the proper story itself is, the big theme of it, the thing that defines the Freehold, is the idea of "Disney Magic"- that is, the idea that virtue is rewarded, that villains never really win, and that, while times may grow hard and things may look bleak, so long as you follow your dreams and stick to your principles, there will always be a happy ending. The Lost know that this isn't always or even mostly true, but they know the sheer power this belief holds, and channel it into a shield against their Keepers. Not sure about the Bulwark; I'm leaning towards a stage show or parade of some sort, maybe something focusing on the park itself, but I'm not quite sure.
        The Courts are:
        •Tomorrowland(Wonder): Court of Innovation, Chrome Court, Court of Wonder, Tomorrow's Children, Star Seekers, Wonder Workers, Court of the Mad(derogatory)- While all the Courts have pledged themselves to the concept of "Disney Magic", it is the Chrome Court that most eagerly embraced it. Though Tomorrow's Children were wounded by their Durance like everyone else, it also changed their world into something new and strange and oh so shiny! Similar in expertise to Autumn but very different in approach, the Star Seekers attempt to bring about the future into the now, even if they have to drag it kicking and screaming.*
        •Adventureland(Thrill): Court of Risks, Steel Court, Court of Explorers, Daring Discoverers, Outlanders, Thrill Seekers, Court of Fools(derogatory)- For the Court of Risks, everyday is a new adventure. Arcadia stole their freedom and left them caged; now they take it back with every new discovery and expedition, taming the world that hurt them with two fisted excellence and exotic grace. Lantern-jawed fighters, questing scholars, and bon vivants alike find their home amongst the Daring Discoverers.*
        •Main Street, U.S.A.(Comfort): Court of Home, Court of the Hearth, Court of Comfort, the Familiar Faces, the Homelanders, Comforting Souls, Court of Cowards(derogatory)- The Court of the Hearth lost much when they were stolen. They lost their lives, their safety, their blessed ignorance. They lost their homes. But now they've returned, and they refuse to lose it again. What unites the members of the Homelanders is the simple desire to protect people from the darkness, to let them stay ignorant for just a little longer. From the neighborhood watchman who does his duties with a smile and a Cold Iron knife to the housewife who's "superstitions" make the suburb shockingly resistant to Fey intrusion, their homes will not be violated. Never again.*
        •Liberty Square(Remembrance): Court of Reverence, Court of Stone, Court of Memory, Speakers of the Past, the Reminding Regiment, Court of the Hidebound(derogatory)-The Court of Reverence has always been prone to looking back. The past, a number will chime, was a better place, no matter if they mean in general or if just want to go back to their mortal days. Never the less, the Reminding Regiment is not to be discounted due to their backward gaze; the Court of Stone remembers, and the freehold is made stronger through it. By looking to what was, the Court shows the Lost how they have failed and how they might do better.*
        •Frontierland(Self-Sufficiency): Court of Independence, Court of Dust, Court of Survivors, Court of the Frontier, the Enduring Explorers, the Unbroken, Court of the Courtless(derogatory)- When looking back, the Unbroken blame only themselves. They were weak, or soft, or forcing others to do things for them, and that left them unable to fight back. Now the members of the Court of Dust refuse to be weak ever again, forging themselves into someone new. Members do acknowledge no man is an island, but to them it is just as much about protecting others as themselves; they refuse to let down others, refuse to be the weak link in the chain. And when they see the Huntsman again, they'll make sure it knows just how much they've grown.


        So, what do you all think?

        Comment



        • Portland Privateers
          After the fall of the previous Seasonal Freehold of Dormant Fire back in May 1980, from betrayal of cruel privateers that infiltrated the previous Freehold and held a mutiny which has come to shape the new Freehold of Portland Privateers, sometimes called Shanghai Stumptown, the Portland Metro area south of the Columbia river has been ruled by those who sacrifice others to keep the True Fae at bay while they revel free of most moral qualms. It can be said that all three courts with Portland Privateers focus on different aspects of getting others to comply with their desires, each in ways that are uniquely cruel. The massive goblin market sells slaves to the Gentry during the Portland Saturday Market down by the Ankeny Arches and Skidmore Fountain, of which the Monarchs of the three courts have their own stalls! The freeholds of the surrounding areas are populated by Lost who were once mortals abducted by Privateers in Portland and the hatred runs deep, but the membership of Shanghai Stumptown use every fair and foul trick to empower themselves and undercut any potentially successful attempts to strike back. Huntsmen from all over the region come to the Goblin Market that takes place during the Portland Saturday Market to buy assistance from the Portland Privateers which is gladly sold for tokens of Reprieve and the opportunity to send those that oppose them back to Arcadia. In fact if Portlanders get wind that a specific changeling has a Huntsmen on their trail, the Portlanders have been known to abduct the changeling first so they can use the powerful bargains protecting the Goblin Market to do the trade for a token of reprieve in relative safety. Beyond all these measures to secure their own safety at the cost of others, the bulwark protecting the Portland changelings from the machinations of the True Fae is fueled by each member contributing a mortal hostage to Arcadia, in exchange for their own safety and a fetch slave version of the person they send to Arcadia. Violence is almost unthinkable in Portland due to the gentrification of the city and the law enforcement is known for having the most police shootings of unarmed citizens in North America. Those changelings that have marched with violence in their heart against Portlanders seem to simply disappear without even a violent incident hitting the news and changelings around the Pacific Northwest live in dread of the whispers of what happens to those that cross a Portlander. Tales of all a person's loved ones being abducted, degraded, and violated in the most horrible ways imaginable and traded into Arcadian slavery, and their fetches used to stage mind-bending tragedies against those that are even rumored for the most minor offenses are enough to terrify most Lost from mere saying anything defiant against the Freehold. Worse than that, some of those that were thus abducted escape and have their minds twisted to enjoy the re-enacting their abuse on others and as willing masochists within the Portland Privateers.

          The Hedge in the Portland metro area is particularly miserable and ill suited for either travel or battle. There are very well worn trods but the traffic of Portlanders, Huntsmen, and True Fae make the main roads an extremely short trip back to Arcadia. The less traveled paths all wade through deep puddles and sometime pools of waist deep water, with sucking mud, narrow switchback paths, frequent dead ends, and quagmires that will swallow travelers whole without warning. Even the hobs and other strange creature that inhabit the Hedge around Portland seem especially cruel to those that are not part of the Portland Privateers. Those older changelings from around the Pacific Northwest that remember the time before the betrayal say in very hushed tones that it wasn't always as bad as it is now, and the cruel nature of the Freehold has warped Hedge into a viscous reflection of their vile hearts.

          Seduction
          Spring has been replaced by The Court of Seduction, The wench's drugged tankard, (Heart-string's) Scissors
          Which rules the emotion: Trust

          Symbols:Collars, White and Red, Broken Hearts and Upside-Down Tankards

          Court Aspiration: To use the trust of other as a weapon against them and never be vulnerable to trust again (Homebrew rule for Frailty Chronicles)

          You'd think a court that masters trust would be somehow less cruel and petty, and this court would prove that is not necessarily the case. Mastering trust within themselves and other they work to endeavor they are always the ones betraying and not the ones betrayed, and are seemingly thwarted by the very hands of fate for their hubris.

          Dot Values
          1-Dot: -1 penalty to detect deception against the character
          2-Dot: Goblin Vow merit related to their court. (Examples: Types of Alcohol, Taverns, Sex, Etc...)
          3-Dot: Sympathetic (••)
          4-Dot: Personal Approach
          5-Dot: True Friend (•••)

          Approaches:
          "One good turn deserves another", When a Huntsman is about to work their plot against a changeling of this court through in intermediary that was betrayed by the changeling, they gain a point of yearning.


          Helplessness
          Winter has been replaced by The Court of Helplessness, The Bottomless Brig, Darkest Oubliette, (Eviction/Divorce/Subpoena) Papers
          Which rules the emotion: Despair

          Symbols: Manacles, Black and Blue, Raining Clouds and Shut Iron-Bar Cage

          Court Aspiration: Crush the hopes of others as my hopes have been crushed. (Homebrew rule for Frailty Chronicles)

          Not everyone in the Portland Privateer Freehold is happy about the sacrifices they have to make to the True Fae. Happy about their choices or not they never the less do it, and don't seem moved to recant anytime soon.

          Dot Values
          1-Dot: -1 penalty to motivate the character towards an action
          2-Dot: Goblin Vow merit related to their court.(Examples: Jail Cells, Handcuffs, Attempted Suicide, Drizzling Weather,Etc...)
          3-Dot: Cursed (••)
          4-Dot: Personal Approach
          5-Dot: Safe Place (•••)

          Approaches:
          "Misery loves company and when you cry, you cry alone" When a huntsman is able to isolate a member of this court from their support network, they gain a point of Yearning.


          Extortion
          Autumn and Summer have been replaced by The Court of Extortion, The Captain's Daughter, Rock (Upside the Head)
          Which rules the emotion: Submission

          Why wield fear or anger against your enemy when they can provoke counter attacks? The emotion under fear and anger that causes people to bow down when pressure is applied is just as deeply buried in the heart, even though it is more refined and specific.

          Symbols: Whip, Silver and Gold, Scourge and Ship's Mast

          Court Aspiration: Never bend knee again while dominating all my lessors. (Homebrew rule for Frailty Chronicles)

          Dot Values
          1-Dot: +1 Intimidation
          2-Dot: Goblin Vow merit related to their court. (Examples: Torture Chambers, Flogs, Hostage Taking, Etc...)
          3-Dot: Indomitable (••)
          4-Dot: Personal Approach
          5-Dot:Staff (•••)

          Want people to lay down their lives and submit? Find out what they care about, and let them know it will never be safe unless they do as you say.

          Approaches:
          "Why am I surrounded by fools!" When a Huntsman is about to use the incompetence of a changeling of this court's underlings against that changeling, they gain a point of Yearning.


          And the leaders of the freehold are real monsters...

          Originally posted by Pale_Crusader View Post
          Referencing the post linked in Quote^
          Adding these Horror Traits to Captains of Extortion, Seduction, and Hopelessness because they sold their mortality for Fae Letters of the Marque and Reprisal granting them Privateer rights under certain conditions

          Changeling Horror: Privateer Captain

          Glamorous Will: May spend Glamour instead of Willpower to use Dread Powers, and may spend Willpower instead of Glamour to use Contracts. This does not grant a Glamour Pool, which must be acquired from another source for this to be applicable for the character.
          Potency: The character gains one dot of Potency as if he were a Horror, this affect Willpower Capacity, and Supernatural Tolerance. For those with a Major Template the Supernatural Tolerance does stack with that granted by the splat’s Power Stat.
          Addicted to Privateering: Every month a Privateer Captain goes without fulfilling their feeding Aspiration the lose access to a Willpower Dot, but upon fulfilling the Privateer Captain’s Feeding Aspiration he regains access to all the Willpower Dots they lost access to, in the state they were lost in(filled with Willpower Points or empty). Privateer Captains also gain Willpower points by fulfilling their Feeding Aspiration. Unlike other types of Aspirations the Feeding Aspiration does not grant Beats.
          Feeding Aspiration: To use their Miracle Dread Power as described.

          Dread Powers:
          Immortal (Bane of having their wax candle figurine representing their mortality harmed, -Lighting the candle caused the figurine and the person represented to age instead of burn down normally-)
          Unbreakable
          Miracle-By acting as a middle-man in a bargain selling a minor or non-template to the Hob holding their mortality to cause a minor or non-template to become a changeling thus making a fetch, which is enslaved to the person selling to the aforementioned Hob. Must have Fae Letters of the Marque and Reprisal granting them Privateer rights which was bought with their mortality on their person to make the deal.



          Please note Human Trafficking is a real life problem in Portland Oregon, both historically and to this day, and it features heavily as a theme and strongly affects motifs of Chronicles of Darkness I run based around Portland. For more information about this real life problem please see the non-profit organization page trying to help: link
          Last edited by Pale_Crusader; 05-25-2016, 05:03 PM.


          “Youth ages, immaturity is outgrown, ignorance can be educated, and drunkenness sobered, but stupid lasts forever.” ~ Aristophanes
          "Virescit Vulnere Virtus" ~ Stewart Clan Motto

          Comment


          • I hope that I haven't committed the Forum Sin of "Necroing" this thread, but I have been really excited for the court creation and Freehold creation rules. I've enjoyed reading everyone's replies here and I think that so many people have some really good ideas.

            For the last two months or so, I've been writing the background for the game I will run in Changeling 2.0 and I wanted to share what I have with you for questions, comments, and concerns.

            Here is the link to the Google Document: https://docs.google.com/document/d/1...it?usp=sharing

            It's about 20 pages long, so the TL;DR version is as such: The Shenandoah Valley of VA has been invaded countless of times in the first 100 years of American History. The Civil War caused the old Freehold's bulwark to break, and the new Freehold formed around the story of Stonewall Jackson, a local hero. The Freehold's bulwark is to defend this watchtower taken from the Great Wall of China/Lord of the Rings, which if there is another invasion, they light to warn the other freeholds in the area. The Castellan of the Freehold is chosen each year as the person who scouts out the most likely form of danger/threat to the Freehold from the hedge. Each month, motley's are drafted to spend that month in the hedge at the tower. There are Three courts, named after the different forms of transportation that are used within the valley. The Courts of Iron, Stone, and the Rapids. They each are situated in an area and run the area similar to the directional courts, each has a leader and as you move between the freehold the areas of jurisdiction change.

            The Iron court is named after the Railroad system that has been in the Valley for a long time. They are the court of Pride. The Stone court is named after the highway system, and they claim Tenacity as their emotion of choice. The Court of the Rapids comes from the river transportation and their emotion is Faith. I chose these three emotions because they are very exemplary of the location that the game is set in, imagine a rural Appalachia/Mountain Valley, in Virginia.

            I have used a lot of quotations from Stonewall Jackson himself, and I apologize if this offends anyone. I have not used any aspect of the Confederate States of America that include slavery, nor do I condone it. I just thought the legends of his heroics as well as him being from the area really would have energized a newly emerging Freehold.

            Please, let me know what you think!
            Last edited by FrereSebastian; 03-15-2016, 04:08 AM.

            Comment


            • Originally posted by FrereSebastian View Post
              I hope that I haven't committed the Forum Sin of "Necroing" this thread, but I have been really excited for the court creation and Freehold creation rules. I've enjoyed reading everyone's replies here and I think that so many people have some really good ideas.

              For the last two months or so, I've been writing the background for the game I will run in Changeling 2.0 and I wanted to share what I have with you for questions, comments, and concerns.

              Here is the link to the Google Document: https://docs.google.com/document/d/1...it?usp=sharing

              It's about 20 pages long, so the TL;DR version is as such: The Shenandoah Valley of VA has been invaded countless of times in the first 100 years of American History. The Civil War caused the old Freehold's bulwark to break, and the new Freehold formed around the story of Stonewall Jackson, a local hero. The Freehold's bulwark is to defend this watchtower taken from the Great Wall of China/Lord of the Rings, which if there is another invasion, they light to warn the other freeholds in the area. The Castellan of the Freehold is chosen each year as the person who scouts out the most likely form of danger/threat to the Freehold from the hedge. Each month, motley's are drafted to spend that month in the hedge at the tower. There are Three courts, named after the different forms of transportation that are used within the valley. The Courts of Iron, Stone, and the Rapids. They each are situated in an area and run the area similar to the directional courts, each has a leader and as you move between the freehold the areas of jurisdiction change.

              The Iron court is named after the Railroad system that has been in the Valley for a long time. They are the court of Pride. The Stone court is named after the highway system, and they claim Tenacity as their emotion of choice. The Court of the Rapids comes from the river transportation and their emotion is Faith. I chose these three emotions because they are very exemplary of the location that the game is set in, imagine a rural Appalachia/Mountain Valley, in Virginia.

              I have used a lot of quotations from Stonewall Jackson himself, and I apologize if this offends anyone. I have not used any aspect of the Confederate States of America that include slavery, nor do I condone it. I just thought the legends of his heroics as well as him being from the area really would have energized a newly emerging Freehold.

              Please, let me know what you think!
              Reading through the document, at the moment. And so far, I'm liking what's been written down, so far. Will have more to say when I'm done.

              Meanwhile, I'm trying to put together a Court System that can be usable in a Filipino setting, which draws from folklore surrounding indigenuous pre-colonial animistic religions.

              In fact, I had a very radical approach to it. What if the Courts based on that system honored (exiled) True Fae as part of their Bulwark? Frankly speaking, I can see the Diwatas working as Gentry, though I still am working out the details for how they could differ from Others elsewhere. Luckily, the 1E homebrew supplement, the Goblin Chronicles, gives me something to work with.


              "My Homebrew Hub"
              Age of Azar
              The Kingdom of Yamatai

              Comment


              • Hi! I'm sorry for raising this thread again from the grave, but I haven't seen this answered anywhere else: What are the sample settings that are going to appear in the corebook? I know that Toronto, Tokyo and Budapest are going to be in, but what else?

                Comment


                • The final set is Toronto, Miami, Tokyo, and Paris.

                  Budapest unfortunately had to be dropped due to scheduling conflicts, as did Cape Town.


                  Sean K.I.W./Kelly R.A. Steele, Freelance Writer(Feel free to call me Sean, Kelly, Arcane, or Arc)
                  The world is not beautiful, therefore it is.-Keiichi Sigsawa, Kino's Journey
                  Male/neutral pronouns accepted, female pronouns enjoyed.

                  Comment


                  • Thank you! It's a pity I don't get to see Budapest in the core book, though I still have high hopes for reading about the setting in a not-so-future supplement.

                    Comment


                    • Originally posted by ArcaneArts View Post
                      The final set is Toronto, Miami, Tokyo, and Paris.

                      Budapest unfortunately had to be dropped due to scheduling conflicts, as did Cape Town.
                      oh- that's unfortunate. What I love the most about the new 2e books is the example settings, ans as many as possible. Still, hope to see those (and others perhaps) in future supplements, as Zooroos has said.


                      My Homebrew Signature

                      "And all our knowledge is, Ourselves to know"- An Essay on Man

                      I now blog in here

                      Comment


                      • Originally posted by Zooroos View Post
                        Thank you! It's a pity I don't get to see Budapest in the core book, though I still have high hopes for reading about the setting in a not-so-future supplement.
                        This, though I would have been most interested in Cape Town myself.


                        I call the Integrity-analogue the "subjective stat".
                        An explanation how to use Social Manuevering.
                        Guanxi Explanations: 1, 2, 3.

                        Comment


                        • I really wanted Budapest and Cape Town as well, and I hope we'll see them in future too.

                          I mean, pleased as punch I got to contribute to the core with Paris late, but Budapest and Cape Town were going to be awesome.


                          Sean K.I.W./Kelly R.A. Steele, Freelance Writer(Feel free to call me Sean, Kelly, Arcane, or Arc)
                          The world is not beautiful, therefore it is.-Keiichi Sigsawa, Kino's Journey
                          Male/neutral pronouns accepted, female pronouns enjoyed.

                          Comment


                          • Updated due to: Tumbledown Market Preview

                            Portland Privateers
                            After the fall of the previous Seasonal Freehold of Dormant Fire back in May 1980, from betrayal of cruel privateers that infiltrated the previous Freehold and held a mutiny which has come to shape the new Freehold of Portland Privateers, sometimes called Shanghai Stumptown, the Portland Metro area south of the Columbia river has been ruled by those who sacrifice others to keep the True Fae at bay while they revel free of most moral qualms. It can be said that all three courts with Portland Privateers focus on different aspects of getting others to comply with their desires, each in ways that are uniquely cruel. The massive goblin market sells slaves to the Gentry during the Portland Saturday Market down by the Ankeny Arches and Skidmore Fountain, of which the Monarchs of the three courts have their own slave selling stalls! The Portland Goblin Market is a particularly shady section of the Tumbledown Market which only connects on the days the mundane market is open. The freeholds of the surrounding areas are populated by Lost who were once mortals abducted by Privateers in Portland and the hatred runs deep, but the membership of Shanghai Stumptown use every fair and foul trick to empower themselves and undercut any potentially successful attempts to strike back. Huntsmen from all over the region come to the Goblin Market that takes place during the Portland Saturday Market to buy assistance from the Portland Privateers which is gladly sold for tokens of Reprieve and the opportunity to send those that oppose them back to Arcadia. In fact if Portlanders get wind that a specific changeling has a Huntsmen on their trail, the Portlanders have been known to abduct the changeling first so they can use the powerful bargains protecting the Goblin Market to do the trade for a token of reprieve in relative safety. Beyond all these measures to secure their own safety at the cost of others, the bulwark protecting the Portland changelings from the machinations of the True Fae is fueled by each member contributing a mortal hostage to Arcadia, in exchange for their own safety and a fetch slave version of the person they send to Arcadia.

                            Violence is almost unthinkable in Portland due to the gentrification of the city and the law enforcement is known for having the some of the most police shootings of unarmed citizens in North America. Those changelings that have marched with violence in their heart against Portlanders seem to simply disappear without even a violent incident hitting the news and changelings around the Pacific Northwest live in dread of the whispers of what happens to those that cross a Portlander. Tales of all a person's loved ones being abducted, degraded, and violated in the most horrible ways imaginable and traded into Arcadian slavery, and their fetches used to stage mind-bending tragedies against those that are even rumored for the most minor offenses are enough to terrify most Lost from mere saying anything defiant against the Freehold. Worse than that, some of those that were thus abducted escape and have their minds twisted to enjoy the re-enacting their abuse on others and as willing masochists within the Portland Privateers.

                            The Hedge in the Portland metro area is particularly miserable and ill suited for either travel or battle. There are very well worn trods but the traffic of Portlanders, Huntsmen, and True Fae make the main roads an extremely short trip back to Arcadia. The less traveled paths all wade through deep puddles and sometime pools of waist deep water, with sucking mud, narrow switchback paths, frequent dead ends, and quagmires that will swallow travelers whole without warning. Even the hobs and other strange creature that inhabit the Hedge around Portland seem especially cruel to those that are not part of the Portland Privateers. Those older changelings from around the Pacific Northwest that remember the time before the betrayal say in very hushed tones that it wasn't always as bad as it is now, and the cruel nature of the Freehold has warped Hedge into a viscous reflection of their vile hearts.


                            Seduction
                            Spring has been replaced by The Court of Seduction, The wench's drugged tankard, (Heart-string's) Scissors
                            Which rules the emotion: Trust

                            Symbols:Collars, White and Red, Broken Hearts and Upside-Down Tankards

                            Court Aspiration: To use the trust of other as a weapon against them and never be vulnerable to trust again (Homebrew rule for Frailty Chronicles)

                            You'd think a court that masters trust would be somehow less cruel and petty, and this court would prove that is not necessarily the case. Mastering trust within themselves and others they endeavor that they are always the ones betraying and not the ones betrayed, and are seemingly thwarted by the very hands of fate for their hubris.

                            Harvest: Your character gains a Glamour point whenever she gets someone to eagerly put themselves in a vulnerable position regarding her.

                            Dot Values
                            • Gain bonus dice equal to your character’s Mantle dots on mundane rolls to figure out who someone trusts.
                            •• Gain bonus dice equal to your character’s Mantle dots on mundane rolls to persuade to trust you.
                            ••• Once per chapter, you may spend a Willpower point to grant a number equal to your Mantle dots of your character's social merits which represent relationships the benefit of the True Friend Merit, to a maximum of five dots, for the scene.
                            •••• Once per chapter may spend a Willpower to ignore a number of Doors when only using Soft Leverage
                            ••••• Once per chapter, you may spend a Willpower point to improve your Impression with someone to Perfect for a scene.

                            Approaches:
                            "One good turn deserves another", When a Huntsman is about to work their plot against a changeling of this court through in intermediary that was betrayed by the changeling, they gain a point of yearning.


                            Helplessness
                            Winter has been replaced by The Court of Helplessness, The Bottomless Brig, Darkest Oubliette, (Eviction/Divorce/Subpoena) Papers
                            Which rules the emotion: Despair

                            Symbols: Manacles, Black and Blue, Raining Clouds and Shut Iron-Bar Cage

                            Court Aspiration: Crush the hopes of others as my hopes have been crushed. (Homebrew rule for Frailty Chronicles)

                            Not everyone in the Portland Privateer Freehold is happy about the sacrifices they have to make to the True Fae. Happy about their choices or not they never the less do it, and don't seem moved to recant anytime soon.

                            Harvest: Your character gains a Glamour point whenever he successfully makes someone's hope unreachable.

                            Dot Values
                            • Gain bonus dice equal to your character’s Mantle dots on mundane rolls to ignore Hard Leverage to get you to act.
                            •• Gain Doors needing to be opened equal to your character’s Mantle dots when Hard Leverage is used against you.
                            ••• Other characters take a dice penalty equal to your character’s Mantle dots to mundane rolls to force or intimidate you to action.
                            •••• Once per chapter regain all Willpower when either something that would be wonderful for you falls through or something awful happens to you or those you care about.
                            ••••• Once per scene, you may spend a Willpower point to learn what is currently considered the greatest tragedy experienced by any character present.

                            Approaches:
                            "Misery loves company and when you cry, you cry alone" When a huntsman is able to isolate a member of this court from their support network, they gain a point of Yearning.


                            Extortion
                            Autumn and Summer have been replaced by The Court of Extortion, The Captain's Daughter, Rock (Upside the Head)
                            Which rules the emotion: Submission

                            Why wield fear or anger against your enemy when they can provoke counter attacks? The emotion under fear and anger that causes people to bow down when pressure is applied is just as deeply buried in the heart, even though it is more refined and specific.

                            Symbols: Whip, Silver and Gold, Scourge and Ship's Mast

                            Court Aspiration: Never bend knee again while dominating all my lessors. (Homebrew rule for Frailty Chronicles)

                            Harvest: Your character gains a Glamour point whenever she successfully makes another bend to your character's will.

                            Dot Values
                            • Gain bonus dice equal to your character’s Mantle dots on mundane rolls to dominate and command others through force of personality.
                            •• Gain bonus dice equal to your character’s Mantle dots on mundane rolls to intimidate those that don't submit willingly.
                            ••• Once per chapter, you may spend a Willpower point to grant your character additional dots of the Staff Merit equal to her Mantle dots, to a maximum of five, for the scene.
                            •••• Once per chapter, you may spend a Willpower to reassign a Leverage Condition on someone else whose leveraged by someone whom you hold the Leverage Condition over to yourself instead.
                            ••••• Once per scene, you may spend a Willpower to force a character to resolve a Leveraged Condition in relation to you if you can communicate with them.

                            Want people to lay down their lives and submit? Find out what they care about, and let them know it will never be safe unless they do as you say.

                            Approaches:
                            "Why am I surrounded by fools!" When a Huntsman is about to use the incompetence of a changeling of this court's underlings against that changeling, they gain a point of Yearning.


                            And the leaders of the freehold are real monsters...

                            Originally posted by Pale_Crusader View Post
                            Referencing the post linked in Quote^
                            Adding these Horror Traits to Captains of Extortion, Seduction, and Hopelessness because they sold their mortality for Fae Letters of the Marque and Reprisal granting them Privateer rights under certain conditions

                            Changeling Horror: Privateer Captain

                            Glamorous Will: May spend Glamour instead of Willpower to use Dread Powers, and may spend Willpower instead of Glamour to use Contracts. This does not grant a Glamour Pool, which must be acquired from another source for this to be applicable for the character.
                            Potency: The character gains one dot of Potency as if he were a Horror, this affect Willpower Capacity, and Supernatural Tolerance. For those with a Major Template the Supernatural Tolerance does stack with that granted by the splat’s Power Stat.
                            Addicted to Privateering: Every month a Privateer Captain goes without fulfilling their feeding Aspiration the lose access to a Willpower Dot, but upon fulfilling the Privateer Captain’s Feeding Aspiration he regains access to all the Willpower Dots they lost access to, in the state they were lost in(filled with Willpower Points or empty). Privateer Captains also gain Willpower points by fulfilling their Feeding Aspiration. Unlike other types of Aspirations the Feeding Aspiration does not grant Beats.
                            Feeding Aspiration: To use their Miracle Dread Power as described.

                            Dread Powers:
                            Immortal (Bane of having their wax candle figurine representing their mortality harmed, -Lighting the candle caused the figurine and the person represented to age instead of burn down normally-)
                            Unbreakable
                            Miracle-By acting as a middle-man in a bargain selling a minor or non-template to the Hob holding their mortality to cause a minor or non-template to become a changeling thus making a fetch, which is enslaved to the person selling to the aforementioned Hob. Must have Fae Letters of the Marque and Reprisal granting them Privateer rights which was bought with their mortality on their person to make the deal.



                            Please note Human Trafficking is a real life problem in Portland Oregon, both historically and to this day, and it features heavily as a theme and strongly affects motifs of Chronicles of Darkness I run based around Portland. For more information about this real life problem please see the non-profit organization page trying to help: link
                            Last edited by Pale_Crusader; 07-18-2017, 04:01 PM.


                            “Youth ages, immaturity is outgrown, ignorance can be educated, and drunkenness sobered, but stupid lasts forever.” ~ Aristophanes
                            "Virescit Vulnere Virtus" ~ Stewart Clan Motto

                            Comment

                            Working...
                            X