Just something Isabella made for my London crossover game, with a bit of help from yours truly. As a note, while this is ostensibly for London, one can shift these to some other area with pretty minimal fuss. Many of the NPCs mentioned can also be found in my Collection of Fae post. First post has some introductory material, then it's on to the Near, Middle, and Deep Hedge.
I wrote the introduction, Piccadilly Circus, Terminal, the Confederacy of Needles, and the Notable Locales of the Corpse Farm. Everything else is Isabella's quality work.
Scholarly Lost perceive the Hedge as a wall or barrier between the human world and Arcadia, the home of the True Fae. Broadly speaking, one can divide the Hedge into three 'bands' or 'circles', based a given part of the Hedge is closer to the mortal world (The Near Hedge), in the middle (the Middle Hedge), or brushing up against Arcadia (the Deep Hedge).
Dice Pool: Presence+Survival or Wyrd+Survival
Action: Extended, one hour per roll; 5-15 successes required (see below)
Navigating the Hedge is about half trying to find your way and half about forcing the Hedge to take you where you want to go by force of will or Wyrd. Each roll requires one hour of subjective time -- though how long this takes in the mortal world is pretty much random. The number of successes required depends on where you are trying to go:
I wrote the introduction, Piccadilly Circus, Terminal, the Confederacy of Needles, and the Notable Locales of the Corpse Farm. Everything else is Isabella's quality work.
Scholarly Lost perceive the Hedge as a wall or barrier between the human world and Arcadia, the home of the True Fae. Broadly speaking, one can divide the Hedge into three 'bands' or 'circles', based a given part of the Hedge is closer to the mortal world (The Near Hedge), in the middle (the Middle Hedge), or brushing up against Arcadia (the Deep Hedge).
- The Near Hedge: None of the Hedge can be said to be particularly safe, but the Near Hedge comes closest to it. Generations of effort by the Freehold of New Jerusalem have rendered some parts of the Hedge quite nearly tame, and many of the Lost dwell in Hollows here, as do the friendlier hobgoblins (such as they are). That isn't to say that the Near Hedge doesn't have its dangers, but savvy travelers can traverse the Near Hedge with a fair amount of security.
- The Middle Hedge: The Middle Hedge is perhaps the truest expression of the Hedge, beholden neither to mortal reality nor to the whims of the Others. The Freehold ventures here only in armed expeditions, and only a few particularly lunatic Lost try to survive here. Still, the rewards can be worth it.
- The Deep Hedge: On the very borders of Arcadia, the Deep Hedge is a wild and mythic land, where faerie tales come true and where the Gentry stride as dark gods across the landscape. The Deep Hedge is profoundly dangerous, for the Lords and Ladies play many of their contests here, and woe betide those caught between them. At the same time, if the Gentry's attention is turned towards each other, then they aren't looking at you, and a cunning Hedge-traveler can take advantage of that.
Dice Pool: Presence+Survival or Wyrd+Survival
Action: Extended, one hour per roll; 5-15 successes required (see below)
Navigating the Hedge is about half trying to find your way and half about forcing the Hedge to take you where you want to go by force of will or Wyrd. Each roll requires one hour of subjective time -- though how long this takes in the mortal world is pretty much random. The number of successes required depends on where you are trying to go:
- From one location in a Hedge Domain to another location in the same Hedge Domain = 5 Successes
- From one Hedge Domain to a Connecting Hedge Domain in the same level of the Hedge = 10 Successes
- From one Hedge Domain to a Connecting Hedge Domain in a deeper level of the Hedge = 5 Successes, unless a specific route from a specific Locale is required
- From one Hedge Domain to a Connecting Hedge Domain in a shallower level of the Hedge = 15 Successes (this also applies for gettingout of the Hedge, unless one is at an established gateway).
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