Chris Allen, Jacqueline Bryk, Steffie de Vaan, Jose
Garcia, Chris Handforth, Chris Handley, Chazz
Kellner, Julia Neves, Marianne Pease,
Spider B. Perry, Lauren Roy, Chloe Sobel,
Audrey Whitman, Rosa Wolfe
Credits
Developers: Meghan Fitzgerald, Lauren Roy
Writers: Chris Allen, Jacqueline Bryk, Steffie de
Vaan, Jose Garcia, Chris Handforth, Chris Handley,
Chazz Kellner, Julia Neves, Marianne Pease, Spider
B. Perry, Lauren Roy, Chloe Sobel, Audrey Whitman,
Rosa Wolfe
Editor: A.M. Valerie
Art: Pat Loboyko, Luis Sanz, Drew Tucker
Art Director: Mike Chaney
Graphic Designer: Pauline Benney
Creative Director: Richard Thomas
Requires the use of the
Changeling: The Lost Second Edition Rulebook
© 2024 PARADOX INTERACTIVE AB.
All rights reserved. Reproduction without the written consent of the publisher is
expressly forbidden, except for the purposes of reviews, and for blank character
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icles of Darkness are registered trademarks of Paradox Interactive AB (publ).
All rights reserved. Changeling: The Lost, Vampire: The Requiem, Mage: The
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All rights reserved. All characters, names, places and text herein are copyrighted by Paradox Interactive AB.
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2 The Hedge
Introduction 6 Vampires 35
Theme: Tantalization 6 Werewolves 36
Mood: Comfortable and Strange 6 Mages 36
What’s in This Book? 7 Prometheans 37
Lexicon 7 Hunters 37
Sin-Eaters 37
Prologue: Mummies 38
The Two Carolines 8 Demons 38
Beasts 39
Chapter One: Journey 13 Deviants 39
Hedge Chapter Two:
Survival Guide 13
Destination 41
Ticking Away 13
Summer Sun, Winter Shade 14 Places in the Hedge 41
Over the Hills and Under the Mountains 14 Halls of Mirrors 41
Stranger Places 15 The Doldrums 45
Living Off the Land 15 Shimmerrain, the City of Neon Markets 47
Topiary 16 Sunset Road 50
Groves 17 The Information Superhighway 51
Planning Groves 18 Anatropes 52
Example Groves 19 Impossible Bottles 53
Curios 22 Marsh of Thicker Blood 53
Denizens 24 Sea of Strayed Time 54
Storyteller’s Guide to the Hedge 29 Betwixt and Between 55
Running Scenes in the Hedge 30 First Stage: Doorstop 55
Periaktoi: A Psychoactive Landscape 31 Mid Stage: Chime 56
Running Stories in the Hedge 32 End Stage: Holdfast 56
Into the Woods 33 Systems 57
Mood: Comfortable And Strange 34 Staking Claims 58
Theme: Tantalization 34 Defending What’s Ours 59
Interlopers 35 Those Who Refuse 59
Outsiders in the Hedge 35 Homesteading Merits 59
Ruinsprout: Atlanta, Georgia 60
Table Of Contents 3
Chapter Three: Strangers In a Strange Land 100
Hedge Sorcery 63 Dreamers Inside the Dream: Fetches 100
Dreams of Paradise: Fae-Touched 102
The Novel Art 63
Bastions 103
Nearer, My Hedge, to Thee 65
Finding Bastions 103
Using Sorcery 66
Sample Bastions 104
Hedge Sorcery Systems 66
Eidolons 108
Fire Burn and Cauldron Bubble 67
Coneironautics 111
Rule of Three 68
Coneironautic Tactics 111
Hedge Sorcery Conjurings 68
The Dreamborn 113
Stranger Magics 69
A Taxonomy of Dreams 114
Hedge Sorcery Merits 70
Relics of Stolen Dreams 115
Creating New Conjurings 71
Example Baubles 115
Modiste of Elfhame 72
Shared Bastions 116
Privileges and Duties 72
Storytelling Dreams 121
Mask and Mien 73
Somnia 121
Bequeathal 73
Beyond Mortal Bastions 122
Legends 75
Chapter Six: Faces 127
Chapter Four:
Wheelings and Dealings 77 Changelings 127
Big Mike, Proprietor of the Bramble Bar 127
Goblin Dealings 77 Laila the Eel,
Becoming 77 Head Guard of the Sunken Market 128
Returning Home 79 Marshmallow, the Nuclear Sneak 130
Goblin Credit 81 Hedge Ghosts and Hobgoblins 131
Goblin Contracts 83 The Castle Draconic 131
Goblin Markets 84 Dream Miners 132
Shopping Trips 85 The Klaxon 132
Building a Market 87 Mirror People 133
Storytelling Goblin Markets 90 Mr. Nips Chaiwell 134
What’s in the Middle Aisle? 90 Pandora Prisoners 135
What’s In Stock 91 Scarlet Argiope 135
Just Being Neighborly 91 Selvans 136
Markets in the Hedge 92 Traitorfruit 138
Coral Exchange 92 Traitorskins 139
The Ruby Market 93 Geasa 140
Temple Street Night Market: Hong Kong 93 Sworn to the Wyrd 140
Tumbledown Market: New Orleans 94 Dread Powers 142
The Zócalo of Mexico City 94 Example Geasa 143
Chapter Five: Thorn Dancer 148
The Dreaming Roads 97 Privileges and Duties 148
Mask and Mien 149
Walking the Roads 97 Bequeathal 149
Never Lonely on the Path 97 Unscathed (••••) 150
Strange Geography 98 Legends 150
Hail and Well Met? 99
4 The Hedge
Privileges and Duties 151 Privileges and Duties 154
Mask and Mien 151 Spider Born Riders 154
Sibylline Fishers 151 Mask and Mien 155
Bequeathal 152 Bequeathal 155
Third Eye (••••) 153 Breaker of Chains (••••) 156
Legends 153 Legends 156
Table Of Contents 5
Come away, O human child!
To the waters and the wild
With a faery, hand in hand,
For the world’s more full of weeping than you can understand.
— William Butler Yeats, “The Stolen Child”
The Hedge is always just a few steps away. Open a to see, some new wonder or danger you’ve never be-
door and slip through into the strange realm that lies fore experienced. The nature of the Hedge is to draw
between the mortal world and Arcadia. The Hedge is you in further and further, making promises it doesn’t
more than just the Thorns — it’s where hobgoblins live intend to keep — or promises it keeps a little too well.
and work in fantastical cities or idyllic villages; where Even when you leave, a little piece of you stays behind.
goblin fruits grow wild on the trees, or in neat orchards
tended by faerie gardeners; and where a changeling Mood:
might even find they feel more at home than the town
where they grew up.
Comfortable
It’s tempting and dangerous, comfortable and un- and Strange
settling, and always worth the trip. The comfortable amid the strange. For the Lost, the
Hedge is a two-sided coin. It’s weird and spooky, alien
Theme: and all-consuming, tempting and dangerous. It’s also
Tantalization the place where many changelings feel most themselves;
it’s in between the human world and the fae one, just
No matter how deep you go, something always pulls you like they are, and the Mask doesn’t hide who they are
even deeper. The potential for adventures and horror here. It might be full of Thorns, but it’s “home” for them
in the Hedge is huge. There’s always something new in a way it’s not for anyone else, including the True Fae.
6 The Hedge
What’s in who find their way into the Thistle, including fetches
and the fae-touched. The chapter also features new sam-
This Book? ple Bastions and the eidolons that populate them and
examines those places where the Dreaming Roads touch
Chapter One: Journey offers Storytelling advice for
upon other realms within the Chronicles of Darkness.
setting adventures in the Hedge and introduces a sys-
tem for creating Groves that provide story hooks, con- Finally, Chapter Six: Faces gives Storytellers a
flicts, and plot elements for characters to interact with. range of characters who might appear in their Hedge-
It also discusses how other supernatural beings in the based games and new entitlements for changelings
Chronicles of Darkness experience the Hedge. who feel most at home there.
Chapter Two: Destination features settings within
the Hedge for characters to visit, including the Hall of Lexicon
Mirrors; the privateer stronghold called The Doldrums; bourse: a Goblin Market’s location.
Shimmerrain, the City of Neon Markets; and more. It broadside: a Hedgespun item goblins distribute to
also explores places where the Hedge creeps into the help customers find a Goblin Market.
mortal world, and Homesteading rules for freeholds
Curio: Items particular to a Grove.
staking their own claims within the Hedge.
Grove: a region of the Hedge with specific qualities
Chapter Three: Sorcery provides rules for Hedge
that makes it unique.
sorcery, which draws upon the Hedge’s psychoactive
powers and the changeling’s connection to the Wyrd. A Hedgenaut: a changeling who specializes in Hedge
new entitlement, The Modiste of Elfhame, is one such travel.
Hedge sorcerer. kāla: a region in the Hedge where time obeys
Chapter Four: Wheelings and Dealings discusses strange rules.
what happens when a changeling becomes a Hedge Lien: the common currency a Goblin Market uses,
denizen or Goblin Queen. It also provides guidelines reflecting the market’s theme.
for creating Goblin Markets and populating them limen: a place where the Hedge encroaches on the
with inventory and vendors. mortal world.
Chapter Five: The Dreaming Roads expands on this periaktoi: the thematic, reactive nature of the Hedge’s
section of the Hedge, offering advice for stories set here. landscape to traveler’s emotions and Hedgespinning.
It also provides guidelines for non-changeling characters
What's in This Book 7
by Jacqueline Bryk
“She just disappeared. She came home three days later, then she started vomiting up leaves.
Can you believe that? Leaves!” Sarah Pulaski laughed hysterically through deep sobs. Behind her,
the machines keeping her sister Caroline in a medically induced coma beeped and whirred.
“I see. You’re sure it was leaves?”
Sarah looked at the private investigator incredulously. “Yes. They looked like leaves, anyway.”
“What kind of leaves?”
She snorted. “What kind of question is that?”
“Could be important, Miss Pulaski.”
Sarah took a deep breath to steady herself. “Holly leaves, I think. They cut her mouth as they
came out.”
•••
Cold. It’s so cold here. She’ll never be warm again.
Where is here, anyway? Where’s Sarah? Why is it snowing so hard?
Who is that, and why are they smiling?
Make them stop! Make them stop smiling! No! Don’t touch me!
•••
Private investigator Curtis Palmer stewed in his own holly-seasoned resentment, grinding his
teeth loudly enough to startle the nurse who was in the elevator with him.
Oh, he took the case. Curtis prided himself in taking the cases not even the cops would touch.
Stalking, mostly — the cops hated stalking cases.
Bastards. All cops were bastards.
This was different. He got the medical reports from Caroline’s sister Sarah and took photos.
Caroline’s throat was definitely torn up, as though someone had shoved glass or thorns into her
mouth and forced her to swallow. The oddest thing was that Caroline’s reported blood type was AB
negative, but the report showed the blood on her neck and chest as O. Not O negative or positive,
just O.
“Bastards,” he said, this time out loud. Couldn’t anyone get him a complete record?
Well, Caroline was his case now, and he’d assured Sarah Pulaski he’d take it. He meant it, too.
Spite had a way of making one sincere.
As he turned the corner to the parking garage, a low-hanging branch smacked him gently
against the side of the head. He groaned. Fucking safety hazards.
•••
The snow blinded her as she ran. The gate fell open before her. Someone called her name. “Car-
oline, Caroline,” over and over, a name she had a lifetime ago, before she froze solid. Her footsteps
fell like icicles weakened by the first thaw.
And then she was out.
Thorns closed around her like friends, the sort of friends who get you drunk just to laugh at you
later. Not kind, but familiar.
“Caroline, Caroline, Caroline...”
Was she dreaming? How long had she been here?
•••
“’scuse me.”
Curtis whipped around, his hand crawling inside his jacket. The thicket between him and the
garage had grown in size. Now it slowly closed over his head. Everywhere he looked, dense forest
surrounded him, overgrown with sticker bushes. The voice belonged here, old and deep and rough
as tree bark.
His eyes widened, ruining his poker face. The voice belonged to the — well, the best word was gi-
ant, but that was impossible. The giant towered a full two feet over Curtis, with skin like old leaves.
The dinner-plate-sized eyes looked down at him, full of concern.
“You lost?”
Curtis cleared his throat, closing his fingers around the pistol grip. “I’m looking for the Mercy
parking garage.”
The giant clicked their tongue. “You’re a long way from home, huh?”
“Guess I took a wrong turn.”
“Really wrong.” The giant studied Curtis for a moment. “You’re looking for someone?”
There was no point in lying. “I’m on a job. Client’s sister hospitalized for coughing up holly leaves.
Never seen anything like it.”
The giant’s face changed immediately, relaxing into something like sadness. “I have,” they said
after a moment. “I think I know where your client’s sister went.”
Curtis scoffed. “I do too. She’s in room —”
“That’s not your girl.”
The ensuing silence broke only at the sound of a horn in the distance, a low drone that rattled
Curtis’ teeth. The giant’s head turned toward it, and Curtis could have sworn he heard the rough
skin of their neck creak like a branch in the wind.
“Follow me,” said the giant. “It’s dangerous out here.”
•••
The horn. She’d heard it before, somewhere, in a nightmare long ago. The two notes sent a shiv-
er down her spine.
As she listened, a jumble of other sounds began to register. A city’s bustle somewhere in the
distance. She knew that one, not from a dream but from the summer afternoons when she and
Sarah went out to Rittenhouse Square to feed the birds and check out the farmers’ market. The
nights when she went out alone to Charlie Was a Sinner, drank until she couldn’t see straight, and
woke up in someone else’s bed. She never stayed for breakfast.
The horn called out behind her, and the city chattered before her. Caroline made her choice.
•••
“You made a promise to your client, didn’t you?” The giant, who gave his name as Big Mike, ges-
tured to an open space in the bar crammed full of monsters. Curtis’s head spun as he took in the
sudden rush of visual information. That’s all it was, he reminded himself. Visual information.
“Sure, I did,” he said. His hand hadn’t moved from the .357, even when the giant coolly remarked
on it on the walk through the forest.
“Promises have power here, Curtis,” Big Mike said, taking his place behind the long bar and be-
ginning to clean out some glasses left behind by patrons. Curtis noted that Big Mike’s bar bloomed
at the end. “Be careful what you say.”
“Well, I didn’t make the promise here. She came to my office asking for help, and the money
was good. It was fully normal until...” Curtis gestured vaguely around the bar, narrowly managing to
avoid hitting the ram horns of a nearby patron. “All of this.”
“Well, lucky for the both of you, it means you’ll find her. But it may take some time — if she’s not
already here, that is. Getting out of Arcadia ain’t a cakewalk. The Good Neighbors don’t let their
prey go that easy.”
“The what?”
Big Mike’s massive eyes shifted from side to side nervously. “The Good Neighbors. The Kindly
Ones. You know, the ones your mom told you stories about when you were little.”
“The fairies?”
Big Mike violently shushed him. “We don’t say that word here. It’s bad luck.”
Curtis scoffed. “Sure thing.”
The giant bartender fixed him with an impatient, almost frightened look. “Look, pal. Every single
one of us has met the Gentry and lived. That’s not so easy, got it? Your friend, your client’s sister, is
gonna be one of us when she gets here. Your job is to get her home. You promised
promised.. We don’t take
that lightly. We don’t take the names of the Good Neighbors lightly, either. We don’t talk about them
so they don’t listen to us. Every action has a consequence.”
Curtis opened his mouth to say something, but the look on Big Mike’s face sent an odd quiver
through his body. Slowly, he took his hand off the pistol grip and crossed his arms in front of him.
Big Mike visibly relaxed. “Good. Glad to see you’re picking up on the rules. Now, what can I get-
cha while we talk about how to find your girl?”
•••
The crush of crowds. The shine of neon. The rattle of trains passing somewhere below. It felt
like home.
No. The city didn’t smell like this. It didn’t smell so...green. So green and sharp, like it was in the
middle of a jungle.
“Miss! Miss!”
One of the voices in the din was calling to her. “Me?”
“Yes, you, miss.” A small, froglike being, bounced on its hind legs behind a low counter. “Gotta
get an umbrella before it rains. Rains hard here. You’re new, so I’ll give you a discount.”
“I don’t have any money.”
The frog-thing wrinkled its face. “‘Course you do. You have stories, don’t you? Tell me about the
kiss you most regret, and I’ll give you an umbrella. Quick, quick! Before it rains!”
She thought for a moment. “The one I most regret? Well, it’s hard to pick just one...”
•••
“Let me get this straight. My client’s sister wound up imprisoned by the f — the Kindly Ones, who
turned her into a monster.”
“We prefer ‘changeling,’ but yes, basically. To serve their needs.”
“And they put a doppelganger in her place.” Curtis made a face at his whiskey. Big Mike assured
him it was the best in the house, but it tasted mostly like smoke and fresh earth.
“A fetch, made out of whatever they could use. Sounds like it malfunctioned if it’s coughing up
holly leaves. I don’t think it’ll be around much longer, lucky for you and her.”
“How the hell am I supposed to explain that to my client?”
Big Mike shrugged. “You’re a smart guy. I’m sure you’ll figure it out.”
“Thanks a lot, Big Mike. I thought it was your calling to help me.”
The changeling chuckled, a low, bass rumble. “Hey, my job is to set you on the right road and get
you fed while I’m doing it. I don’t have to have all the answers.”
Curtis turned back to his drink just as a small commotion broke out near the entrance. The
investigator didn’t figure it was any of his business, until Big Mike returned from sorting it out and
tapped him on the shoulder.
“Hey. I want you to meet someone.”
Curtis turned and came face-to-face with his shadow.
Well, not his shadow, he realized after a first, shocked glance. A shadow person, roughly five
feet tall and grinning at him.
“This is Marshmallow. She’s one of my regulars. Her wife is an Avowed, just like you.”
“Sure. Great. Good to meet you,” Curtis responded, completely nonplussed. “Curtis.”
The shadow giggled like a fire crackling. “You’re looking for someone.”
“Clearly.” He knocked back the rest of the whiskey and grimaced. Maybe it would help him make
more sense of everything.
“You’re on the right track, mister. Lucky you. Big Mike brought you to where you needed to be.
There’s a woman wandering around the Crossroads like a lost lamb. Think she might be your girl,
oh yes. You can smell ‘em fresh out of the Hedge from a mile away. Careful, though, that means
someone else might be looking for her, too.”
“Can you take me to her?” He’d already put on his coat.
“Sure can, mister, but I need a favor from you.”
He froze. You promised. We don’t take that lightly.
Marshmallow seemed to read his hesitation, and she patted his arm with fingers like soft ash.
“Nothing big. Just promise you’ll come see me and Lana when you get out of here. Your friend will
know the way.”
He looked back to Big Mike, who nodded. “Sure, I can do that,” Curtis said finally.
“Good. Now let’s get moving before it rains. You won’t like the rain.”
•••
The dark clouds crackled with brilliant colors, but still the rain refused to fall. Caroline kept her
umbrella open anyway. Fewer people bumped against her that way, their warm bodies brushing
against her ice-cold skin. She hated that.
“Caroline!”
She turned, just as the sound of the hunting horn broke through the crowd behind her. Time
seemed to stand still for a moment as everyone turned to look, then they all scattered, parting like
a wave crashing on the shore.
“Caroline! Caroline!”
That voice. She needed to follow that voice.
The Huntsman’s horn sounded again, and Caroline moved with the crowd. The voice led her on.
That voice would call her home.
•••
As soon as the horn roared through the plaza Marshmallow called the Crossroads, he began
screaming Caroline’s name. He and Marshmallow pushed their way through the crowd, calling for
their quarry, desperately hoping to find her before the hunter did.
She would have run right past them had he not been calling until his voice cracked. They froze,
staring at each other across five feet of pavement. She looked exactly as she had in the hospital
bed, but paler and shimmering like a midnight snowfall.
“Miss Caroline,” he said, with a thick, tremulous voice. “I’ve come to take you home.”
She looked at him, smiling. The air around her head seemed to glow.
“You found me,” she said. Her eyes were wet with tears. “Let’s go before They find us.”
“It’s a dangerous business, Frodo, going out your door. You step onto the road,
and if you don’t keep your feet, there’s no knowing where you might be swept off to.”
— J.R.R. Tolkien, The Fellowship of the Ring
The Hedge lurks around every corner and hides in difficult for the Lost to accidentally stumble into their
every doorway. Any changeling can open a door and would-be masters’ realms. Of course, other parts border
find themselves surrounded by hobgoblins. Somewhere Fair Folk palaces and estates, even if they appear to be
out there, on the other side of the brambles and shoals, entirely surrounded by trods and hollows. Time tricks
lie Arcadia and the Kindly Ones’ estates. Yet the Hedge people in the Hedge, geography is no longer an abso-
is more than a thoroughfare for the Lost. For many, lute, and little is as it seems.
changeling and goblin alike, the Hedge is home. It’s bi-
zarre, mercurial, and infinitely mutable, a beautiful and Ticking Away
dangerous cornucopia of environments. If the Gentry Time is a funny enough thing for mortals who don’t
were to recapture every last changeling who slipped have to contend with the Hedge’s mercurial physics.
their grasp, life in the Hedge would continue unin- In Arcadia proper, where everything conforms to the
terrupted. Goblin Queens would still rule their fiefs, Kindly Ones’ whims, time means next to nothing. Hedge
vendors in Goblin Markets would hawk their knick- regions close to Arcadian estates have a similarly loose
knacks, and the Thorns would tear at anyone foolish relationship with causality. In one grove, time freezes like
enough to pass through them. a river in winter, slowing down to such an extent that
Hedge epic sagas play out within while barely a second passes in
the rest of the Hedge. Within a castle floating in the sky,
Survival Guide time skips, leap-frogging the Lost into their own futures
before resuming its ordinary course.
Traversing the Hedge is never dull. In the badlands
Time in the Hedge not only varies from place to
outside Drumheller, merchants ride saurian goblins,
place, but rarely behaves the same way twice even with-
daring any to trespass upon their land. Motleys cross-
in a single location. The first time a changeling passes
ing over in Abu Dhabi find floral minarets blossom-
through a forest of backward-running clocks, he emerges
ing in the desert sand. In bustling Hedge cities, Gob-
in the previous week. If he does it again, his body regress-
lin Princesses ride through the streets on motorcycles,
es instead, changing him back into a gangly teenager.
selling faerie cocaine to passersby. Distance becomes
Abusing these regions is a dangerous prospect — when
a narrative tool rather than a physical absolute. Some
things go wrong with time travel, they go spectacularly
realms within the Hedge are “far” from Arcadia, mean-
wrong. Changelings may gain a second or third fetch.
ing the Gentry’s minions are less common and it’s more
A motley finds their histories remain the same, but that
Hedge Survival Guide 13
its members’ kiths and seemings have been shuffled. A Over the Hills and
Summer Courtier ends up in an alternate world where
she’s a vampire instead of one of the Lost.
Under the Mountains
Time has no sway in the regions called the kāla, The Hedge is a realm of fantastic reality. Often
whose surreal landscapes are filled with melted clocks, its environs are recognizable but elevated to the stuff
sundials that run backwards, and webs of golden of legend. Woods are darker, paintings brighter, and
thread. Instead, it collapses into a single point, allow- castles more imposing. The sweltering sun is a literal
ing changelings from across time to interact with each hobgoblin trying to kill you in the Empty Sands’ desert
other. If a Huntsman catches a changeling while they’re wasteland, while bottomless whirlpools are a genuine
in a kāla, they can rip her from her timeline, stranding threat to those sailing the 77 Seas that lie on the other
her in an unfamiliar era. Otherwise, when they leave, side of the Bermuda Triangle. The following biomes
each changeling returns to the moment they entered serve as inspiration for Storytellers.
the kāla regardless of how long they were inside.
Falling Star Caverns
Summer Sun, The Hedge around Krugersdorp, South Afri-
Winter Shade ca plunges deep underground, forcing changelings
through tight squeezes and galleries of stone teeth.
Everything has its season in the Hedge. The sea- This Hedge is a maze of passages, perfect for hiding
sonal courts’ namesakes dance through the forests and a Hollow in. It’s also prone to collapse, burying its in-
thorns, but Spring, Winter, Summer, and Autumn aren’t habitants alive or exposing middens where long lost
the only ones to hold sway. Hobgoblins cultivating gob- hobgoblins hid their treasures.
lin fruits along raging rivers recognize a Flood Season,
a Growing Season, and a Harvest Season. Monsoon
Seasons sweep through as well, complete with flash CONSTRICTED
floods and torrential downpours. Many Hedge seasons
aren’t related to the weather at all. When hobgoblins Environmental
break out old-fashioned goalie masks and razor-sharp Description: Walls, debris, or other solid materials
sticks, it heralds Hockey Season’s arrival. Even Goblin squeeze the character on all sides.
Queens bow before the Kindly Ones in the Noble Sea-
Effect: The character’s movement is restricted, and
son, where the Hedge bends to the Gentry’s will, reflect-
his speed reduced. He can only inch forward or back-
ing their Titles at every turn.
ward. He can’t apply Defense against incoming attacks
Each season carries sets of rules and expectations. and can’t take combat-related actions.
During Carnival Season, hobgoblins dress in masquer-
Causing the Tilt: Attempting to crawl through tight
ade masks and tempt changelings to indulge in the fin-
spaces can cause this Tilt, as well as sudden collapses.
est ambrosia. When Hunting Season gets its turn, those
same goblins turn on changelings, betraying them to Ending the Tilt: Emerging from the narrow envi-
the Huntsmen or privateers. Neither malice nor logic rons or finding a way to widen the space surrounding
dictates their actions, for the Hedge defines how its the character can end the Tilt.
residents should behave. Woe betide the motley that
doesn’t meet these expectations. The 77 Seas
Hedge seasons aren’t bound to the mortal world’s Centuries’ worth of wreckages sit in the Hedge
progression. Winter spreads its chilly grasp across the just on the other side of the Bermuda Triangle. Mon-
land when the Bloody Artist takes up residence in his strous deep-sea hobgoblins lurk within these wooden
Winter Palace, no matter the time of year. Why? Because and steel skeletons, hiding among the rust and de-
if such a potent Goblin Queen is in the Palace, it must cay. Sea serpents, albino whales, and krakens battle
be winter. If enough goblin merchants gather outside each other one moment, then barter with privateers
an established Market, it can shift the local Hedge into the next. Massive pelicans soar overhead, gulping
Faire Season, sending potential buyers toward their down submarines and their faerie crews like sardines.
stalls. The upside to all this is that canny changelings Changelings sail off the ocean’s edge, plunging into
can get a sense for a region’s unique quirk before they dark and shadowy Bastions or casting off into the
meet any hobgoblins by observing the environment starry night sky. Here, trods and the Dreaming Roads
and understanding the current season. Ambitious mot- aren’t literal paths to walk, but currents, straits, and
leys can even influence the seasons, convincing the passages through razor coral and treacherous living
Hedge through their actions — or Hedgespinning — sandbars.
that a new season has arrived.
14 Chapter One: Journey
Causing the Tilt: This tilt occurs naturally in hob-
BELLY OF THE BEAST goblin hives.
Ending the Tilt: Destroy the source of the scent.
Environmental
The Forest’s Heart
Description: The character has been swallowed
whole and is trapped in a monster’s gut. A clearing sits in the deepest woods, a space where
Effect: When the beast moves, the character’s Dex- a Huntsman’s heart swallowed a Bastion whole, spill-
terity-based dice pools suffer a −1 to −3 penalty. Stom- ing out beyond the Dreaming Roads and into the
ach acid or other dangerous substances inflict 1 point Hedge. As changelings cross the threshold, rhyth-
of bashing damage per turn. mic beats fill the air, tree trunks twist together into
fleshy walls, and blood sloshes at their feet. Within
Causing the Tilt: Getting swallowed by a creature in the forest’s heart, valves lead into fleshy trees with
the Hedge causes this Tilt. bloody sap. Goblin animals, always ready to feed or
Ending the Tilt: Finding a way to escape from with- fight, make their lairs within. Medical knowledge only
in the beast — whether carving a way out or convinc- helps changelings so much here — folklore and stories
ing it to spit the characters back out — ends the Tilt. govern these hearts, not biology. Still, a motley may
brave its passages to learn the secret ways in and out
Stranger Places of Arcadia where the Gentry are forbidden to tread.
Many places in the Hedge bear only the most pass- The Fair Folk keep a close eye on the Forest’s Heart;
ing resemblance to those in the mortal world. In these changelings journeying here must be prepared to face
regions, common human concepts twist into fantastical both Huntsmen and privateers.
— and occasionally horrific — versions of their mun-
dane counterparts.
POUNDING HEART
Hobgoblin Hive
While bugfruits and other hobgoblins frequently
Environmental (sometimes Personal)
build structures in the Hedge, sometimes the Hedge is Description: The Huntsman’s desires spill out into
a massive hive. Some house hobgoblin ants, who farm the land overtaken by its heart. These alien impulses
brilliant psychedelic mushrooms. Other goblins are liv- unbalance changelings, both physically and mentally.
ing dandelion seeds, who weave a nest out of gossamer Effect: The character suffers a −1 penalty on Dexter-
threads cultivating saccharine pollen. Not every goblin ity-based dice pools when heart beats shake the ground.
— or changeling for that matter — fits the overall theme. Its sound triggers fight, flight, or freeze reactions, im-
Hives are more than willing to press gang unfortunate posing a −3 penalty on any actions that don’t fall within
fae into brewing mead, shuttling their grubs from cham- those categories.
ber to chamber, and waging vicious war on each other Causing the Tilt: This Tilt occurs in certain areas of
to control the region. Some changelings choose to work the Hedge as described above.
with the colony, carving their own niche within the gob-
Ending the Tilt: Find the original Bastion and destroy
lin’s power structure. Others must tread carefully in the
the heart within using the Huntsman’s own panoply.
hive’s territory, dodging pits of honey, slinking through
underground tunnels, and infiltrating fungal gardens
while they avoid conscription into the eusocial war.
Living Off the Land
Any mortal with a passing familiarity with fairy
tales can tell you the first rule when dealing with fae:
SOPORIFIC MIASMA Don’t eat the food. It’s sensible advice when engaging
with the Gentry and underhanded hobgoblins, but the
Environmental truth is less predictable. It isn’t the food itself that’s the
Description: Be they fragrant honeycombs, fruiting problem; a well-timed goblin fruit can be the difference
mushrooms, or a pollen caught in silken webs, some- between freedom and recapture. The issue is that the
thing in the hive’s chambers emits psychedelic scents Hedge’s inhabitants know how valuable these goods are,
that dull the mind. so they weave magic and fine print around them, binding
those who use them into indentured servitude, delaying
Effect: Characters suffer a –1 penalty to all Compo-
the passage of time for them until they depart, and other
sure, Resolve, and Wits-based dice pools. Characters at-
consequences that serve the goblins’ interests.
tempting to influence the emotions of others with mag-
ic achieve an exceptional success with three successes. The Hedge also provides mundane sustenance in a
variety of forms. Bartering with hobgoblins is a quick
Hedge Survival Guide 15
apples. Supernatural powers of observation or investi-
gation may trigger a Clash of Wills to determine that
Hedgenauts the body is a fake, but it will otherwise pass all mun-
Changelings specializing in Hedge travel dane methods of post-mortem identification.
refer to themselves as Hedgenauts, a neolo- Ghostly Garlic: These pungent and translucent bulbs
gism first coined after the words “cosmonaut” are found in Hedge graveyards and near trod crossroads.
and “astronaut” entered common parlance Hanging a bushel of ghostly garlic over a Hedge gate pre-
some seventy years ago. Some larger free- vents Hedge ghosts from reaching across it.
holds designate Hedgenauts as a position
within the freehold, and Lost compete for the Guara-ná: In Paraguay the guara-ná goblin fruits,
right to refer to themselves in this fashion; also known as “eyes of the gods,” are dangerously com-
some even craft entire courts or entitlements mon. They’ve spread like wildfire into Brazil and Bolivia
around traversing the Hedge with skill and as well. While the species is plentiful in the Hedge, it’s
alacrity. In freeholds where the seasonal proven dangerously invasive and often survives in the
courts hold sway, one tends to find slightly mortal world, where it’s easily mistaken for the mundane
more Autumn Hedgenauts simply due to the guarana fruit. The bright red fruit is delicious and use-
court’s emphasis on studying bargains and ful. Eating one provides a +3 dice bonus to all perception
magic: The give-and-take of Hedgespinning rolls as well as negating any hunger, fatigue, and injury
falls well within the purview of the Ashen penalties until the sun rises. However, when the fruit rip-
Court, but no court holds an absolute fiat on ens, the red flesh splits, and an eye blinks open. True Fae
studying or navigating the Hedge.
and their Huntsmen can see through these eyes, gaining
+3 dice to rolls related to tracking down any changelings
that have eaten the guara-ná in the past season. Mortals
and easy way to get a meal, but “quick and easy” is syn- that have inadvertently consumed them are at higher
onymous with “dangerous.” Unless a motley has some- risk of being taken by a Keeper.
thing the hobgoblin desires, they must trade favors or
Mandrake Tubers: Contrary to folktales, these
accept Goblin Debt for their meal.
leg-like goblin fruits can’t scream. When eaten, their
Foraging is an option. Changelings can Hedgespin starchy roots ensure everyone within the scene hears
an apple tree into existence, but its fruits are about as the changeling’s voice whenever she uses it; only magic
nutritious as sawdust, if more palatable. Nourishing can silence her. Changelings harvesting these fruits
food takes time to grow, but Hedgespinning can lead must take care, as they are difficult to distinguish from
the Lost to existing sources. Changelings employing mandragora hobgoblins, whose scream does injure.
this method are just as likely to wander into a vast or-
Silver Wolfsbane: This stunning monkshood has
chard as they are to stumble upon a pond filled with
the vibrant purple flowers of its mundane counterparts,
jasmine tea or cascading honey rapids. Predators and
but the rest of the plant is delicate silver filigree. When
guardians lurk around these larders, so changelings
added to poison or shaped into a weapon, this oddment
seeking them must keep their guards up.
causes damage as if it were a minor bane frailty to lu-
Systems: Foraging for generic nourishing food is a pine fae.
subtle Hedgespinning shift requiring four successes.
Finding high-quality food or a specific cuisine is a para-
digm shift requiring six successes.
Topiary
As mutable and responsive to travelers’ thoughts,
New Goblin Fruits desires, and nightmares as it is, the Hedge also possesses
and Oddments some underlying structures and motifs. Citadels grope
the heavens in the far distance, while caves lead into
Ghost Apple: On rare occasions when a blizzard yawning caverns filled with all manner of monstrous
rips through the hedge, ice encases a ripe goblin fruit. creatures. No matter where in the world a changeling
The fruit within dies and rots out of the ice, leaving a is, sooner or later she’ll run into a dashing highwayman
perfectly clear shell — a ghost apple. When the Lost or wandering fortune teller. These props and actors are
eats it, her flesh sloughs off, transforming the change- manifestations of common elements from humanity’s
ling into an ephemeral being. This form is mechanical- dreams and fantasies.
ly identical to the Dream form (Changeling: The Lost,
p. 216). The changeling can travel up to her Wyrd in Hedge props are grouped into three core features:
miles unobstructed by physical constraints or one hour Groves: Regions of the Hedge, which can contain
before she returns to her physical form. Meanwhile, a structures and residences ranging in size from a small
corpse is left in the place where they ate the ghost apple. clearing to almost a city block, are called Groves. Groves
It decays slightly faster than usual and smells faintly of contain all manner of buildings, crops, and resources.
16 Chapter One: Journey
As a more permanent part of the Hedge, many fae crea- help Storytellers generate story hooks. What might it
tures call a Grove home. Groves vary wildly. One can mean if a Grove has high Éclat, but its inhabitants clam
be a small clearing containing a mirror-like pool of wa- up whenever an outsider’s near?
ter providing visions of faraway places, while another’s
an orchard of brilliant cerulean pears that remove the Use Physical Mental Social
ability to lie when eaten. Either of these might exist in
Interactive Passage Tidings Ebullience
a remote area of the Hedge, or smack in the middle of a
bustling Hedge city, itself consisting of a dozen Groves. Reactive Sanctuary Penetralia Éclat
Curios: Groves, and the Hedge itself, have many
goods to harvest. Not all are goblin fruits, and some Physical
aren’t even physical in nature. No matter the item’s Passage: This trait measures how easy it is to travel
form, a changeling can gather these resources and put to, from, or through the Grove. Passage can represent
their glamour-infused bounty to good use. Collectively the influence of the physical environment and the
these resources are named Curios. weather, local creatures, and other less tangible forces.
Denizens: Hobgoblins and other Hedge denizens Passage could mean well-placed signposts pointing trav-
populate the Groves. They’re shopkeepers and cooks, elers towards their intended destination or the Hedge
favor-traders and spies, humble storytellers and cur- growing wild and unruly. Carts and hobgoblins plow
mudgeonly neighbors. Some are ferocious chimerical well-traveled trade routes to a fortress town with ruby
beasts, born of the stuff of childhood nightmares. Oth- palisade walls. Treacherous ravines and fragile ice-
ers are welcoming and wise, only seeking to trade a mu- capped rivers impede passage to the gaping maw of the
sical box in exchange for a seventh son of a seventh Pit of Forgotten Riddles.
son’s fingernail. Sanctuary: Some Groves are more defensible than
Each example in this chapter provides a basis for others. They might have grand towers, palaces, and
constructing Groves, Curios, and Hedge denizens. To castles. Some are rickety Edwardian townhouses with
create a Grove on the fly, take an existing location and smoking chimneys, but the most vicious briarwolves
customize it to best fit your game. Treat the elements of lurk just beyond the front door. A Grove may even be a
this section like a chef’s spice cupboard, flavoring your typical suburban home, but with secure windows, stur-
chronicle in whichever way suits your needs. dy doors, and blinding security lights. Even the ephem-
eral may help a changeling defend themselves, as trees
Groves sing enchanting songs of slumber or horrific visions as-
Groves have traits that are either Interactive or Re- sault intruders’ minds. A Grove with a negative Sanc-
active. Interactive traits represent ways a character can tuary rating is no haven. Walls collapse, or the Grove
actively discover, manipulate, interrogate, or influence is home to hungry hobgoblins. It may simply be that
a place. Reactive traits measure how a Grove responds leaked passwords enable ingress to this part of the Digi-
to or resists a character’s activities. Each trait’s associ- tal Hedge — which means anything might get inside.
ated score adds a −3 to +3 modifier to relevant dice rolls.
For example, the Aurora Lighthouse is a beacon for
Mental
Hedge Ghosts, drawn by the icy light that spills from Tidings: Tidings, if a bonus, can represent how
the radiant tower’s apex. Travel to this location is easy, freely information is divulged or the quality and reli-
as its light pierces through the Hedge, giving a +3 bonus ability of rumors. Penalties in this trait reflect how dif-
to all rolls when traveling to and from the lighthouse. ficult it is to get locals to reveal secrets or measure how
These traits make places in the Hedge feel distinct books, statues, or paintings changelings might study
from one another and create areas and conflicts for the have eroded with time.The locals who reside in one
characters to interact with. When creating a Grove, as- Grove may quietly keep to themselves, jealously guard-
sign the traits that best reflect what you want the area ing what little they know. At another, the hobgoblins
to feel like: A place that’s blatantly sinister and unwel- proudly sell gossip rocks — fist-sized stones that can’t
coming to changelings may have mostly negative traits. help but be tattle-tales. There may even be a town crier
A Grove that lures in travelers with no intention of let- or a sentient printing press spitting out pamphlets with
ting them leave may have a positive Passage trait, but a all the latest news.
negative Sanctuary trait. Penetralia: While Sanctuary represents how secure a
Storytellers aren’t required to balance the traits’ Grove is, Penetralia concerns how one can hide within
values. Fairytales are often comfortable with extremes a Grove. Winding mirror mazes or a middle American
— sometimes a place simply is very, very good; other town blanketed in fog are just a couple of examples of
times it’s just plain horrid. A trait that’s an outlier can how Groves can confound and confuse interlopers in
Topiary 17
pursuit of quarry. Conversely, a network of train tun- who has ever passed through. Adding in a few notes
nels lit by giant fireflies, or a meadow with trees that sing about the nature of the last individual to pass through
about anyone passing by, is hard to hide within quickly. this Grove adds a soupçon of continuity and flavor and
may allow you to spin an entire storyline out of a single
Social location if your players grab on to it.
Ebullience: Ebullience measures how receptive the Next, consider the relative location of the Grove
locals are to the Grove’s visitors. A positive rating means to Arcadia, and any other unusual features which will
the locals are friendly or helpful, while a negative rating affect how the players and their characters interact with
means they’re more willing to sell people out, steal from it. Does time run more slowly? What sort of seasons af-
them, or even murder them. The pirate goblins may all fect this area, and how does this alter passage through,
be backstabbers and conspiring against each other, but or time spent in, this Grove? See “Over the Hills and
a threat against one of their number is a threat against Under the Mountains” on p. 14 and, if necessary, select
them all. No matter the effort a changeling puts in to or create Environmental Tilts for the Grove.
learn their customs and laws, the aloof courtiers of the For example, a Grove may sport a distinctive quality
Amber Skyscraper still treat everyone else as plebs. which inflicts the Blindness Tilt (or Condition, outside of
Éclat: This trait represents the Grove’s renown an action sequence), but is keyed to Clarity damage rather
— good and bad — among the Hedge denizens. This than physical damage.
impacts how well-known the Grove is and how likely
characters are to want to travel there or aid its residents. Culture Shock
The circus known for capturing goblins and change- Just like the mundane world, different areas of the
lings for the amusement of others has a very negative Hedge contain distinct cultures. Creating a culture with
modifier. In contrast, a welcoming seaside market host which the players must interact to further their goals
to vendors selling the fruits de mare has a very positive not only reinforces the idea that the Hedge is a living
modifier. The opera house is renowned far and wide place with whole groups of sentient and sapient individ-
for performances of half-remembered dreams, while the uals who live out their entire lives within its confines,
café is a den of rabble-rousers and anarchists who plot but also provides excellent opportunities for socially-
the fall of the next Freehold. oriented characters or those skilled in investigation to
flex their metaphorical muscles.
Planning Groves In a place where gravity reverses irregularly, what
When constructing a Grove, begin with the immu- do the location’s residents do when it happens, and why?
table core concepts of that location. While much of the Do they pray and set offerings on a large flat stone with
Hedge caters to the whims of the wills which shape it, ghostly and indistinct carvings mostly worn away by
the psychoactive flora and structures of the locations time? Perhaps they throw a fantastic party or undertake
you plan for your players always retain their anchoring a ritual call-and-response with anyone within earshot.
concepts. First, write down two or three qualities which If characters have no clue how to react, how does that
the location holds regardless of the amount of Hedg- change the way the residents respond to them? Does it
espinning done upon it. Perhaps the light in Research change the way the flora reacts, too?
Hospital #5 always takes a metallic, clinical tone and Perhaps the trod which the characters stumble
the floors and walls feel like cool ceramic, no matter upon after escaping an encounter with Hedge Ghosts
what they look like. runs along the edge of the ocean. Maybe the hobgob-
From this core concept, consider the Grove’s cen- lins traveling this trod, moving on their monthly mi-
tral theme or mood and how those relate to its underly- gration from Market to Market, have exceptionally
ing concept. Perhaps the Drinking Stones have a key specific ceremonial activities associated with spotting
mood of Sanctity, while the Necklace Islands drift aquatic fauna. How do they react differently when they
along in the theme of Dangerous Complacency. From spot mermaids versus a dolphin? Perhaps they regard
these two things — its immutable features and central turning your back on the ocean as extremely unlucky,
theme — the Storyteller can spin out its remaining and within that superstition hides a story hook.
qualities, both narrative and mechanical. During this Remember when creating cultures for specific ar-
process, consider how they relate to the underlying con- eas within the Hedge that while the Hedge may seem
cept. This way, when your players act upon the various nonsensical at times, it follows logical paths, even if
characteristics of your Grove, you may easily react to those paths are obscured by time and the Wyrd. The
their choices, focusing on how these responses relate to ludicrous and whimsical frightens and unsettles when
its central premise. taken to extremes — so many people harbor a deep ter-
Groves, like all other Hedge locations, don’t just ror of clowns for a reason — but the Hedge doesn’t func-
react to the characters, but have reacted to everyone else
18 Chapter One: Journey
tion via random absurdity. It runs instead on a ratio- • A motley of Bridge-Burners has come to uproot
nality which only seems strange to the characters (and the birches as part of their plan to destroy the
perhaps the players) due to the multitudinous factors at local Freehold and set the local Hedge ablaze,
play, including visitors shaping and reshaping its many purging it of the fantastical and sterilizing it so
Groves, trods, and Markets; an endless number of deals no True Fae would venture here.
crafted along trods and in the Thorns; and the Wyrd’s
adherence to reciprocity over time immemorial and in- The Drinking Stones
comprehensible. The defining characteristics from the
Ancient menhirs and obelisks line a crystal-clear
Grove’s initial creation form the center of the wheel
stream that babbles lullabies and rhymes. These ancient,
which drives everything within that Grove; traits and
towering rocks move and drink, lapping up the chill wa-
Hedgespinning attach to it like spokes.
ter. The stream is made from the tears of lost dreams, for-
Example Groves gotten futures, and broken memories. The rocks provide
shelter and sanctuary to those who’ve lost their way. Trav-
The following are some examples of Groves. elers collect egg-like pebbles from the stream bed and boil
them in a pot of water gathered from it. The resulting thin
The Burning Birches gray broth provides brief sustenance and acts as an offer-
Description: This forest of blackened birches reach- ing of goodwill to those whose domains they enter.
es high into the sky, raining down ash like snow from
their ever-burning foliage. From afar, it appears to be an Physical Mental Social
autumnal copse, but up close, flames crackle from the
Passage +2 Tidings +1 Éclat +1
charred trunks in place of leaves. Spending any time
within the birches exerts its toll, as heat and soot weigh Sanctuary −1 Penetralia +1 Ebullience −2
upon travelers. The thick air and ash rain obscures vi-
sion and covers tracks, making it the ideal place for fu- Stone Soup: Brewing a soup from the pebbles taken
gitives to escape their pursuers. Beneath the ash drifts from the stream and offering it to another provides a +2
lie the desiccated remains of unlucky individuals who bonus on all Presence-based dice rolls when interacting
succumbed to the choking air. The birch tree vines with the recipient.
form a knotted mess about the bodies, feeding upon Story Hooks
the dead’s memories of their rage. Those who are brave
enough to climb the trees and suffer the singeing heat • The Honeysuckle Duchess has learned of these
can harvest this forest’s Curios — called the Ever-Fire stones and seeks their location, which has
Leaves — which provide warmth and light. the Grove’s citizens worried; last time one of
the Good Cousins came here, the stones they
touched crumbled, leaving nothing but mun-
Physical Mental Social
dane rubble.
Passage +1 Tidings −3 Éclat −1
• It is said if you find the right sort of pebble in the
Sanctuary −2 Penetralia +2 Ebullience −2
stream, and sleep with it for a month and a day, it
Choking Ash: For every scene the character spends will hatch into a giant blue speckled cockerel.
in the Grove, make a Stamina + Survival roll. Failure
• Writing the name of a missing person on a paper
causes one point of bashing damage and inflicts the Fa-
boat and releasing it into the stream bestows vi-
tigued Condition.
sions of their location, but the seeker risks losing
Rain of Soot: Those within the Grove suffer the ef- a childhood memory.
fects of the Blizzard Tilt.
Story Hooks Ferrous Hills
• A goblin lies dead in the ash, their hand reaching Description: The dank, smelly piles of rubbish that
upwards like a miniature tree. Its fingers clasp a gather in the Hedge become places where fae creatures
large, auburn seed, perhaps a nut from which a mine for new riches. Stinking waste festers and con-
Burning Birch can be grown. geals, forming seams rich in iron. Discarded dreams and
aspirations calcify and condense under their combined
• The weight of ash and the relentless heat turn the weight. Mining the ore is backbreaking labor. Goblins
bones of the dead into Hedge Glass, which, when hack their way through mounds of rotting flesh and
fashioned into blades, can sever the strongest of plumes of vibrant mushrooms, carving out the Curios
pledges. named Fuliginous Ferrite from the dense mass. Used
to oil weapons, this mineral turns blades black as coal
Topiary 19
and muffles their sounds. However, when such a treated • A Hedge merchant sells the motley an item one
weapon takes a life, it screams in delight. or more of the members recognize as objects from
their own childhood homes. She says there’s more
Physical Mental Social where that came from, pointing them toward the
Passage −2 Tidings +1 Éclat +1 Ferrous Hills. Perhaps within the rotting mounds
of rubbish, they might discover lost Icons.
Sanctuary +1 Penetralia +3 Ebullience +1
Fuliginous Ferrite: A fist-sized piece of this sub-
Kelly’s Diner
stance can cover up to three weapons. Weapons coated Description: Slowly moldering away along one of the
in the substance emit no sound until the next sunrise. main trods leading north from the freehold, Kelly’s Diner
If the weapon deals a killing blow, the weapon screams, used to exist as a beacon of safety for weary travelers: food
and the effect ends immediately. for the hungry, rest for the tired, sanctuary for the fright-
ened. Then something killed Kelly, and everything changed.
Story Hooks
Ask any of the hobgoblins currently squatting in
• The weight of broken dreams and broken promises the diner’s kitchen: They’ll tell you Kelly’s soul radiated
widens the hole through which the trash falls from kindness. She ran the whole kitchen by herself, slinging
the mortal world into the Hedge. It threatens to pans nimbly between her six dexterous arms. No one
drag an entire part of the mundane realm in along went hungry. Then a group of Lost came searching for
with the unsuspecting mortal inhabitants, leaving spider legs to build a token with.
them as prey to the Huntsmen and True Fae.
Now the residents of this mossed-over, rotting din-
• Fashioning greatcoats from discarded rubber tires er do not much care for strangers.
and coating their skin in oily filth, the hobgob- The moss in Kelly’s Diner appears potentially sapi-
lins called the Mackintosh Manglers work the ent; it crawls over the hard plasticene seats and stran-
mounds, recovering anything of worth and selling gles the chrome fixtures. Distant but unidentifiable mid-
it for a price. 20th-century pop plays constantly.
20 Chapter One: Journey
Kelly’s Diner is an openly hostile environment. how far the characters are traveling or their familiarity
While changelings can probably convince the resident with the route.
hobgoblins to let them back slowly out of the diner with Story Hooks
their hands up, anything else requires a truly dazzling
diplomatic feat. • The mines are a dangerous place, filled with all
manner of monsters. They provide Curios (p. 22)
Physical Mental Social that can heat or illuminate Hedge abodes or fuel
the Clockwork Destriers (p. 23).
Passage +1 Tidings −3 Éclat −1
Sanctuary −2 Penetralia +2 Ebullience −3 • Navigating the mines and descending deeper
into the Hedge, a traveler can find gates to the
Story Hooks edge of the Underworld.
• A Goblin Market vendor has an item the motley • This particular mine is home to a Jabberwocky
desperately needs, and the price is one of Kelly’s that has been terrorizing the local Freehold and
famous blueberry pies. Sure, Kelly’s dead and Goblin Market. From the beast’s teeth, an artifi-
gone, but that’s not the vendor’s problem, now, is cer can fashion a fabled Snicker-Snack sword.
it? She must have left her recipe somewhere in the
diner’s kitchen. The Necklace Islands
• The Phantom Hitchhiker of the Trods (Change- Description: Members of the coastal freehold near-
ling, p. 251) travels along with the motley. She est to this Grove claim one of the Fae dropped her
tells a story about her last visit to Kelly’s Diner choker into the ocean as she died, creating the Neck-
and a group of changelings who came in looking lace Islands. Her body dissolved into the brine and
for trouble. She utters half a name before her eyes left only her jewelry behind. Regardless of the truth of
widen in fear and she disappears. their origin, the Necklace Islands sparkle in the Hedge
ocean, visible from multiple trods. Their glittering dia-
• A violent storm drives the desperate motley in- mond-sand shores tempt the unwary: many ambitious
side the diner. It’s raining forgetfulness outside, individuals disappear during vain attempts to reach
and while most of the hobgoblin patrons would those idyllic beaches.
be happy to send the changelings back out into it, Once one successfully navigates the riptides, reefs,
a bespectacled owl-faced customer suggests they and reaching arms of whatever lurks beneath the
can earn their shelter by telling stories or run- waves, leaving the Necklace Islands’ picturesque coast-
ning the grill — if the tales are good and the food lines seems less attractive. A small, thick swath of palm
is tasty, they can stay inside. trees and undergrowth on each isle provide easy hiding
places. Diviners hear important messages on the night
Moonscar Mines tide, revealing insights they’ve sought for years. Crys-
Description: Deep underground, luminous mush- tal-clear waters, butter-yellow sunshine, and a perfect
rooms create a false sky of constellations on cavern cerulean bowl of a sky overhead, the softly percussive
ceilings in the Moonscar Mines. Within these tunnels, lapping of waves against powder-soft sand: who could
ravenous nightmare creatures slumber. Some goblins ever want to leave? Best, perhaps, to simply lay down on
come on foolhardy quests to capture such beasts to the beach just a little while longer.
trade with the Gentry and Huntsmen. These passage-
ways cut into the Hedge, with some believing they lead Physical Mental Social
to places beyond, touching on a domain filled with liv- Passage −3 Tidings +1 Éclat –1
ing nightmares and dark monsters.
Sanctuary +2 Penetralia +2 Ebullience 0
Physical Mental Social
Story Hooks
Passage −2 Tidings −2 Éclat −3
• It’s Tournament Season, and the freehold’s Sum-
Sanctuary +1 Penetralia +3 Ebullience −3 mer King accepted a challenge from the hob-
goblin named The Referee. The Referee gets to
The Descent: Navigating the tunnels, either as a
choose the venue, and she’s picked the Necklace
shortcut through the Hedge or to other realms, requires
Islands’ beaches.
a Navigation roll, where the Hedge counts as having
the Edge. Players suffer a −2 modifier to their dice pool. • A privateer ship from the Doldrums (p. 45) chas-
The total number of successes required depends upon es the motley’s vessel. With the pirates blocking
Topiary 21
their escape route, the Necklace Islands are a Winged Waif tells the changelings she fears she’ll
risky haven where they might be able to lose their never see her subjects again — would they be
pursuers, if they can reach the sparkling shores. willing to go during visiting hours and make sure
all is well?
• The Oracle of Sorrows can divine the secret of
what befell one of the motley members’ loved • The motley finds a collection of tokens in the
ones while they were in Arcadia. A decade ago, Hedge not far from the hospital — they’re hospi-
she narrowly escaped the islands’ lure; rather tal bracelets, cut off from patients’ wrists after dis-
than return there, she asks the changelings to charge. The only problem is, the names printed on
bring the islands to her: perhaps a plateful of oys- them are those of the changelings in the motley.
ters grown on their briny reefs will be enough to
spark her visions. Spire of Endless Eyes
Description: Piercing high into the sky, a twisted
Research Hospital #5 spire like a narwhal horn erupts. Blinking eyes adorn the
Description: Located a stretch down the main trod spire, some as large as soccer balls, others smaller, or clus-
from the communal hollow of Underhill Park Free- tered spider-like. Each one looks to the Bastions along
hold’s largest motley, Research Hospital #5’s endless the Dreaming Roads, seeking to view mortals’ private
hallways create an interminable maze of interstitial dreams and nightmares. A spiral staircase within as-
spaces interrupted only by the strange lacunae of aban- cends to the summit, its walls and steps made of smooth
doned nurse’s stations. In silent moments, keen ears pearl. A chamber sits at the tower’s apex. A vine grows
hear something very distant and very large, breathing within, bursting with plump, crunchy grapes. Each bite
slowly. Metallic creaking from unseen sources echoes gives shocking visions of faraway dream domains before
down those empty spaces, and half-aware equipment the consumer finds eyes erupting all down their arm, leg,
drifts in and out of restless slumber. Underhill Park’s or torso.
changelings warn those attempting to investigate the
Research Hospital that if they hear more than two sets Physical Mental Social
of beeps? Run. The wail and shriek of quadrupedal EKG
Passage +2 Tidings +3 Éclat +1
machines and the skittering insectoid legs of IV stands
with their swollen plasticine heads herald a hunting Sanctuary +2 Penetralia +2 Ebullience +1
pack. Run.
Hidden deep within the bowels of the Research Hos-
Story Hooks
pital live the Nurses (p. 28); Lost may also seek after the • Hungry, color-shifting cephalopods hang from
tokens motleys who disappeared within the Research the ivory coral that grows around the tower.
Hospital left behind. Barricading themselves within a Clothing made from their flesh allows the wearer
patient room may provide solace for injured individuals. to appear as their target’s childhood sweetheart.
Who knows what else lives within the hospital’s walls, or
what they might convince to assist them? • The grapes, if pressed and fermented, make a
wine fed to a dreamer, allowing the oneiromanc-
Physical Mental Social er to more easily shape their Bastion and connect
it with others who have drunk wine from the
Passage −1 Tidings +1 Éclat −2 same batch.
Sanctuary −1 Penetralia +2 Ebullience −1
• Rumors say that the tip of the tower’s spire could
Story Hooks pin one of the Gentry in the mortal world.
• The hospital’s library contains tomes on how to
treat infected briarwolf bites, a bad coralscalp rash,
Curios
and several strains of hobgoblin flu. When a myste- Curios are the various resources that grow and can
rious ailment strikes the freehold, clues to the cure be collected within a Grove. Their ratings — ranging
lie somewhere amid the library’s dusty stacks. from +1 to +3 — provide bonus dice on rolls where the
Curios can be of benefit. These include goblin fruits
• Red flashing lights splash bloody color across the and other consumables; textiles derived from the
Information Superhighway (p. 51) after the Blue Grove’s plants and animals; and other items unique to
Boys challenged rivals to a disastrous road race. the Grove. For example, if Research Hospital #5 con-
Nurses (p. 28) load patients into the ambulance tains a medical library, its tomes provide information
and cart them back to the hospital, but the One- useful for Medicine and Science related rolls.
22 Chapter One: Journey
Some animals in the Grove might offer their aid in The BriarNet Cafés thus act as important hubs
some way instead — such as a Steadfast Ox pulling the for communication to the BriarNet, since computers
motley’s carriage from the mire, or the Hounds of the brought into the Hedge don’t always act as they should,
Farseers standing watch through the night. Additionally, while the computers in the cafés do. Not everyone is
if the creature could also be a mount, the Curio rating tech-savvy, especially in the Hedge. Still, help is on
doubles as the same number of dots in the Fae Mount hand at these cafés, as hobgoblins and changelings
Merit (Changeling, p. 113) while within the Grove. work to resolve connection problems or simply serve
piping hot Silicon Bean coffee.
Clockwork Destrier Cafés can appear in many forms — a collection of
Some changelings speak of the ominous ticking of yellowed Amiga 500s with green monochrome screens
a grandfather clock signaling a Huntsman’s approach, in a hollow of a large tree, a corporate café bar called
as if counting down to the prey’s inevitable capture and the Duplicitous Mermaid, a single tower PC hooked
return to Arcadia. Those Huntsmen ride the tireless up to a TV from the 70s in the back of a rusting VW
Clockwork Destriers. With eyes of fire and snorting camper van. They can be mobile or static. But so long
steam, these six-legged, mechanical horses never need as they have a stable connection to the BriarNet, they
to rest so long as they are fueled well by their masters. are a boon to Hedge travelers who need to check their
When someone dreams of falling, that feeling of waking mail and connect to the vast libraries on the other side
up with a start is induced by these mechanical steeds for information.
as they gallop down the Dreaming Roads, shaking the Systems: Within the Hedge, a user of a BriarNet
very walls of the Bastions and causing a Paradigm Shift Café gains a temporary bonus equal to the Curio rat-
within the dream that awakens the dreamer. ing, which diminishes by 1 each time the bonus is
Systems: Clockwork Destriers happily feed on any- used. This Curio manifests as a glittering, sugar-dusted
thing combustible found in the Hedge. However, they cookie and can be gifted to others. Each use requires
perform best when fueled with Curios that provide heat. the owner to take a bite. Some cookies can be tainted,
A Destrier confers a +3 bonus to all chase rolls when nav- providing a means to track the eaters of these delicacies
igating the Hedge and has a Speed of 18. A changeling — the cookie provides a +2 bonus to all Survival based
may only ride a tame Destrier. Taming the steed requires rolls to track the bearer in the Hedge.
an extended Animal Ken roll, needing six successes. Curio: 3
Curio: 2
Gelatinous Rushes
BriarNet Cafe Gelatinous rushes cluster along the many shore-
The Digital Hedge (see Oak, Ash and Thorn, p. 23, lines twisting their way through the Hedge. Growing in
and Kith and Kin, pp. 12-13) or BriarNet, is laced within all manner of liquids — saltwater or fresh; milk or hon-
the Hedge, hooking up to the massive trod called the ey; or perhaps even the aqueous humor spilled from a
Information Superhighway. But where the connections Huntsman’s eye — these rushes whisper to each other,
between information, data, and infrastructure are usu- brushing their slender stems or short thorns together.
ally conceptual — an abstraction from code and racks of Varying in appearance from short, briar-encrusted
computers — in the Hedge, the BriarNet is literal. Get- bushes to tall, graceful flora, many regional varieties
ting from the Hedge into the BriarNet is a process that exist. Whatever their source plant, however, the rushes
requires its own gates and keys. BriarNet Cafés offer a appear almost identical, save for their color. A bit like
place to step across or to pass messages to those change- cattails, these goblin fruits smear the gelatinous sub-
lings and hobgoblins operating in the Digital Hedge. stance which gives them their name over the hands of
Whether they are small taverns or parts of a franchise anyone who touches them without gloves.
chain set up by entrepreneurial hobgoblins, these cafés have Systems: The rushes spread a sticky, psychedelic
Glamour-infused computers allowing communication with composite on the skin of anyone gathering them. Re-
hobgoblins and changelings in the BriarNet. Email in the sisting this compound’s hallucinogenic nature requires
mundane world may just be a series of characters turned a Stamina + Resolve roll. Failure inflicts the effects of
into a signal and instantly sent to the intended address, but a mind-altering Drug as per Changeling, p. 189; for
in the Hedge, a user types their message into a computer changelings, this constitutes a 2-die Breaking Point
and, on the BriarNet side, a courier takes the printed mes- (Changeling, p. 106).
sage and sets off with it down the trods that crisscross the When dried and ground, users consume milled
Digital Hedge. Programs written Hedge-side become com- rushes as powder, brewed into tea, or added to other
mands for an army of hobgoblins to perform. They literally hot liquids such as soup or coffee. The effects vary: the
build structures in the BriarNet to mine data and pipelines cattail-like variant grants the ability to breathe water for
to move information from one program to another.
Topiary 23
a scene, albeit via a distinctly uncomfortable process. consume them. The fruit’s candy-sweet taste can be ad-
The character has two turns to submerge herself before a dictive, especially to those who practice divination and
thick jelly fills her lungs. This permits aquatic breathing oneiromancy. One bite never suffices.
for those unable to grow gills and precludes the breath- Systems: Consumption of a passionfruit permits
ing of air. If she can’t get underwater, she’ll drown. the use of visionary powers (such as Portents and Vi-
At the end of the scene, she must make it back to sions, Changeling, p. 137 or Goblin Eye, Changeling, p.
the surface or suffer one point of bashing damage each 163) on locations rather than people and adds a +2 bo-
turn until she reaches the air. Once the rushes lose their nus to rolls for all visionary powers and interpretation
potency, she must clear her lungs of the goo, suffering of omens and signs. After consuming a passionfruit
one point of bashing damage as she coughs violently to and before taking any other actions, the player rolls Re-
bring up the gel. solve + Composure. Failure inflicts the Shaken Condi-
Curio: 3 tion (Changeling, p. 344) as someone else’s experiences
and emotions overwhelm the character; she also suffers
Menders a 3-die Clarity attack (Changeling, p. 106).
Menders group together in arboreal Hedge envi- Curio: 2
ronments, often flocking to the edges of Groves. These
nocturnal, insectile mechanoids never grow larger than Phobetor Corn
a penny; when they come out at night, their multi-col- In parts of the Hedge, where golden beams of light
ored LED bellies flash through strange color sequences. dapple through the groaning train archways, stalks
The diviners and oneiromancers of the Sisterhood of topped with glittering cobs of corn spring up. The air
the Left Eye swear these patterns communicate news above is visibly dense, filled with soporific spores that
regarding the health of the area or recent events, and send any who walk into the field into a deep sleep. A
work hard to decipher them. dream-inducing fungus grows on the cobs and sheds
The Menders’ tiny size and bug-like status should the spores, making harvesting and eating this crop dan-
not deceive: When they choose to communicate, the gerous. That’s a risk many are willing to take: the spores
complex nature of their society slowly unfolds. Menders induce prophecy-laden dreams.
— a name changelings gave them, since their endonym Curio: 3
remains a secret — engage in intricate flight-related ritu- Systems: Eating a roasted cob sends the changeling
als and precisely prune the Groves they call home. into a dream state. The player may ask the Storyteller a
After convincing a Mender to work on them via yes or no question about something the character wish-
trade or negotiation — they respond poorly to threats es to divine from her dreams.
and tend to swarm — one might consent to land upon Slogutis Tonic: It takes six cobs to distill a single
an individual’s outstretched hand. The Mender dis- vial of Slogutis Tonic. When sprinkled on the dream-
solves briefly into a glittering gel and absorbs into the er’s bedding, the tonic influences his dreams the next
skin, wiping away birthmarks, old tattoos, scars, freck- time he sleeps. The player rolls the character’s Wyrd.
les, and other similar markings of which she wishes to Each success lowers the sleeper’s Bastion Fortification
rid herself. rating by one. This rating remains at this level until the
The Menders negotiate much more fiercely over poison has run its course.
the bodies of their dead. The Shackamaxon freehold Slogutis Venom: Phobeter Corn is the critical ingre-
convinced a group of Menders to part with one of the dient for the production of Slogutis Venom. Like the
viciously sharp wings of a Mender who died naturally. tonic, the venom erodes a Bastion’s walls. However, the
The Onyx Sage swears she saw the wing cut through a venom prepares a mortal’s Bastion so that the Gentry
silver thread and free a Helldiver from imprisonment, may place the heart of a newly created Huntsman with-
though this remains an unsubstantiated rumor. in it. If a changeling uses the tonic on a Huntsman’s
Curio: 2 heart, the Huntsman cannot track them for the remain-
der of the chapter.
Passionfruits
Unlike the mundane fruit of the same name, pas- Denizens
sionfruits encase their tangy, pulpy fruit within a spiny, Hedge denizens can be friend or foe. They may be
echidna-like rind. The fruit itself absorbs current and changelings, hobgoblins, Hedge ghosts, or other crea-
past emotions and events that have occurred where tures who live in the Hedge. When creating full char-
they’re planted. While this quality makes them su- acters, use the rules for creating Hedge ghosts (Change-
premely useful for investigating foul deeds like murder ling, p. 245) and hobgoblins (Changeling, p. 252). To
or kidnapping, passionfruits can overwhelm those who create characters quickly, choose a few abilities that
24 Chapter One: Journey
best fit the roles they fill and note any Dread Powers • A number of gameskeepers are servants to one
or Numina they use. Note that denizens have Virtue of the Gentry they refer to as the Gamesmaster.
and Vice traits, as defined in the Chronicles of Dark- From each gameskeeper, a clue or unknown rule
ness rulebook, p. 27 (or Needle and Thread, if they’re can be obtained, which would allow changelings
changelings.) to face the Gamesmaster and quite literally beat
Following are some denizens to use while populat- them at their own game.
ing your Groves. For additional characters, see Chapter
Six: Faces. Gatto Burattino
Quote: “Meow, come closer, little mouse.”
Gameskeeper
Description: Dressed in courtly garb, with wide-
Quote: “Nets are better than ladders. Don’t go fish- brimmed hats and tall leather boots, these cats are a far
ing while your house is on fire.” cry from their fairy tale counterparts. With painted-on
Description: Those hobgoblins and changelings fur and glossy lacquered orbs for eyes, these preening
who have explored the Hedge know where to find the animate dolls waltz about the Hedge, making sport of
best Curios and where to find all the best Hollows. others, and challenging just about anyone to a duel.
They tend to the local flora and fauna, either for their Storytelling Hints: Even other hobgoblins think
benefit or that of some other master’s. These guides, the Gatto are trouble. They’re at their worst when four
however, are not entirely trustworthy. In exchange for or more of them gather. They saunter around the mar-
the Hedge’s bounty, they must provide prey and suste- kets, expecting only the finest of food and the creamiest
nance to the hungry landscape. of milk.
Adorned with trinkets and items befitting their Virtue and Vice: Lazy, Preening
role, gameskeepers lead travelers almost into the
Thorns, and to uncharted trods. Some carry compasses Specialties: Expression (Fashion), Intimidation
that point to Icons rather than north. Others, decked (Taunts), Weaponry (Duelling)
in the skins and feathers of the beasts they’ve trapped, Contracts/Dread Powers/Tokens: Home Ground,
sit for days waiting for their quarry while sharpening Hypnotic Gaze, Regenerate ••
their blades. Hunting to gameskeepers is all a game of Story Hooks
cat and mouse, and they can’t pass up other tests of skill
and patience. Each gameskeeper is bound to a particu- • The Fae Lord, The Marquis de Carabas, main-
lar game and can’t ignore chess, cards, or other games tains a clowder of Gatto Burattino. This band of
of skill and chance challenges. courtiers act as envoys and spies who travel far
and wide sniffing out the mice — all the change-
Storytelling Hints: The gameskeeper enjoys point-
lings who escaped the Marquis’ domain.
ing out the sights and sounds of the Hedge and takes
pride in their work to foster diversity in their patch. • A single Gatto Burattino travels the Hedge, mak-
Virtue and Vice: Adventurous, Turn-coat ing a name for itself as the greatest swordsman.
Specialties: Crafts (Horticulture), Survival (Track- Either by mistake, a challenge of honor, or a mot-
ing), Weaponry (Traps) ley member’s own bravado, this sword for hire
has issued a challenge.
Contracts/Dread Powers/Tokens: Apex Predator,
Know the Competition, Snare • A Gatto rushes up to the changeling, seeking
Story Hooks their aid. Under the guise of a Gatto Burattino,
a Fae lady — a princess — seeks allies to protect
• A hobgoblin beast with radiant feathers flees
her from those Gentry plotting to strip all her
into a region of the Hedge that is a patchwork of
powers and Titles from her.
light and dark. Entry, however, requires placating
the local gameskeeper through a game of check-
Highwayman
ers.
Quote: “Your purse or a curse? Give me gold, or I’ll
• Changelings and hobgoblins have been going leave you cold!”
missing, taken by a local gameskeeper to feed the Description: Roaming the Trods, certain hobgob-
flora and fauna of the Hedge. The only clues left lins seek only to steal and pillage, mugging lone wan-
at the site of each disappearance is a playing piece derers or holding up carriages. Some changelings are
from a board game — a die, a pewter top hat, a so desperate they prey upon those who come and go
thorny meeple. from a freehold. These villains come to personify the
role, appearing more like a highwayman of ages past.
Topiary 25
They hold up coaches and travelers, dressed in a mask Contracts/Dread Powers/Tokens: Gift of Warm
and tricorn hat, brandishing pistols and barely control- Breath, Paralyzing Presence, Skinmask
ling their whinnying steed. Over time, those who sur- Story Hooks
vive and gain notoriety earn titles and nicknames that
shape their guise and Mantle. • Horrifically maimed by an encounter with a
Storytelling Hints: The highwayman is out to make Huntsman, the motley escapes but must tend to a
a name and reputation, stealing loot while being a compatriot’s injuries. But who will pay the price
charming rogue. and give up one of their own fingers?
Virtue and Vice: Thief, Vainglory • Gruesome beasts stalk the Freehold and local
Specialties: Animal Ken (Steeds), Firearms (Dead Goblin Market. These Stitch-Thralls shamble
shot), Persuasion (Dashing Smile) about and carry away unsuspecting victims, add-
Contracts/Dread Powers/Tokens: Elemental Weap- ing more to their number. However, their master
on, Glib Tongue, Seven-League Leap, is a Sawbones, driven by blood-thirsty revenge,
who crafts their thralls using the flesh and bone
Story Hooks they have cut away from their latest victims.
• One such debonair rogue has been spotted bear-
• Sawbones are not just surgeons, but barbers, who
ing an Icon, taking the form of the wedding ring
with a snip and slice can restyle a person’s hair,
given to the changeling by her lost love.
and even their face. With the price of losing a fin-
• Spotting the Dullahan — a particularly grim ger, a toe, or part of their memories, this denizen
headless horseman — is an omen of death. Ru- can give a changeling just the makeover required
mor has it that any who do sight such a deadly to sneak into a party held by one of the Fae and
horseman are immediately bound by a pledge to recover a loved one.
the principle of death and must either take a life
or lose their own. Their Viscosity
Quote: “I can take that from you.”
• Highwaymen of the modern age, BriarNet Ban-
dits hold up their targets, and in exchange for Description: Writing out Their Viscosity’s full name
a portion of a memory or part of their identity, would take up half a page, so most of the changelings
force worthless gleaming coins into the person’s who deal with them just call them one of any number
hands. The bandit insists on giving them as of nicknames. Their preferred short form of address,
much as possible. however, is Their Viscosity. They travel from Goblin
Market to Goblin Market in their elaborate palanquin,
Sawbones pulled by a team of highly trained, tiny, sapient rain-
storms. Their Viscosity deals in memories and prefers
Quote: “The first rule — do no harm. Well, I’m not to bargain outside of Market settings. For those Lost
one for rules.” who prefer not to travel to distant Markets or have run
Description: Huntsmen’s blades drip with searing into a little trouble at their local Market, Their Viscos-
poisons that corrupt the flesh. Horrors lurking deep in ity represents a potential method for dealing with trou-
the Thorns break bodies and crush bones so that they blesome memory issues.
can gnaw on the marrow within. Thus, it is an asset A glass column approximately five feet tall (and just
to know a chirurgeon who can stitch you up and set as big around) houses Their Viscosity. Vibrantly col-
bones. Meticulous doctors or gore-soaked barber sur- ored and shifting gelatinous material fills the column;
geons, these medics and butchers lance their clients’ two green eyes float in the glutinous liquid, tumbling
sores as easily as they give them a haircut. In exchange gently over and over. When Their Viscosity wishes to
for their healing expertise, they take a toe or finger. communicate, their slender stoat attendant removes
Storytelling Hints: They take delight in operating the elaborate silver cap from the glass column. Roiling
with either scalpel or hacksaw. Leeches? They have a between colors, bubbles of gas rise through the trea-
pot of them ready to draw blood. And that limb or giz- cly mass and puff upwards, releasing words and short
zard someone lost? Likely it will be sold at the Goblin phrases with each eructation. This makes bargaining
Market or end up in a stew. with them time-consuming and tedious. This is inten-
Virtue and Vice: Cruel, Humane tional: Someone bargaining while annoyed or in a rush
likely bargains more poorly, after all.
Specialties: Empathy (Bedside Manner), Intimida-
tion (Master of Pain), Medicine (Surgery) Storytelling Hints: Their Viscosity can remove
memories as neatly as a surgeon excising a well-con-
26 Chapter One: Journey
tained tumor, but the method and the consequences Tommyknockers
disquiet their customers. They normally only require Quote: “Nowt I can do about it. If ya ain’t on the
the memories themselves as payment but always asks list, ya ain’t coming in!”
for more if customers grow impatient or rude while
waiting for them to gurgle out their words. Description: Piercing light sways as it shines from
these hulks’ headlamps. Creaking joints accompany
Upon completion of negotiations, Their Viscosity each step, along with the sound of a pickaxe’s tip drag-
asks their customer to stand on their palanquin’s top ging on stone. Knockers are hardy folk, ranging in
stair. They lunge and slop out of their glass column: size and shape. But all are brutes, having spent years
the gelatinous substance of their body encases their hewing stone and ore from the rock face of glittering
subject’s head entirely. The viscid fluid slithers up the mines. These long-armed grunts often work as steve-
individual’s nose, into her mouth, along her tear ducts, dores, guards, and doorkeepers. However, their employ-
and even osmoses its way through her ear drums. A ers rarely trust them around equipment and food, as
solid 30 seconds of insinuating itself through her brain they’re prone to pilfering things that catch their fancy.
allows Their Viscosity to elegantly erase those undesir- But given a hearty pasty to fill their belly, a knocker
able memories and slide back into their column, leaving always puts in a good day’s work.
their quarry clean and dry.
Storytelling Hints: Capable laborers, tommyk-
Clients inevitably realize to their horror — often nockers toil away in workshops, but rarely complain.
only afterwards — they have no way of knowing what If they’re not fairly compensated, or fellow workers or
Their Viscosity saw during the process, or whether they a paymaster abuses them, they play tricks upon those
only took what they said they would. You can’t remem- who slight them.
ber what you can’t remember, and try as they might,
the subject — or victim, as the Bloody-Footed Sages of Virtue and Vice: Indefatigable, Devious
Mount Hood maintain — can only ever feel the absence Specialties: Athletics (Backbreaking Labor), Brawl
of memory, like prodding her tongue into the hole a (Pugilist), Larceny (Practical Jokes)
pulled tooth leaves behind. Contracts/Dread Powers/Tokens: Chameleon Hor-
System: Employing Their Viscosity to remove mem- ror, Jump Scare, Snare
ories always constitutes a 4-die breaking point. Story Hooks
Virtue and Vice: Hungry, Patient
• A quest into the Fool’s Gold mines to recover
Specialties: Empathy (Emotion), Medicine (Remov- a piece of Sunstone requires a guide. However,
ing Memories), Socialize (Negotiation) convincing a Tommyknocker to lead the motley
Contracts/Dread Powers/Tokens: Hypnotic Gaze, in the dark depths requires bargaining and ap-
Know Soul, Lethe’s Embrace propriate compensation.
Story Hooks • The local Goblin Queen’s coffers, either willfully
• A friend of the motley finds herself suffering from or by theft, lie bare. As her debt soars, so do the
two sets of memories. She wants to get rid of one, tensions with her workers, a mob of unruly Tom-
but she’s not sure which are her own, and which myknockers who are beginning to speak of revo-
belong to someone else — or who that might be. lution and sabotage.
She’s seeking Their Viscosity, but is afraid of los-
ing the wrong memories. • The motley’s Hollow has just been marked for a
new mining operation by a member of the free-
• The freehold’s changelings remember crowning hold and their employees — the Tommy,nockers.
their new Winter Queen, but that was two days What can they do to stop their sanctuary from
ago. No one remembers what happened in be- being despoiled?
tween, though the ground is soaked from a recent
rainstorm, and word has it that Their Viscosity Other Denizens
was passing through. These are some additional denizens to add to your
chronicle.
• Their Viscosity’s traveling through a particularly
dangerous region of the Hedge, and asks the mot- The Gentle Void
ley to protect them. Some of the hobgoblins pa- The Gentle Void’s quadrupedal body vaguely re-
trolling the roads are still upset about something sembles a maned wolf. Meaningful comparison ends
they can’t quite remember, and they’ve sworn to there. A sometimes-resident of the Moonscar Mines (p.
shatter the column holding Their Viscosity. 21), the tall, rangy creature climbs the mine’s walls to
Topiary 27
roost among the mushrooms growing from the cave’s The Moth-Wife watches the trods outside her cho-
roof. It moves on vertical surfaces sure as a spider. Its sen city, a fantastic source of gossip for anyone able to
iridescent fur sweeps down its back, cobalt blue high- convince her to part with it. Alfons Leismulle, Hed-
lighted with sparkling silver stars. Neon teals and soft genaut of Winter from Underhill Park, posits that she
greens edge its ears and the toes on its four paws; its either loves to observe the world or simply cannot help
vulpine tail’s fringe sweeps phosphorescent lilac trails herself, drawn to the Hedge’s tragedies great and small
through the air. like a nocturnal insect to a light source. The Moth-Wife
Where one would expect a skull instead sits a con- lurks in high trees and on the tops of buildings, forever
cave surface, whose velvet blackness baffles and hurts watching; gifts of fruits and flowers may win her favor.
human vision: The eye simply cannot cope with some- The Nurses
thing that dark. The most starless night, the darkest iso- Small and gentle, the Nurses have lived deep in the
lation tank: None of them have anything on the Gentle bowels of Research Hospital #5 (p. 22) longer than their
Void’s nothingness. living memory. They resemble oversized squirrels and
The Gentle Void exhibits a great deal of shyness other urban wildlife; their society thrives within the
when strange creatures enter the mines; it flees rather hospital. Geraldine leads the Nurses: She bears the ex-
than engages. The Charm City Freehold of Baltimore alted rank of Shift Manager and carries the only work-
claims to have lost an entire motley in the Moonscar ing key card among them, tucked into the pocket on
Mines and some blame the Gentle Void. No one alive the back of her floral-patterned shift. They have spent
has ever fought the Void or seen it attack. generations tending to changelings who they find lost
The Monolith within the hospital’s halls and find purpose in this.
All sleek, wet, black stone and dripping, oily rust, The Battle Nurse contingent, with weaponry and
the Monolith manifests in different locations. The liv- armor crafted out of the leavings of whatever built the
ing never see it move, though reports have placed the hospital, protect the other divisions within the Nurses:
Monolith near Hedge gates leading in from six conti- Intensive Care, Palliative Care, and Assistants, to name a
nents. Eema Liane, Melbourne’s Autumn Warden of few. Scalpels honed and re-set into spears pass from gen-
Agony, posits that the Monolith never moves at all, but eration to generation, along with strange, kidney-shaped
that the Hedge moves and shifts around it instead. She plates fashioned into armor. The Battle Nurses defend
has led sorties into the Hedge in search of oily rust or Geraldine and the rest of their gentler kin; none should
any evidence of conventional movement on the part of mistake their small stature for a lack of martial prowess.
Monolith, but all in vain thus far. The Spybird
Hedge denizens steer well clear of the Monolith. This enormous flightless bird has hundreds of
Motleys from the Entzweite Erinnerungen freehold in names, but the members of the Mount Tabor Freehold
Vienna found evidence a year ago which suggests the in Portland, Oregon refer to it as “the Spybird.” It ap-
Monolith kills and partially devours unwary travelers: pears in an ostensibly random fashion along trods and
They recovered scattered bones with strange abrasive at the edges of marshy or watery Groves. The Spybird
patterns on them as if they were ground against stone. always manifests twice as tall as the tallest member
The possessions of the dead lie scattered along trods or members of any expeditionary party. This massive
with seeming carelessness near the inert Monolith. bird-like hobgoblin looks like a haphazard amalgam of
Surely it won’t hurt anything to pick up a piece or two. a cassowary and secretary bird dipped in iridescent ink,
The Moth-Wife and invariably appears backlit by a swamp gas effect in
sickly blues and greens. It trails after any changelings it
The Kansas City freeholds cannot agree on wheth-
finds, insistently staring at them. The longer the Spy-
er the Moth-Wife once walked among their number.
bird stares, the greater the feelings of guilt and unease
Certainly, her delicate features somewhat match those
which settle upon its quarry. It never attacks. It just fol-
of Rachel Castro, missing since the mid-1960s. The de-
lows and stares.
bate hangs on whether she mimics their missing mem-
ber or once was her. Tall and slender, wearing the bril- Despite its resemblance to two very dangerous bird
liant wings of a luna moth woven into a silken hood, species, the Spybird presents little danger to anyone by
she tracks aimlessly along midwestern trods. Her solid itself. However, its eerie vulpine screams attract deadly
black eyes see much, but convincing her to share what predators from further away in the Hedge. Locating a
she’s witnessed is another matter entirely. A startled Spybird’s nest yields numerous eggs. When properly
Moth-Wife dissolves into a lepidopterous cloud, leaving prepared via a recipe for sale in rarefied Goblin Mar-
behind her silk robe. Returning it to her would almost kets, they can wipe away the most grievous of wounds;
guarantee answers, provided the returnee wasn’t the a motley from the Twin Freeholds in Minnesota reports
one who startled her in the first place. a single bite brought back a friend on the edge of death.
28 Chapter One: Journey
Improperly prepared, however, even a taste of the egg’s hundreds of distended mirrorings of their opponents’
sickly-sweet interior opens old wounds both mental appearances, babbling in unnerving choruses. Larger
and physical. Wightminds attempt to roll over assailants and flatten
Wightmind them into the ground.
Moving slowly through the Hedge, these obscene
accretions of Hedge ghosts lurch from place to place.
Storyteller’s
Any free-floating Hedge ghosts it encounters, it con- Guide to the Hedge
sumes, adding their unique powers to the conglomerate. The Hedge holds a strange position in the Story-
It passes through Groves and slithers along trods, leav- teller’s box of tools and toys. Like the Lost themselves,
ing ink-dark splotches across cobblestone paths and up it’s a place of dual nature — a bled-together liminality
briar walls. that’s both literal and metaphorical, both actor and
No one knows who or what created the Wight- stage. This opens up incredible opportunities for scenes
minds, or if they simply accumulated somewhere deep and stories to play out within its embrace, even as it
in the Hedge. Stories of Wightminds have passed from poses a challenge for the Storyteller to draw forth its
freehold to freehold across the last three centuries, with full potential in the moment of play.
sightings scattered across six continents. For reasons The Hedge has an awful lot going on within it,
unknown, no one has yet spotted a Wightmind in Aus- both in terms of setting material for the Storyteller to
tralia. They range in size from humanoid up to about draw upon and mechanics to support that material. It’s
the size of a city bus. a place where the journey can be as important as the
Unless provoked, Wightminds have little interest destination, or even more so, and where every scene
in anything but finding more Hedge ghosts to consume. shows the Hedge as a shifting, prickling presence that’s
They defend themselves by mimicking the faces and seemingly alive in how it reacts to the events playing
voices of their assailants, covering themselves with out along its wending paths. This section looks at ways
Storyteller's Guide to the Hedge 29
to handle the systems that make this possible, stream- into the Hedge always presents the Storyteller with an
line or adjust them to meet the Storyteller’s needs, and opportunity to explore its dread and wonder, in prac-
depict the Hedge as a frightening yet alluring presence tice player characters dip into it for all manner of rea-
rather than an incoherent sea of chaos. sons, and some of those reasons are going to be either
very petty or very brief. When running a scene, it’s
Running Scenes worth considering if the Hedge needs to serve just as a
in the Hedge backdrop, as a stage for some serious action, or to step
forward as an actor in its own right.
Changeling characters have the ability to plunge
For some scenes, the Hedge just needs to act as a
into the Hedge from almost any situation; all they need
rolling backdrop for a brief period. It’s the hidden ref-
is a single portal. As such, any scene can become a
uge that a changeling cowers in for brief minutes while
Hedge scene at the drop of a hat. The Hedge possesses
waiting for a threat to pass by in the mortal world, or
several qualities worth keeping in mind for running
it’s the passing corridors of a maze that the characters
such scenes:
quickly dash through. Such situations may not necessi-
The Hedge shapes itself, and is shaped by others, but it is tate any use of the Hedgespinning or Hedge navigation
already there. The Hedge is not a chaotic soup of poten- rules at all, although it’s still worth weaving the Hedge’s
tial that forms in response to the arrival of emotional reactivity into passing description as a reminder of its
beings then collapses to incoherence at their passing. presence or to exert pressure. The hiding changeling’s
The practical impact of this is that the Hedge, while player might not roll to instigate the Hedge’s Hedges-
malleable, can serve as a persistent landscape with pinning dice pools, but narrating how the nearest vines
landmarks and people to whom the player characters are slowly creeping closer — not fast enough to be a
will return again and again. By primarily drawing on threat, but still unnerving — or blossoming into hues
a limited palette of motifs, phenomena, and particular that reflect her mood, gets across the desired tone.
Storyteller characters, the Storyteller can build a strong
Sometimes these situations offer an unmissable
sense of presence and place to the Hedge, and reinforce
opportunity to drag the Hedge center stage; the hiding
the nature of its dangers. In depicting a Hedge scene,
changelings hear something approaching through the
consistency can be as important as unpredictability.
Thorns around them, or the maze throws up bizarre ob-
For everything the Hedge gives, it also takes away. The stacles in their path. If the characters are menaced every
Hedge as a liminal space is a reflection of the Wyrd’s reci- time they leap through a portal, though, or can never
procity. Neither safe wonderland nor nightmare death- just go from one place to another without being stopped
trap, the Hedge offers wonders at a cost and poses threats by knotty problems, the players will soon tire of it. Be
that come intertwined with opportunity. If it gives oppor- judicious in allowing a journey to pass by without hav-
tunities to benefit, it also gives opportunities to make mis- ing to grab the navigation dice every time.
takes. This isn’t as simple as “kill dangerous monster, get
For most scenes or situations of consequence, the
treasure” — a motley that decides to go about murdering
role of the Hedge as stage can be more pronounced by
the Hedge’s denizens are likely to find the bill coming due
engaging fully with Hedgespinning and navigation.
in the form of awful consequences, not rich rewards.
Remind players of the opportunity to generate shaping
The journey is as colorful as the destination. Not every successes with their actions. If they’re struggling with
trip through the Hedge needs to be momentous, but Hedgespinning, demonstrate Storyteller characters ex-
if the destination is meaningful, moving through the ploiting its potential. Still, don’t sweat the small stuff.
Hedge should feed into that. Don’t just choke a journey In a scene with little dice rolling, or where the pacing
with unnecessary diversions, obstacles, and the like — is relatively tranquil and unhurried, it’s better to just
it’ll leave players wanting to find shortcuts around it let a player have her character make a subtle shift like
all so they can get to the meat of what they’re trying plucking a flower to bloom in her favorite color. Forc-
to achieve with their characters, or just resenting the ing her to jump through mechanical hoops, inventing
Hedge as a source of arduous tangents. Rather, try to reasons to roll various dice pools just to get the needed
pick a limited number of thematically resonant center- successes, slows the story’s pace.
pieces that link into the destination or the story arc in
Equally, if a character’s concept suggests he’s an ace
some way. Such obstacles and encounters on the jour-
Hedge traveler and he has the hefty dice pools to back
ney should have their own impact and import beyond
it up, don’t feel the need to roll the essentially foregone
simply being random threats or barriers.
conclusion of a journey on firm trods via Hedge navi-
Backdrop, Stage, and Actor gation, unless the dice modifiers or situation lend any
unusual tension.
Not every scene set in the Hedge warrants fully en-
gaging with its underlying mechanics. While stepping The important thing to keep in mind when the
Hedge serves as a stage is how different it feels to the same
30 Chapter One: Journey
scene playing out in the mortal world. If it doesn’t feel dif- up serving that purpose as events play out, but remem-
ferent, if the changeling conversing with a goblin could ber that a goblin exists before the player characters
do exactly the same in a coffee shop with no real shift stumble upon her, and she will continue to exist after-
in atmosphere, then really the Hedge is just serving as a wards, even if only through the consequences of deal-
backdrop. That can be fine for scenes of little import, but ing with her that ripple out.
when you want the Hedge to have a real impact, don’t Goblins aren’t random or incoherent. While some
hesitate to ramp up the need to engage with its mechan- are prone to trickery or attempt to confuse and mislead
ics. A character wants to talk with that goblin — but the the Lost, they do so because they have an agenda or
goblin insists on ambling along, watering her delightful drive to do so, often bound up with the Wyrd’s prin-
flowers that snap and claw, casually Hedgespinning her ciple of reciprocity and not out of inherent unpredict-
way past obstacles that threaten to confound the change- ability. They’re tied to each other through their own
ling and halt his attempts at conversation. bonds of camaraderie, enmity, or simple transaction. A
Within the drama of a scene, the Hedge can be- goblin won’t attack the Lost just because they’re on a
come an actor in its own right. Beyond the simple re- journey and it’d be convenient to have an obstacle on
activity of Hedgespinning, this means giving the sense their path. She might attack them because she knows
that the Hedge is really alive with quirks, hints of a per- they crossed her brother and cheated him at the Gob-
sonality, and an agenda beyond that of catching things lin Market and she wants to levy the balance due, or
in its Thorns. Notably, this doesn’t have to involve the because they’ve just done something that’s likely to get
Hedge serving as some sort of deadly menace or con- her (or them!) killed unless she stops them.
niving intellect. It just requires simple interactions Portraying goblins as having their own interlink-
between Hedge-as-scenery and the player characters. ing culture and connections can go a long way towards
Maybe it expresses something akin to an emotion by presenting them as consistent figures in the Hedge, and
Hedgespinning the skies into rainy storms if the char- compelling characters. There’s no need for an ever-
acters keep hacking through its thorns, or its creeping churning roster of disposable goblins; instead, go back
tendrils consistently try and steal away shiny gewgaws to the same ones regularly, deepen their characteriza-
from the Lost who once took treasure from amid its tion, and build up their interactions with the player
rubble. Let the Hedge be benevolent and beautiful as characters. Show the quirks of how they deal with each
well, giving characters the opportunity to fall in love other, and give the players opportunities to examine
with it as a place just as much as they may rightly fear and exploit such Hedge history.
it. The aim is to lend a sense that the Hedge is aware
in some way, rather than simply a force pushing back; Periaktoi:
that, perhaps, just as it is shaped by the characters, so
too does it remember them.
A Psychoactive
The dangers of pushing the Hedge as an actor are Landscape
the risk of players assuming that it can therefore be nego- Where the hard rigors of the elements and human-
tiated with like any other character, or just that it comes ity’s footsteps slowly scour and change the shape of the
across as rather silly. The Hedge isn’t cutesy or looking mortal landscape, the Hedge shivers and shifts in time
to elicit a laugh; it doesn’t just want to be appreciated for with more conceptual forces. It’s a psychoactive realm,
the person it is. Inasmuch as it desires anything, it wants responding to the twofold pressures of emotional will
to lure characters deeper in. Still, portraying the Hedge that push against it. On the one hand, the Lost and
as having the same sort of expressive character as the other beings within the Hedge and, on the other, the
natural world, shivering with changes that presage the weighty substrate of mortal people who may never walk
arrival of a threat or opportunity, or taking on an almost its paths yet affect it nonetheless. It’s part of what makes
hungry atmosphere during momentous decisions, helps Hedgespinning possible, and it imprints the Hedge with
give players a reason to pay attention to the Hedge and a mimicry of the mortal world that’s always just a por-
treat it as a meaningful layer of the scene. tal’s breadth away.
Some changelings call this reactive nature periak-
Goblins and Consistency toi, seeing the Hedge’s manifestation as being the same
As characters with whom the players can directly substrate shaped into different forms, presenting new
interact, goblins and other denizens of the Hedge are a shapes but remaining fundamentally consistent. The
crucial part of what’s so interesting and alluring about Hedge is not burning through a finite reservoir of po-
the liminal realm. As with the rest of the Hedge, they tential; rather, it is continually refreshing its presenta-
aren’t props shuffled into place just for the duration of a tion in response to psychoactive influence. As best the
changeling’s visit. They’re not surly walking metaphors Lost can understand, the weight of mortal pressure on
in a character’s personal psychodrama. One might end the Hedge comes forth via the Dreaming Roads that
Storyteller's Guide to the Hedge 31
wend their way through it. Human dreams leak out into character says something that’s really tempting fate,
the liminal realm via these paths, stirring the Hedge like “Don’t worry, we’re perfectly safe at this distance!”
into passive displays of periaktoi that reflect such prox- This method divorces Hedgespinning from the players’
imity of human existence. own engagement with the dice, lightening the mechan-
Within a scene, Hedge periaktoi manifests in two ics that the Storyteller needs to tangle with.
main forms. The first is as an imprint of the mortal It’s also viable to just drop the counting of dice and
realm, in both the Hedge’s mimicry of a real world city successes and go purely with what makes sense for the
as crumbling streets amid its tangles and the way a flow of the game. This puts the greatest burden on the
changeling’s perception might shape how those streets Storyteller’s ability to think on the fly. It also demands
presents themselves. The second is via Hedgespinning, a strong sense of consistency and fair play, to avoid the
whether active exertion of will on the Hedge or via its Hedge feeling chaotic or arbitrary. However, it gives the
reactive response to emotions; a changeling caught in most freedom to throw in paradigm shifts at the most
the rapture of love finds the Hedge’s periaktoi forming narratively satisfying moments. It also lends itself to
a trail of blooming flowers in his wake. flexibility during game play that shifts quickly between
Outside of active Hedgespinning, the key impact of scenes, has player characters split between different lo-
periaktoi is as revelation; it shows the nature of some- cations, or just doesn’t feature high stakes worth break-
thing. That doesn’t mean periaktoi necessarily reveals ing out the dice for.
the unvarnished truth, but it can give insight. Use
periaktoi to show the emotional perspective characters Running Stories
have, whether past or present. The changeling who has in the Hedge
always seen her hometown streets as threatening causes Dipping into the Hedge for a few scenes or chap-
their Hedge mirror to twist into the dark hostility she ters is one thing; returning to the Hedge again and
so fears. Where multiple characters’ perspectives might again, with entire story arcs taking place in its thorny
influence the periaktoi, it’s generally worth drawing on embrace, is quite another. Repeated treks through the
the one with the strongest emotional impact and weight Hedge risk rendering its tangled paths mundane and its
for the originating character. Paint the scene with the inhabitants losing their luster.
neuroses of one of the motley, or in the colors of some
mortal’s passions, and let the characters see it for what To avoid chapters in the Hedge blurring into a con-
it is — a canvas both reflecting and distorting some- fused tangle of one thorny maze after another, consider
one’s life. the Hedge within the specifics of the chronicle. Make
it a character, armed not with Attributes and Dread
Hedgespinning Abridged Powers but instead with the themes and atmosphere of
the chronicle. The Hedge’s appearance in one chron-
The Hedgespinning rules allow for periaktoi to
icle should never be interchangeable with that of an-
take place via the Hedge shaping itself. However, dur-
other; each manifestation should bear the insignia of
ing an intense or lengthy scene the existing rules for
the place and the people who print their nature into
this kind of periaktoi can become burdensome on the
it just by existing. Reference places in the real world
Storyteller, forcing repeated dice rolling. Equally, if the
with landmarks, albeit through a strange and twisted
scene is short or simply doesn’t present much need for
mirror. Show the emotions and dreams of relevant gob-
players to roll dice, the Storyteller can end up without
lins and mortals in the way the Hedge presents itself.
an opportunity to roll the Hedgespinning dice and thus
Thread these things through the Hedge consistently, so
blocked off from atmospheric shifts.
the players can get a sense of this nature and character,
To speed up calculating Hedgespinning successes and even learn something of what to expect amid its
when lots of dice rolls are taking place, just assume that wonders and terrors.
every self-shaping roll gives two successes on a trod,
In balance with this shaping of the Hedge’s char-
three in the Hedge, or four in the Thorns.
acter, don’t be afraid to embrace the absolutely weird
Alternatively, pace the flow of the Hedge’s periak- and incredible potential that it offers. Present impos-
toi by ramping up the number of successes available sible vistas of sweeping valleys and towering castles
based on events and emotion, rather than dice pools. crammed in the space between two scrubby trees. Show
Start with five successes at the beginning of the scene, metaphors for chronicle concepts that are also thor-
then add two to the total whenever a narrative beat oughly real, like a jangling and labyrinthine bird-cage
takes place — the motley makes a significant decision prison complex or a poisonous garden where human-
or falls into argument, a Hedge beast scents their trail, like topiary blooms with deadly flowers. Mortal prob-
someone takes the first bite of a crisp apple, a character lems and issues are particularly appropriate for meta-
suffers a breaking point. Add four successes if a player phorical representation in the Hedge; let the players see
32 Chapter One: Journey
the secrets and neuroses of the world printed into the True Fae’s creations rise out of the Thorns, and bits
bizarre stops on their journey. Intersperse the paths of of tattered dream trade hands in the Goblin Markets.
the Hedge with places that are distinctly memorable, so Perhaps most importantly, the true faces of all travelers
as to make it less of an interstitial realm of interchange- shine through any Mask they might have put up as a
able paths and more of a distinct landscape of its own. defense. A changeling can see the world around her for
what it truly is, for a given value of “truly.”
Into the Woods In the “real world,” the place where humans live, I have
Changelings are not merely escaped human thralls to walk carefully. If someone looks too closely at me, they
of the True Fae. A Fairest cannot go back to her “real might just find out I’m a monster. I don’t want them to know I
life” after her Keeper coerced and coaxed her by turns made fell deals to survive. I tell other Lost that their escape is
into taking the oaths that bound her to his domain of the most important thing, and I believe that — but practic-
columns and stars, just as a Beast cannot completely ing that acceptance for myself gets to be too much some
forget the hazy sensation of running the greyhound days. Those days, when keeping up the Mask of respectable
racetracks hundreds, if not thousands of times. The humanity makes me want to scream, I cross into the Hedge.
Lost bear the irrevocable marks of Arcadia; they can- I can breathe here. I can Be here. Nothing I do is too odd, too
not go back to their lives before, and except for those thorny, too unreal for the Hedge. I can be among friends.
whose hearts are loyal, going back to the True Fae is out — Hallie of the Hunt, Elemental Shadowsoul
of the question. My therapist says that these feelings of needing to run
Where, then, does a changeling go to be at home? and scratch and bite are an autonomic response to trauma,
More so than anywhere else, the Hedge captures that they’re deep inside my body, carved into my nerves. I
the liminal essence of Arcadia’s lost children. Not quite don’t disbelieve her. I think the True Fae put them there, that
one place, and not quite the other, the Hedge binds the Arcadia scratched these scars into me. Sometimes these scars
mortal world to the demesne of the True Fae. It’s not act up...
merely a gateway either: The Hedge has its own cities, I’d like to say that’s the only time I go into the Hedge,
towns, farms, and homes. Palaces to rival some of the but I’d be lying. Being in the Thorns feels like taking a deep
breath before a long, satisfying howl. The Hedge is full of
Into the Woods 33
Breaking and Entering
Even among beings who usually have little to do with changelings, a handful of occultists may have
collated vital scraps of Hedge-lore into real rites of power. Often more akin to a crowbar than a lock-
pick, these create new gates that outsiders may tear open without a Key — once. Subsequent uses
of this gate require the person to enlist a changeling or fae creature’s aid, or figure out its Key; the
ritual doesn’t provide such knowledge. In a chronicle featuring the Hedge, the Storyteller may wish
to make such an ability available to player or storyteller characters to open up access to the liminal
realm during the narrative. Such tools might include:
• The Red Blossoms (Crúac rite,••••, target number of successes: 6), a vampiric rite that
feeds plants with Vitae until they grow into an arch through which one of the Kindred can pass
into the Hedge. A vampire who repeatedly intrudes upon the Hedge quickly draws the attention
of local Hedge denizens who don’t appreciate the way the Hedge’s psychoactive properties
react to the vampire’s strange blood magic — or those who appreciate it far too much.
• The Thorn Pursuit (Wolf Rite, •••), a rite that lets a werewolf under the Sacred Hunt Condition
open a Hedge portal and pass through as long as their prey passed through within the last chapter.
• • Rite of the Threshold (Closed Rite), a sorcerous Closed Rite available to Endless immortals. The
rite requires the sorcerer to procure an antique doorknob; cut their hands on thorns and use their blood
to paint a representation of their deepest desire on their bare chest; and declare it aloud as they pass
through the door. Of course, such declarations do not go unnoticed in a place where the very scenery
is there to lure you further into the woods.
Those with easier access to the Hedge — such as an Awakened Acanthus, the Begotten, or Arisen
with the Opener of the Way affinity — don’t require such formulaic tools to pry a portal open.
possibility that isn’t fully human or fae. It’s its own thing. It’s closes around him, and a horn sounds in the distance.
home. Desire and passion calls to the Hedge, just as the Hedge
— Little Meag, Hunterheart Beast calls to those who seek something out of their reach.
Of course it’s dangerous. I’m not a fool. It’s full of
Thorns for God’s sake. And monsters, don’t forget the mon-
Theme: Tantalization
sters — some of them wear our faces! No, the Hedge isn’t for Not all mortals who enter the Hedge do so by in-
the faint of heart, but those of us who survived aren’t exactly dulging their Vices at an inauspicious time (see Change-
what you’d call cowards, and there’s no better place to get ling, pp. 198-199). Some have a nobler cause. The
your kicks. Avowed (Changeling, pp. 310-321) find themselves in the
— Rebekah Flagg, Fairest Doppleganger Hedge based on the strength of a promise they made
to a Lost loved one. While the Avowed do not usually
Mood: Comfortable become changelings themselves, the bond of their oath,
strengthened by the Wyrd, allows them to engage with
And Strange Glamour in similar ways. For many Avowed, this taste
The Hedge is an in-between place, home to in-be- of power creates an incredible high, and they may re-
tween creatures like goblins, ghosts, and the Lost. This turn to the Hedge whenever possible, regardless of the
does not mean that those of the human or True Fae danger. Some become addicts, seeking out Hedgeways
persuasion don’t make it into the Hedge. Unlucky mor- as much as possible. A Glamour-addicted Avowed
tals close to an open Hedgeway may find themselves en- without a way into the Hedge can be an incredibly dan-
snared in the loving grasp of the Thorns, hanging like gerous foe to any changeling; not only does she possess
a ripe fruit for a passing privateer to take to Arcadia. the powers of the Wyrd, but killing or otherwise inca-
A lost mortal, seeking her next high, stumbles into a pacitating her might mean cutting off an escape route
Goblin Market, lured by the scent of a dream of opium. for a changeling still held captive by their Keepers.
Another, engulfed in his own rage against the unfair- Mortals who stay too long in the Hedge are in far
ness of the world, passes his reflection in a mirror — more danger than any changeling. Capture by the True
except here he is surrounded by women and wealth. He Fae or its agents is always a possibility. Surviving in such
cannot stop staring at this reflection, even as the Hedge
34 Chapter One: Journey
an alien place often leads to a human making deals she — a vampire who enters frenzy, a werewolf who
shouldn’t have and accruing truly incredible amounts enters Death Rage, a Promethean succumbing to
of spiritual debt — some hobgoblins have confused their Torment, and so forth — find themselves
and hazy memories of former lives as stockbrokers or both riled by the Hedge and influencing it in turn.
nurses. Briarwolves and Hedge ghosts seek out sources Any dice pools they possess to resist or hold back
of food and warmth. Of course, it’s possible a mortal such frenzies and passions suffer a penalty while
might just wander the paths, for days and weeks, see- in the Hedge: −1 on a trod, −3 in the Thorns, and
ing no one and hearing only the hum of distant voices. −2 elsewhere. Additionally, whenever they fall
The Thorns catch bits of her soul, pulling at them like into such a state, they immediately incite Bedlam
loose threads on a sweater, until the whole thing simply to channel the appropriate emotion at no cost,
unravels. despite not being changelings; outsiders roll Pres-
ence + their Supernatural Tolerance trait (such as
Interlopers Blood Potency for vampires or Gnosis for mages.)
The successes achieved are also treated as if the
For the Lost, the Hedge begins as a barrier; it snares
result of a Hedgespinning roll by the Hedge, caus-
and tugs and tears at them as they flee, resisting their
ing subtle shifts in the environment to reflect the
escape. Once through, though, it becomes less an ob-
nature of the fury or passion expressed.
stacle and more an opportunity, a place they can return
to again and again as long as they are mindful of its • Breaking points for Acts of Hubris and their
dangers. equivalent in the Hedge suffer a penalty: −1 on
But a hedge is a barrier in both directions. As much a trod, −3 in the Thorns, and −2 elsewhere. For
as it keeps in, it keeps out. Other presences slither and further details, see Dark Eras 2, p. 377
seethe in the mortal world’s shadows, and though the
Hedge is not meant for them, nonetheless there are those • Substances, materials, and concepts created nat-
who find their way into this liminal realm. Some find it urally by the Hedge or through Hedgespinning
because of the Lost; they harry prey into the Hedge, do not serve as banes against outsiders who suf-
pursuing them even into its cruel Thorns, or they bind fer unnatural vulnerabilities to such; sunlight in
themselves tightly in love or alliance and pledge to go the Hedge doesn’t scorch a vampire’s flesh, Hedg-
wherever a changeling goes. Others pry the secrets of espun silver doesn’t deal aggravated damage to a
the Hedge and its portals out of the world with hungry werewolf, and so forth. This provides no protec-
ambition, hoping to exploit it for their own ends. A few tion against the more real and intense manifes-
end up in the Hedge entirely by mistake, lured in just tations that can come from fae powers such as
like a mortal or flung into its reaches through occult Contracts.
accident.
These interlopers are often disruptive to the Vampires
Hedge’s fabric, simmering with corrosive power or pick- Few vampires have the occult mastery needed to
ing at its branches out of perverse curiosity. The Hedge, pry open the gates of the Hedge, and so most of the
in turn, might seem unwelcoming on the surface — but Kindred who enter it stumble in by accident or are led
it can exert its own pull on such outsiders. Some it lures or lured in by the Lost. However, vampires can live for
in to levy the balance of their own deeds, as payment a long time, and decades or even centuries of study can
for an esoteric debt that has come due or to punish result in a blood-drinker who is disturbingly knowl-
them for their attempts to cheat the Wyrd. Some find edgeable about the liminal realm.
the Hedge as payment for what they are owed, granting
them escape into its tangled paths or access to wonders Systems
that might just solve their problems.
• Without the Unnatural Affinity (Goblins) Mer-
Outsiders in the Hedge it, vampires cannot gain Vitae by drinking the
blood of Hedge denizens. Nor can they gain Vi-
While the different breeds of being that can tres- tae by drinking blood created from Hedgespin-
pass on the Hedge come in all manner of shape and in- ning or other forms of periaktoi; the Hedge’s cre-
tent, they often share particular aspects that the realm ations lack the true life force of mortal cruor.
affects in a similar way.
• Vampires are unaffected by the weight of day-
Systems sleep and neither need to roll to stay awake nor
gain the Lethargic Condition, as the Hedge’s pre-
• Characters who experience supernaturally in-
sentation of day, night, and time itself is discon-
tense emotions driven by their inherent nature
Interlopers 35
nected from reality and highly malleable. This doesn’t have any active control over such Hedg-
does not protect them from daysleep if they re- espinning.
turn to the mortal world during the day.
• Whenever a fae creature accrues successes to-
• If a vampire is in the Hedge, another vampire us- wards Hedgespinning from an action, add two to
ing blood sympathy can only gain a sense of his the number of successes gained if there are any
general direction if she is also in the Hedge. werewolves present in the scene, or one if any
werewolf shifted shape there within the last day.
• The Hedge’s penalty to rolls to resist frenzy is
also imposed on any roll to contest a vampire • If a werewolf deals any amount of lethal dam-
lashing out with the Beast, unless the target is age to a Huntsman with their bite, they gain the
another vampire. same Wyrd bonus to tracking changelings as the
Huntsman would for the remainder of the chap-
• If a vampire Embraces a human within the ter.
Hedge, the Hedge immediately spins three sub-
sequent Paradigm Shifts regardless of their cost • Although the circumstances leading to such
in successes; one reflects the emotions of the hu- would surely be bizarre, a werewolf pack can take
man as they die, one reflects the corrupting touch a Huntsman as their totem. The pack gains the
of Vitae that returns them as the undead, and usual benefits from Totem dots; the Huntsman’s
the last reflects the newly unfettered Beast in the Wyrd doesn’t change, and they don’t use the spir-
fresh Kindred. For as long as the created Kindred it rules, but they gain one additional Attribute
exists, this location in the Hedge will always use dot to assign for each Totem dot the pack invests
Hedgespinning results to add representations of in them. The werewolves in the pack all gain the
blood, death, or the Kindred in question to the ability to perceive and open Hedge portals like a
scene. changeling via spending a point of Essence, but
also gain the Hedge Denizen Condition indebted
Werewolves to the Huntsman. Wolf-Blooded and humans
in the pack are unaffected, their pack bond too
As hunters of frightening talent, werewolves see
weak to bear the otherworldly power of one of
the Hedge as another bolthole for their prey — and,
the fae.
perhaps, an unclaimed territory. The Hedge reacts
strangely to these creatures for whom shape is a tempo-
rary and mercurial notion, mirroring its own malleable Mages
nature. The passage of werewolves through the Hedge The Awakened see countless Mysteries awaiting
sees goblins scurrying forth in their wake to harvest them in the depths of the Hedge, and it’s all too easy
this opportunity of raw Hedgespinning potential. to lure them into its grasp. However, as the Awakened
are familiar with the psychoactive phenomena of the
Systems Astral, they can recognize a common nature in the
• Werewolves in the Hedge cannot perceive Twi- Hedge. To the Awakened, the Hedge is the barrier they
light, the Gauntlet, or the Shadow, because they must spend Mana to cross when they meditate into the
do not exist within the Hedge. A spirit that man- Astral, although once in the Hedge they find it more
ages to enter the Hedge (or is dragged there) is attuned to the Arcanum of Fate than Mind.
fully visible and material while it remains there, These rules are given further detail in Dark Eras 2,
even if it would usually lack the relevant Mani- p. 376.
festations.
Systems
• Werewolves with the Siskur-Dah Condition re-
• Mages who indulge their Vice near a Hedgeway
duce the number of successes they need to win
suffer a penalty equal to half their Gnosis (round-
a navigation chase against their chosen prey by
ed up) to the roll to resist the temptation, as the
two.
Hedge plays on their Obsessions.
• Whenever a werewolf changes shape, the Hedge
• Mages can open existing Hedgeways with Fate 3
immediately Hedgespins a subtle shift, regardless
+ Mind 1 and can create new ones with Fate 5 +
of the required cost in successes. If the werewolf
Mind 2.
has the Siskur-Dah Condition, this shift will usu-
ally serve to aid the Uratha’s efforts to pursue or • Active Mage Sight functions normally in the
track their prey in some way, but the werewolf Hedge, but once per scene the player may accept
36 Chapter One: Journey
an Arcane Beat for one piece of information it • Wastelands in the Hedge never grow larger than
presents to be inaccurate, distorted, hidden, or a city block. They fester normally but fade within
entirely fabricated. a scene of the creator’s departure. If the creator
returns within the fade time, the Wasteland im-
• The Hedge reduces the successes it needs to win mediately returns to full strength.
a navigation chase by one per total Obsession
among all mages present. • If a Promethean enters the Hedge in Torment or
falls to Torment within it, they must also make
• Focused Mage Sight triggers the Hedge’s periak- an immediate action to escape their exacerbated
toi; every Scrutiny roll counts as an action that Torment and the nearby Hedge becomes Disqui-
prompts the Hedge to shape itself. eted at level 2.
• Fate spells benefit from a −2 penalty to Paradox • When a Promethean dies in the Hedge and their
rolls in the Hedge. Pyros blazes a path through to the River of Death,
• Paradox Anomalies in the Hedge usually mani- it can leave fragmented pieces of emotion and
fest as Hedgespinning shifts instead of warping memory caught amid the shredded Thorns, too po-
the spell, creating a subtle shift as a 1-Reach ef- tent with the animating energy of the Divine Fire
fect or a paradigm shift as a 3-Reach effect. Mag- to simply fade away. Roll the Promethean’s Azoth
es who release Paradoxes in the Hedge gain one as a dice pool; on a success, create a Hedge Ghost
point of Goblin Debt per Anomaly. with a Wyrd of 1 made up from patchwork scraps of
the Promethean’s memories and feelings, those of
anyone whose body parts were used to create their
Prometheans body, and those of their Progenitor. On an excep-
A Promethean’s Pilgrimage can take her to some tional success, the Hedge Ghost has a Wyrd of 3.
strange places indeed. Understanding humanity means
understanding its fringes, its liminalities, the places Hunters
where it bleeds away in tattered fragments. The Hedge
offers no solace to one of the Created, but it can present Those mortals who consider themselves hunt-
an interesting study, a means to learn of humanity by ers are largely treated just like any other humans in
witnessing how it presses into the psychoactive land- the Hedge. It’s certainly not out of the question for a
scape—and how the Hedge’s denizens might stand in conspiracy to wield Endowments that grant a hunter
quite inhuman contrast. greater ability to pursue the Lost into the Hedge, or to
navigate once within its embrace, but outside of such
These rules are given further detail in Dark Eras specialized capabilities, hunters do not otherwise ex-
2, p. 65. perience any particular benefits or drawbacks beyond
Systems those imposed by their mortal nature.
• Prometheans regain Pyros or heal as normal Sin-Eaters
from appropriate sources in the Hedge, even Tethered to the laws and realms of the dead, the na-
those that are Hedgespun or periaktoi; the Di- ture of Sin-Eaters is almost diametrically opposed to the
vine Fire burns bright even here. strange land of the Hedge. Hedge Ghosts lie outside their
phantasmal purview, and without the aid or trickery of
• If a Promethean gains the Hedge Denizen Condi-
the Lost, it is unlikely that one of the Bound would find
tion, they risk a breaking point for every chapter
much reason to seek out portals into the land of the fae.
they remain connected to the Hedge.
That said, there is a lure strong enough to call to a Sin-
• Whenever a Promethean displays their Disfigure- Eater who learns of the Hedge’s nature, for among the
ments, every Hobgoblin present manifests the wonders of the Hedge are a few objects that can serve the
same Disfigurements for the remainder of the Bound as Mementos. Scraps of detritus left behind on
scene. the Dreaming Roads when a Bastion’s dreamer dies in
their sleep, or the Icon of a changeling who has perished,
• The dice pools to Disquiet the Hedge are Azoth can sometimes contain the power that a krewe needs to
vs. the Promethean’s own Resolve + Composure. strengthen their grim repertoire of powers.
If the Hedge becomes Disquieted, it arranges for
events and encounters characteristic of the ap- Systems
propriate Disquiet Condition, and immediately
• Sin-Eaters don’t treat Hedge Ghosts as actual ghosts
triggers a Hedgespinning roll.
for the purposes of their abilities and powers.
Interlopers 37
• If a Sin-Eater dies and returns to life in the tal world approximate to where she would appear
Hedge, the Sin-Eater immediately takes on had she left the scene via the portal. The Key
any goblin debt and other powerful occult ob- for the newly formed portal is always something
ligations weighing on the person who dies in related to the portfolio of the specific Judge the
her place. Arisen in question serves.
• A Sin-Eater can use the Icon of a dead change- • Characters who attempt to decipher Sybaritic
ling, left to marinate in the Wyrd without anyone Omens while in the Hedge benefit from the
to levy the balance of debts posthumously, to cre- periaktoi which manifest around them during
ate a Memento. Instead of a dot of Synergy, the contemplation, adding 2 to the dice pool.
Sin-Eater takes on any goblin debt or powerful
occult obligations the changeling possessed pri- • Mummies cannot construct Tombs in the Hedge;
or to their death. If the changeling had no such the denizens of the liminal realm do not produce
debts or obligations, the Wyrd is uninterested enough Sekhem to draw in.
in finding a new debtor, and the Icon cannot be • If a Judge Avatar manifests in the Hedge, it in-
turned into a Memento in this way. flicts a paradigm shift whenever it enters a scene
to change the scenery into a grim reflection of its
Mummies home in Duat. These shifts cannot be undone or
The Arisen are rare interlopers into the Hedge’s changed while the Avatar remains in the Hedge,
tangled corridors. The Sekhem they crave doesn’t gather although the rate at which it burns through
here, and the Judges they serve appear uninterested in im- Sekhem ensures this will not linger long. Fright-
posing cruel laws onto the liminal realm. Still, some Lost eningly, Avatars can walk the Dreaming Roads,
fall in with Arisen cults and open their masters’ eyes to and if they reach a Bastion can spend a dot of
the possibilities of a domain that can span vast distances Sekhem to breach the Bastion’s fortification.
and hide entire temples away from view. So, too, do mum- Within a Bastion, an Avatar can use the Dreams
mies sometimes venture into the Hedge because some of Dead Gods Utterance freely and at no cost
changeling or goblin has made off with a precious relic, or against the dreamer in question, but if it finds
one of the Gentry stole away a prized cultist. and kills their dreaming self, it can attempt to
supplant their soul with that of one of its servant
Systems Arisen who has no body, no remaining canopic
jars, and is currently in henet. This follows the
• Without the Death Mask affinity, the corpse sahu same process as if the Arisen in question were
of Arisen is always revealed and visible while in attempting to take over the body of a cultist.
the Hedge. Whether successful or not, the Avatar itself im-
• When a mummy meditates to regain Pillars in the mediately expends all remaining Sekhem.
Hedge, it reacts to her act of gathering memories
and identity within. Roll for Hedgespinning as Demons
normal but add the number of Pillar points the The Hedge can seem like a blessed sanctuary for one
mummy gathers as automatic successes to the of the Unchained. Yes, the Hedge’s prickling Thorns
Hedge’s own roll. The resulting successes mani- may tear at the patchwork fabric of souls and identi-
fest as shifts reflecting distorted impressions of ties that a demon shrouds themselves in, but there’s no
the Arisen’s memory, inflicting a minor Memory God-Machine, no angels, no omnipresent authority
Breaking Point. just waiting to leash them back up. It’s a weird inversion
of the paranoia of the Lost, though even demons learn
• Mummies in the Hedge add dice to Descent rolls:
not to take the Hedge lightly. Human Covers quickly
+1 on a trod, +3 in the Thorns, and +2 elsewhere.
compromise and crumble.
• If a mummy attempts to track a vessel that is in If a demon calls in a soul pact with anyone who
the Hedge via kheper, and she is not in the Hedge possesses any amount of Goblin Debt, that Debt trans-
herself, increase the Scope by three fers to the demon. Most Fallen never know about it un-
til hobgoblin debt collectors show up on their doorstep.
• If a mummy dies while in the Hedge, gaining Even if the demon doesn’t pay the Debt by the time the
the Disembodied Condition and entering Neter- Cover is destroyed, they still owe it — the Wyrd knows
Khertet, her soul rips a hole through the Hedge’s the true tally. Nor is this a convenient loophole for the
immediate fabric to do so, forming a new Hedge- original Debtor: making a pact that leads to the trans-
way portal. She appears in a location in the mor- ference of their Debt to the demon is a form of cheating
38 Chapter One: Journey
the Wyrd, which comes with its own consequences. Deviants
These rules are given in further detail in The De- Although few of the Remade are likely to make
mon Storyteller’s Guide, p. 138. their way into the Hedge, the damaged souls of these
changed humans react poorly to the prickling presence
Systems
of the Thorns. Entering the Hedge at all is a dangerous
• Whenever a demon rolls for Cover compromise, proposition for a Deviant at the best of times, and while
roll the Hedge’s Hedgespinning dice. Any result- the liminal realm might offer a tempting opportunity
ing shifts manifest as shredded distortions of the for escape from persecution, it’s likely to lead to a rapid
Cover identity in the scene and surroundings. meltdown with catastrophic results.
• Demons in the Hedge do not gain a Condition Systems
and only roll for permanent Glitches when they
fail a Cover compromise roll. • Whenever a Deviant suffers Instability from any
source while in the Hedge, they suffer an addi-
• If a Cover collapses completely within the Hedge, tional minor Instability. They also gain an addi-
roll the Demon’s Primum rating as a dice pool. tional minor Instability at the end of each chap-
On a success, the Hedge creates a Hedge Ghost ter that they remain in the Hedge.
with Wyrd 1 made from fragments of the Cover
stitched together with other lingering tatters of • Deviants treat making progress in pursuit of
emotion from the environment. On an excep- a Conviction Touchstone as indulging a Vice
tional success, the Hedge Ghost has a Wyrd of 3 would be for a human when in or near a Hedge-
instead. way for the purposes of temptation.
• While a Deviant has the End Stage Condition in-
Beasts side the Hedge, the torrent of power from the Re-
Among the manifold eldritch entities of the world, made’s broken soul fuels frantic Hedgespinning
the Begotten are perhaps the least daunted by the in the landscape around them; the Hedge gains
Hedge’s cruel mercies. Skeleton Key makes it trivial for the 8-again quality on all Hedgespinning rolls in
a Beast to enter the Hedge in the first place, and Kin- scenes the Deviant is present within, and every-
ship with one of the Lost could even provide direct ac- one treats the scene as being in the Thorns for the
cess from within the Beast’s own Lair. purposes of navigation, Hedgespinning, and the
like.
The Hedge reacts strongly to the presence of a Hor-
ror based on its Family and Hunger, shifting its envi- • If a Deviant with the End Stage Condition is
rons to align with those themes, the Beast’s current within the Hedge at the end of the chapter where
Satiety rating, and any relevant Satiety Conditions. A they would normally die as a consequence, make
Beast may impose one additional Lair Trait per scene one final Hedgespinning roll for the Hedge with
on the Hedge than their Lair rating normally allows, the 8-again quality mentioned above. If this roll
and any roll the player makes to inflict the kind of fear achieves 5 successes, then the Deviant instead
the Begotten’s Family represents while in the Thorns transforms into a — likely monstrous and inhu-
benefits from 8-again. man — Hobgoblin permanently instead of per-
For more information on Beasts in the Hedge, see ishing.
Beast: The Primordial, p. 227 and the Beast Player’s
Guide, p. 147.
Interlopers 39
“I could tell you my adventures — beginning from this morning,” said Alice a little timidly:
“but it’s no use going back to yesterday, because I was a different person then.”
— Lewis Carroll, Alice’s adventures in wonderland
The Hedge is endless, curving in on itself like a Möbius ing floors and ceilings, are made of an unknown black
strip. Its features change with every loop, connecting and material so dark it traps all light. Millions of mirrors
disconnecting with Hedgeways as it goes. A lucky and clev- hang on the walls, as the Halls contain any reflective
er changeling might find a relatively stable Hedge location, surface that ever held a human face. Some of these, like
allowing them to travel in and back out. Others stumble the bathroom mirror you look in every night, still have
upon Hedge realms wholly unprepared, or even by acci- counterparts in the human world. Others, like the mir-
dent, and never find their way to the Autumn world again. rors in the Alexandrian library, shattered long ago and
leave only a gleaming black surface. The halls are vast
Places in and ever-growing, and a person could wander for days
the Hedge
without ever meeting another person — if they’re lucky.
This section describes larger locations within the The Mirror People
Hedge and their residents for Storytellers to use in their Even wonder why the Uncanny Valley effect exists?
game and expand upon. What predator necessitated people recognizing not-quite-
people, and feeling mindless terror at the realization?
Halls of Mirrors The reason lies here, in the maze of glittering surfaces.
If you’ve ever stood between two mirrors facing Whenever a mortal with a soul recoils from their
each other, you know they catch your reflection and own reflection in anguish, doubt, pain, or self-loathing,
throw it back an infinite amount of times. If you really they create a mirror person. Humanity’s unwanted chil-
paid attention, you would also see the differences be- dren, they’re usually content to flit from mirror to mir-
tween your selves. A scar from an accident you were ror, catching glimpses of a life they’ll never have. A few,
never in. A pallor to your skin even though it’s mid though, crave existence. They want to taste, touch, and
summer. A smile that shows too-many and too-sharp smell the world — and switching places with the origi-
teeth. Don’t look at those reflections too long — you nal is the only way they can do it.
don’t want them to know you saw. What you’re seeing Mirror people know and can do anything the origi-
are the Halls of Mirrors. Infinite reflections and infinite nal did at the moment of their creation. For most, that
variations, all originating from a single point. means they can lie, cajole, and threaten just fine. They
People have entered the Halls of Mirrors for as long can also appear in any reflective surface that ever held
as people have existed. The Halls themselves, includ- the original’s face. Most use this to communicate with
Places in the Hedge 41
their creator directly. Take pity on me, they might say, Through the Looking Glass
and let me out. We can switch back any time, they lie. Mul- The Halls of Mirrors are filled with junk, treasures,
tiple doubles may contact the changeling independently and goblins who’ve fallen through the cracks — all cour-
of each other, some to aid and others to harm, with tesy of centuries of changelings messing up various Con-
the changeling clueless until they spot the disparities tracts. The Gentry and other fae beings also like to hide
between them. items in the Halls deliberately, from an entitlement token
Wily mirror people communicate with the origi- they want to make disappear to an Icon left behind by an
nal’s friends and enemies, who can rarely tell they’re escapee. The Halls of Mirrors touch on all reflective surfac-
dealing with a strange twin. Fae creatures especially es large enough to hold a human face — be they in the hu-
are incapable of spotting the difference without a Con- man world, Hedge, Arcadia, or any other realm — allowing
tract that lets them tell people apart. This includes the (admittedly unsafe) travel between them. Plenty of reasons,
Huntsmen, who will happily return a mirror double then, to travel to the Halls, but few to accomplish it.
to Arcadia. Stories persist about changelings meeting Changelings can’t open a Hedgeway into the Halls like
with a merchant selling their Icon, only to find the gob- they normally would. Instead, they must find its entrance.
lin endlessly confused — didn’t they pick it up already, No Arcadian or Goblin Contract exists to summon the
two hours ago, using a mirror portal? The double might entrance, except Mirror, Mirror used in the Hedge. Techni-
also contact one of the changeling’s enemies to arrange cally, several Contracts leave the changeling stuck in the
a forced switch — and while fae can’t see the difference, Halls of Mirrors on a dramatic failure, but no changeling
they do understand once it’s explained to them. can fail on command. The one exception to this is a Beast
Mirror, Mirror using their seeming ability to end Mirror Walk early and
end up in the Halls on purpose.
(Mirror, Common)
The Halls of Mirrors have only one entrance,
The changeling looks into a reflective surface large though its tendency to move around leaves most sto-
enough to show their face, and recites “mirror, mirror, ries proclaiming that multiples exist. Whenever some-
come to me” to summon their mirror double. one creates a mirror double, the portal briefly shifts to
Cost: 1 Glamour that mirror. The entrance also tends to move around in
Dice pool: None, or Wits + Occult + Wyrd the Hedge, appearing as a glittering mirror wreathed in
thorns. Encountering the portal this way allows change-
Action: Instant
lings to immediately switch places with their double by
Duration: Instant touching the glass, with no need for an agreement. The
Effects: This Contract requires no roll if the change- same holds true for the double, but it can’t touch the
ling is happy summoning any of their doubles. If they glass until the changeling does. Malicious doubles try to
want to summon a specific double, they must cite the coax their original into touching the glass so they may
time and place of its creation, and the player must suc- escape, leaving the changeling trapped in the Halls.
ceed on the roll. This Contract summons the double, Systems: Deliberately finding the entrance in the
but exerts no further compulsion over it — the change- Hedge without summoning it is a paradigm Hedgespin-
ling must arrive at any bargains and protect themselves ning shift requiring 8 successes.
from treachery under their own power.
The most reliable way to enter the Halls of Mirrors is
Using this Contract in the Hedge can instead sum- switching places with a double. Both parties must agree to
mon the entrance to the Halls of Mirrors, allowing the the switch, and are held to any conditions they set as part of
changeling to switch places with their double immedi- it. This agreement can be forced through mundane means,
ately. like lies and threats, and supernatural powers can indirectly
Fairest: Reduce the number of starting Doors by influence either party, but magical coercion like Contracts
one for social maneuvering against the Muse’s double. can’t directly force the issue. To complicate matters, either
Wizened: The Hatter learns a secret about some- participant may switch with another double — includ-
one their double spied upon through the mirror. ing the changeling’s fetch and other people who’ve stolen
Loophole: The changeling wears an outfit similar to their appearance through magical means — and confer the
the one they wore when the double they wish to sum- agreement to the new double. This last loophole is the main
mon was created. reason changelings don’t like it: Too many doubles make
for too many opportunities for a bait and switch that lets an
Special: A Goblin Contract version of Mirror, Mir- ill-intentioned double loose on the human world.
ror also exists. It must be purchased from a merchant
who saw one of the changeling’s doubles, and can only The Gentry can summon the entrance at will,
summon that specific double. though only the most desperate changeling would ask
them for that favor. The Gentry themselves have no
42 Chapter Two: Destination
haphazardly created doubles, as they don’t experience means they might not arrive before the changeling
the necessary emotions and are neither mortal, nor have leaves again. Any doubles that do are as likely to aid the
a soul. Still, one may cut off part of themselves and toss it changeling as they are to murder her and exit wearing
into the Halls of Mirrors to create a double on purpose. her skin. Changelings can’t trust anyone in the Halls,
Lastly, Mirror Seeds can transport a changeling or least of all themselves.
mortal’s consciousness into the Halls of Mirrors. The Navigating in the Halls of Mirrors works much the
rare seeds can be found randomly in goblin fruits, and same as navigating the Hedge proper, with the follow-
occasionally purchased or traded from goblin merchants. ing differences:
Mirror Seeds • The success cost of all rolls to find their way or
Any goblin fruit that has seeds may contain Mirror otherwise identify a route is +1.
Seeds. This happens at Storyteller discretion, or the player
• Finding a specific mirror via Hedgespinning re-
may roll a number of dice equal to half their character’s
quires a paradigm shift costing six successes.
Wyrd, rounded up. The fruit contains just one Mirror
Seed regardless of successes rolled. Goblin fruit growing • The mirrors inside the halls show no reflections,
in the Halls of Mirrors always produce Mirror Seeds. but instead serve as windows to the other side.
Eating a Mirror Seed, accidentally or on purpose, The changeling can see out of them as the sur-
transports the eater’s consciousness to the Halls of Mir- face allows (a real mirror is clearer than a puddle).
rors next time they sleep. They stay there for as long Hearing, smelling, and reaching through the mir-
as they sleep, and walk the Halls in their dream form ror requires any Contract that would usually al-
(Changeling, p. 216). Any objects the traveler finds in low the changeling to do so.
the Halls of Mirrors remain behind when they wake up.
• Creating a Hedgeway out of the Halls of Mirrors
Navigating the Halls is impossible. See below on means to exit.
Entering the Halls of Mirrors immediately alerts • Nothing can come into existence within the halls
the changeling’s doubles, though the size of the place unless through reflection. If a player rolls to cre-
Places in the Hedge 43
ate an item or hazard, success leads the character Resolution: When the Storyteller invokes their right
to a mirror that holds it on the other side. They to make the player re-roll. If the changeling gained this
must then find a way to pull it through (e.g. using Condition from multiple sources — she didn’t shake
a Contract). This still applies when the change- Holle’s pillows and broke her mirror — each counts as a
ling uses a Contract or other power to summon separate Condition, requiring separate resolutions.
something — using an Elemental Contract to To exit the Halls of Mirrors, the changeling first
create a thunderstorm leads the changeling to finds a mirror they want to leave through. If they want
a mirror where it storms on the other side, and to use a specific mirror and it’s been destroyed, they can
the changeling can then pull the storm through still find but not use it. They can then trade places with
freely (and control it as the Contract normally any double on the other side, including the changeling’s
allows). fetch. A double in the mundane world or Arcadia must
agree to the switch as before. A double currently in the
• Alternatively, the changeling may try to find the
Hedge proper can be forced with a contested Resolve +
item already existing in the Halls of Mirrors.
Composure roll. If the other side holds no double, the
This incurs the normal +1 success cost for find-
changeling has two more options.
ing their way.
First, the changeling can deliberately try to create
• A changeling in the Halls of Mirrors can invoke a mirror double. This requires a reflective surface the
the Loophole for items and Contracts that create changeling brought with them or pulled inside. The
illusions, or add +3 to their dice pool. The player changeling looks at the Hall’s mirror in the reflective
chooses which whenever their character uses the surface, and can then try to create a double on the
item or Contract. other side of the Hall’s mirror. They can then invoke
Mirror, Mirror, or the player rolls Presence + Empathy +
Changing the physical properties of the Halls of
Wyrd. This latter method only works if the changeling
Mirrors works as normal, but what the changeling can
is inside the Halls.
alter is limited. They can never turn a mirror into a
not-mirror, and they can’t leave the Halls unless by Roll Results
the means further below. Examples of what they can Success and Exceptional Success: The double comes
do include: into existence.
• Tilt the Halls in any direction (up and down are Failure: The double doesn’t come into existence.
constructs here). Dramatic failure: The double comes into existence,
but feels actively antagonistic towards the changeling.
• Shatter a mirror through brute force. If the
The changeling may still attempt to bargain with it to
changelings bring shards of a mirror from the
switch places.
Halls with them when they leave, the shard for-
ever looks out of its original. It also serves as a Alternatively, the changeling may tear out part of
token that reduces the required successes on a their body and soul to leave behind. This creates an
paradigm Hedgespinning shift to find the Halls Icon of the player’s choosing, with Storyteller approval.
of Mirrors to 5. However, shattering a mirror in The player rolls Resolve + Occult + Wyrd.
the Halls inflicts the Shattered Luck Condition. Roll Results
• Temporarily melt or evaporate a mirror. Melted Success and Exceptional Success: The Icon comes
and evaporated mirrors become foggy on the out- into existence and the changeling takes 1 lethal dam-
side world, inflicting a −2 and −4 dice penalty to age, loses their rightmost Clarity box, and takes the
look into them (or through them, if the viewer is Soul Shocked Condition. The changeling may freely
using magic to do so). step through the mirror holding their Icon. As they ar-
rive on the outside, the Icon is immediately lost some-
where in the Halls of Mirrors.
SHATTERED LUCK Failure: Nothing happens.
Dramatic failure: The Icon doesn’t appear, but the
Your character is cursed with bad luck. Maybe she changeling still takes 1 lethal damage and 1 severe Clar-
broke a magic mirror, didn’t shake Frau Holle’s blankets ity damage as the effort leaves them disassociating.
even though she promised, or stepped in any of fairy
tale’s other myriad don’ts. The Storyteller may ask the The Fetch in the Mirror
player to re-roll all successes on a single roll this story. Apart from mirror people and lost travelers, the
Halls of Mirrors see a fair number of fetches. Many of
44 Chapter Two: Destination
them were forced into the Halls by their changeling as shifts under centuries of rope rigging holding walkways
a way for the changeling to leave the Halls. Scorned and stairs in place, curled around hulls both historical
and vengeful, these fetches spend their time tracking and fantastical. Berths for proper sailing ships ring the
down the changeling’s other doubles with the hopes of Hedge island; at any given time, one can find at least
destroying their tormentor together. Like the mirror one craft careened onto its side and sunk into the salt
people, a fetch may look out of any reflective surface water, surrounded by selkie and mermaid hobgoblins
that ever held the original’s face — and they, too, might repairing and cleaning it while a Huntsman waits on
strike a bargain with denizens, Huntsmen, or Gentry the island’s edge, guarding a chest of the colors under
for revenge. which they sail.
A plurality of fetches in the Halls of Mirrors are
effectively asylum seekers. These are fetches whose
The Work They Find
changelings ousted them from their lives or otherwise Diesel engines and hemp rigging live cheek by jowl
tried to kill or merge with them. Any fetch who spends in the Doldrums, and so, too, do modern privateers
enough time around changelings, denizens, or other fae with ideals and aesthetics much older than their bod-
creatures eventually hears rumor about a place where ies. However, changelings who come to the Doldrums
doubles live in peace. Once they discover the Halls of expecting to deal with outdated people unable to keep
Mirrors, they may then enter like the changeling them- up with modern slang or ideals often find themselves
selves would. mistaken, to their deadly detriment. Expecting to be
A fetch, being neither mortal nor having a soul, able to talk over and past a marketeer or privateer
doesn’t create their own doubles. doesn’t keep an outsider’s conversations safe. It just an-
noys individuals primed for violence and fully capable
The Doldrums of understanding every word.
Rumors run thick on how the Doldrums came to How does one become a privateer that sails for a
rise above the Hedge ocean around it, jutting up like Huntsman or keep a company entirely of their own?
a rotted tooth. Some escapees who slipped privateer Who consents to sail for a Goblin Queen forever look-
chains say their captors talk about the Great Gate be- ing for her brother? Most privateers of the Doldrums
neath some segment of the Pacific Ocean, a hole in the escaped from Arcadia under their own steam, though
world through which Huntsmen, their patsies, and in- privateer captains sometimes bolster their numbers
dependent privateers use powerful, ancient tokens to by plundering the resources of their employer’s rivals.
drag ships down. Others shrug, asserting the Doldrums Some crewmates even think they live free, but only be-
came from nothing more deliberate than “we took it, we cause they’ve never tried to leave. Some got free, made
broke it, we threw it on a pile when we were done with it out to freeholds, and simply couldn’t integrate into
it.” Whether centuries of detritus or a more concerted the modern world, or found themselves overwhelmed
effort to build up the Doldrums took place, it now rots by the clashing egos of a failing freehold; they fled back
in the Hedge not far from Arcadia. to lives they at least understood.
The location feels intentional to those sensitive Privateer crews horrify free changelings. The
to such things, with that in mind. Those gates in sea thought of selling humans to the Fae’s vicious mercies
and stars, from Earth to the realms of the Fae, through turns stomachs. Crews share the blame and burden for
which the creaking and enchanted vessels of Hunts- their deeds; it’s easier when you’re doing terrible things
men, hobgoblins and changelings pass make the work together. Privateers aren’t blanket evil — they’re people,
of those who live in the Doldrums much easier. Drag- and like everyone else changelings encounter, they find
ging people into brine and distant lights, the privateers ways to rationalize their deeds. The concept of crowns
in the Doldrums follow their captains on rapacious and leaders abrades many of those who thrive in the
campaigns to stock the numbers of the Fae they serve. Doldrums, and so the model of equal market shares pa-
Those seeking passage to the Wishing Roads venture pers over their moral uncertainty at the turpitude of
here also, bargaining for berth on shining airships and their crew’s actions.
gold-limned solar corsairs cutting through the skies to The Sunken Market
distant horizons.
On the island’s back edge, travelers find the oldest
From a distance, the Doldrums look a little like an
and best-known subaquatic Goblin Market, the Sunk-
impossibly tall pile of broken ships and rotting lumber
en Market. For all the danger the Doldrums represents,
piled against the side of a giant, sloped hill. The wreck-
in that it demands coming so close to privateers and
age reaches up to the stars; the heavens glitter and shim-
Huntsmen who’d as soon sell any of the Lost as look at
mer as if the sky reflects the water and not the other way
them, the Sunken Market sings like a siren in the deep
around. The creaking wood, stained with salt, slowly
Hedge. The market specializes in aquatic tokens and
Places in the Hedge 45
items of renewal, though would-be customers might
require a guide or someone who can breathe water The Taste Of Salt
for them. There’s always a hobgoblin or two hanging
around with a basket of gelatinous rushes (p. 23), ready The crew of the Salt Queen, one of the priva-
to sell them to the unprepared. teer vessels which berths at the Doldrums,
Beneath the water’s surface, another story slowly embroiders on all of their colors (and on most
unfolds. The mermaids and sirens singing each to each of their clothes) the phrase “the taste of salt
know the island’s secret: The great Tortuga sleeps a sweetens the sting of iron.” Hearty drunken
thousand years, the Doldrums stacked up on her mas- debate whorls in the bars of the Doldrums
sive, rounded shell. The island tortoise somnambulates over the meaning of this phrase, but several
so slowly that the privateers above don’t know the
rumors persist, including that the crew of the
swaying of their bars and berths comes from her end-
Salt Queen has found some way to lessen
less movement through the salt. The gentle shifting of
the power iron holds over all fae creatures.
They’ve created their own mythology from
her head back and forth beneath the water creates the
bravado and years on the Hedge seas,
Doldrums’ tides and whirlpools, forever challenging attempting to make themselves terrifying
those sailing to her shores. Tortuga sleeps, and the hob- enough to ward off the more powerful crews
goblins who keep the subaquatic portion of the Sunken which might otherwise attempt to subsume
Market sing to her every day at close of market. They them. The old and wise, retired and resting in
attend their lullabies like daily Mass, and whisper to their chosen chairs, sigh over and over that
each other tales of her age and origin, swearing she’s breaking the basic laws of their lives can’t
older than even the Huntsmen. They sing in fear and be done, but the Salt Queen’s crew sails more
awe of the day she wakes. securely on that rumor.
The Sunken Market follows only the laws posted at
its single entrance:
Keep Within the Marked Boundary. The Sunken Mar- the written word. Perhaps someday someone will come
ket’s stalls purposefully obscure the subaquatic por- to cut them all free and send the rest of the Doldrums
tions of Tortuga, and its guardians work to keep her crashing down.
existence entirely secret. Of course, those who might free the sapient craft
Never Accept the First Price. All transactions in the are just as likely to steal these supposedly gentle giants,
Sunken Market require haggling. resting for ages in their weighty chains, for purposes as
A sign carefully painted with the laws hangs from malicious as those which bound the creatures in the
the rigging just over the point where would-be custom- first place. Or perhaps they chose chains rather than
ers must enter the water and swim through the heavy, service to Huntsmen stealing back lives and hearts, or
rotting wooden gate leading to the market. Those com- privateers remanding humans to servitude beneath the
ing to the market from beneath the waves must abide waves or in the stars.
by these too. Ignorance is never an excuse, even though If someone freed the living ships, sawed through
the rules are only posted above the waterline. The same the ropes and struck clean the chains, where would
mermaids and sirens who sing Tortuga to sleep and they go? Not even Ancient Aggie, who claims to have
guard her enforce the rules, bringing their obsidian seen the Doldrums built, knows their origin. If these
knives and sharpened shell weaponry to bear as neces- mellow leviathans slipped their moorings, to what free
sary. They report to Laila the Eel, the sole changeling in ocean would they swim or fly? To what open sea strewn
their company (p. 128). with jewel-tone islands burgeoning with treasures un-
told or spray of stars granting impossible wishes would
Ships And Shipments they gratefully carry their liberators? Perhaps strange
Denizens of the Doldrums love to talk about the gates open for them to the Wishing Roads or oceans
ships which create the framework of the Hedge island, even stranger, or perhaps they’ll simply shake their sav-
but few of them know about the living ships lashed into iors like fleas from their back and make for those limits
the deep bulwarks of the island’s construction. Soft, on their own.
enclosed curves that mimic more closely the shapes Along with the conscious craft, a thousand non-
and silhouettes of whales and pinnipeds lie anchored sapient ships lie at anchor at the various berths around
— or captured — within heavy ropes and salt-crusted and upon the form of the island. Glimmering light
chains. A visitor witnesses soft, shifting shapes within ships drift in the air at the island’s highest points,
the welter of wood. A massive lid opens, and they stare pointed toward the Wishing Roads they sail. Crews
into the great cow eyes of a beast of burden older than of star-swimming mermaids with glittering stellar eyes
46 Chapter Two: Destination
ing their own limb — a token fashioned in secret, hid-
den away from their captain’s watchful eyes— or by
Handle With Care bargaining with an entity or individual who can carry
This section explicitly deals with ableism them to freedom or watch them through the withdraw-
as a form of abuse, specifically caregiver als. However it happens, this sovereignty comes dear-
abuse and abuse of authority. As with any won: Their captains never forget the privateers who
part of a roleplaying game which touches break trust and flee their service.
upon real-life axes of oppression such as Token limbs, elixirs, or other assistive goblin items
disability, handle the matter of token limbs may function solely as actual limbs, replacement of lost
and enabling elixirs with sensitivity. Discuss senses, or amelioration of chronic pain or sensory is-
with players before bringing these items sues, in which case their power comes from negating
into play whether endangering or revoking the Conditions inflicted by loss of limb, eyesight, or
an accessibility item falls under a Line or a another disability. These low-power tokens accordingly
Veil (Changeling, p. 303) and utilize your ask little of the Lost who own them, sometimes sapping
safety tools when navigating the possibility of their strength or making their sleep less refreshing.
a limb breaking or being stolen. Some of the privateers, especially those who serve with
the Goblin Queen La Capitaine or who serve on inde-
pendent vessels, craft for themselves limbs which range
tend the star-catching sails woven from prismatic light, from functional to truly outré. A Nymph Captain who
scrub clean the golden hulls until they cut through the lost one of her legs wears a brass brace which shifts its
air, sleek as if oiled. Craft of every era and age berth at form when she does, changing form from leg to tail fin
the Doldrums, some painted with the colors of the Fae and back again; her First Mate replaced his missing
they serve, others flying independent flags. right hand with a fist which summons massive storms
but leaves profound hallucinations in their wake.
Rebuilding The Body
The predatory captains who berth at the Doldrums Shimmerrain, the City
only bring into their crews those they can control. of Neon Markets
Sometimes this comes in the form of finding people Changelings traveling toward Shimmerrain, the
they can make dependent upon them in some fashion. City of Neon Markets, hear it before they see it. The
One of the most common routes to such dependency sounds of chatter, horns more akin to those of cars
comes from providing ability contingent upon service. than hunters, and the soft, sizzling patter of neon rain
Many people come out of Arcadia with permanent in- splashing on hundreds of thousands of different um-
juries or changes to their bodies which make it difficult brellas and edifices float through the Hedge. Those who
to move, or hamper them outside of the realm for which have never been to Shimmerrain may assume they’re
they were crafted; a woman whose Gentry stretched her heading towards a city in the mortal world. Nothing
metatarsals into fin spines cannot walk on the feet she could be further from the truth.
no longer has. Captains often grant trifles and tokens
Shimmerrain sits at the conflux of two major trods
to their crews in exchange for service and servitude. A
through the Hedge, the sort of wide, smooth boule-
handful of prostheses spun from glass and straw which
vards the True Fae and their minions use regularly.
shatter after a day’s usage grant the ability to move but
Still, the danger of encountering such beings along the
keep the privateer dependent upon their captain for the
road doesn’t stop the Lost from going to Shimmerrain.
next substitute limb they require. Rarified elixirs restore
Smaller paths lead to Shimmerrain as well, or a change-
hearing or temper the onslaught of daylight on the eyes
ling could pick her way through the Thorns — but why,
of a nocturnal changeling for a few hours at a time, and
when she could get there so easily?
the captain carries the next dose in a token flask crafted
from sunlight and koi fins, nestled next to his heart. Was Shimmerrain grown or built? No one knows
The permanent pain of a body stumbling through a — or if they do, they’re not telling. Shimmerrain itself is
world for which it was not made finds brief ease from a sprawling, glittering city built outwards and upwards,
an iridescent acupuncture needle attached to the crew- a massive Goblin Market open year round. Some
man’s hammock by a stolen slip of silver thread. merchants claim that the tallest building in the city is
44,000 stories tall, though size and honesty are both
Desperate dependence follows, and over time these
relative in the Hedge. Determining where one building
individuals either become more compliant or find a way
ends and another begins is a lost cause. The massive
to break free. That independence sometimes comes by
skyscrapers that dominate Shimmerrain’s skyline con-
purchasing a reconfigured limb at the Sunken Market.
nect via a series of skywalks, bridges, and overpasses,
Sometimes it comes by seeing their way clear to creat-
Places in the Hedge 47
many of which are lined by stalls, carts, and even little right angles. The beating heart of Shimmerrain is the
freestanding one- or two-floor shops. Such traverses, single most overbuilt part of the city, a psychedelic city
whether they are built of stone, fiber-optic light, or solid center full of stalls, shops, illusory advertisements, and
songs, are always crowded with those seeking tokens, thousands of strange voices clamoring over each other
loved ones, or a good time. Shimmerrain is best com- to be heard. A changeling could easily lose herself for
pared to a layer cake — one that’s massive, grungy, a second time among the bright lights, the pungent
brightly lit, and made from steel-and-dreams. smells, and the electric rain. Looking up, she can barely
Shimmerrain hosts creatures of all kinds. A thou- see the sky through the balconies, bridges, billboards,
sand different types of hobgoblins live and work their and skywriting. It’s always as bright as a summer day
whole lives here, too content in the size and scope of the here, especially in the middle of a neon storm.
Neon Markets to venture anywhere else. Changelings A darkly-muttered rumor suggests that the Cross-
are a constant feature, and not all of them are just pass- roads itself is a True Fae, or a piece of a True Fae, that
ing through — some have Hollows within the massive was cast out of Arcadia for some unknowable crime.
skyscrapers, living comfortably in liminal apartment People go missing sometimes, lost among the garish ad-
spaces. Hedge Ghosts float through, especially with- vertisements and illuminated storefronts. The rumor
in the city’s necropolis. Many Avowed pass through goes that the Crossroads consumes them and adds their
Shimmerrain seeking their promised changelings, and dreams and imaginings to its many windows, bridges,
some manage to find them here. Even fetches, some of and facades. How else would there be so many?
whom make their way into the Hedge to escape their Of course, the Crossroads is the center of a massive
lives or seek the powers that created them, find a place Hedge city, so this is likely just an idle rumor, crafted by
within Shimmerrain. The market-city is big enough to bored members of the Autumn court.
encompass all in its steely, neon embrace.
The Crossroads is the hub of Shimmerrain, and if
Lightning Showers the characters can’t find what they need here, they can
get to anywhere else in the city from here to find it. It’s
Also known as neon rain, the lightning showers of also a good place to go unnoticed — almost everyone
Shimmerrain are a constant feature of the city, whether and everything here is actively trying to draw attention.
as a light drizzle or a torrential downpour. Brightly-col-
ored raindrops splash and hiss on everything below, be- Traits
having as both electricity and water. Being outside with- Physical: Passage +4, Sanctuary +1. The Crossroads
out protective gear can spell doom for the unprepared, surrounds two trods that lead in and out of the city (both
especially if they’re caught in the middle of a storm. ••••, one in Chengdu, Sichuan and one in Washington,
Systems: Lightning showers are similar to electric- DC), and most commerce in Shimmerrain is built out
ity damage (Changeling, p. 189) except that the interval from here. It benefits the merchants to have a steady flow
is per scene and the character doesn’t have to roll to of traffic and Oculus Hedge Security (p. 49) has eyes on
pull away from the rain if she successfully finds cover. If every shop who will allow them in. This doesn’t mean
there is a drizzle or mist, a character takes no damage. If that pickpockets are rare, but violence is unusual. The
it’s lightly raining, she take four points of bashing dam- overcrowding of the Crossroads includes an extra ben-
age per scene she remains outside without some sort of efit: It’s one of the driest places in the market-city.
protective gear. If the changeling finds herself in the Mental: Tidings +3, Penetralia +3. The single most
middle of a storm, she suffers the Stunned Condition advertised and glittery district in Shimmerrain, the
(Changeling p. 329) and takes eight points of bashing Crossroads are on everyone’s lips. The easier you are
damage per scene outside without protective gear. Any- to find here, the easier it is for people to buy from you.
one caught outside during a full storm is also subject to Conversely, the louder and brighter everyone else is,
the Heavy Rain Tilt (Changeling p. 331). Locals know the easier it is for you to escape notice.
how to predict these storms and will share that knowl- Social: Éclat +4, Ebullience +2. Everyone knows
edge — for a price, of course. about the Crossroads, and everyone wants to be there,
whether as a merchant or a customer. Merchants care
Groves
about people wanting to open their wallets, and they
The dizzying, electrified, neon-lit streets of Shim- keep an eye on suspicious characters. Shimmerrain
merrain tend to blend together, but there are a couple of doesn’t have a police force, but private security contrac-
distinct neighborhoods a visitor might seek out. tors settle public disputes — for a small fee, of course.
The Crossroads The Cypress Branches
Description: The two major trods that lead into Description: One of the many blocks of apartments
Shimmerrain meet in the middle of the city at perfect and townhouses haphazardly shoved into a massive sky-
48 Chapter Two: Destination
scraper, this housing district provides homes (temporary Hostile Encounters: A hobgoblin informant fingers
or permanent) for all sorts of fae creatures. It’s one of the one of the characters as a thief. A trained briarwolf
quietest places in the market city, though the din of distant “sniffer dog” breaks free of its restraints. Dominic is
commerce trickles around the glimmering art deco façades. suspicious of a character and orders her watched.
When it storms, brass and ceramic embellishments twinkle Locations: Dominic’s plush living and working ar-
in the neon light. The stained glass windows throughout eas. Cubicles filled with personal effects. The glassy, art
the district shift and change on their own schedules, ensur- deco lobby. The roof, with a sweeping view of Shim-
ing new and beautiful views for those who live there. merrain, more so than a character might expect.
Traits Stories: Entreat with Dominic as a favor to a merchant
Physical: Passage +2, Sanctuary +3. This residential of rare goods. Get the Oculus Hedge Security corporation
district is probably not on a tourist map, but it’s easy off an ally’s back. Get access to the corporation’s wealth of
enough to find simply by wandering long enough. The knowledge and resources to find a specific person. Make a
residents look out for each other and are suspicious of deal with Oculus to mislead a Huntsman.
new arrivals and outsiders. Big Mike’s Bramble Bar
Mental: Tidings +0, Penetralia +3. This district is Type: Business/Hospitality
tucked away in a building the size of a city block, but it
Description: Tucked away on one end of a spider-
has excellent lighting and views.
web bridge that spans the Crossroads, Big Mike’s Bram-
Social: Éclat +1, Ebullience +3. Not a famous dis- ble Bar (“Big Mike’s” to its regulars) is a tavern and res-
trict, but definitely a safe and quiet one. Sometimes taurant that caters to those who like a little ooze in their
people move out, and the inhabitants are sorry to see booze. While a first glance suggests that the eponymous
them go. The rain doesn’t reach here. Big Mike holds a deep fondness for Irish pubs and
nothing else, a canny patron will notice the blooming
Shimmerrain Locales bar, the smoking tankards, and the little hydroponic
Some Shimmerrain hotspots deserve their own en- gardens of Hedge fruit where televisions would be.
tries in the guidebook. History: Big Mike credits his escape to his Avowed
Oculus Hedge Security daughter. He claims she was six when he was taken and
eleven when she found him with the help of her dreams
Type: Business/Surveillance
and a hagstone. While proud of her, Big Mike insists
Description: One of the few free-standing buildings no Avowed should be forced to rescue their changeling
in Shimmerrain not renting space to other merchants, without help. Big Mike’s Bramble Bar serves as both a
the headquarters of Oculus Hedge Security is an im- meeting place for Avowed and a host for changelings
posing white ceramic brick tower down a side street off looking to help rescue other Lost.
the Crossroads. The first 32 floors are all offices and cu-
Activity: Big Mike’s Bramble Bar is open every day
bicles, while the 33rd floor is the penthouse office and
except Sundays. What’s a “Sunday” is always by Big
suite of the CEO, an Autumn Court Elemental Notary
Mike’s reckoning and may not always match up to the
by the name of Dominic Hill.
mortal calendar. Big Mike himself is usually in the bar,
History: Shimmerrain’s lack of cops created an but occasionally goes on jaunts into the Hedge to find
opening for an intrepid security merchant. While there new fruit — and new Avowed.
were several contenders, Dominic Hill ultimately came
Significant Storyteller Characters: Big Mike (Dice
out on top. His underlings use a combination of infor-
Pool: Intimidate 6, Socialize 7, Craft (Bartending) 6).
mants, the BriarNet, and old-fashioned investigative
legwork to protect both property and people (with an Extras: Changeling mercenaries, drunken patrons
emphasis on property) in Shimmerrain. He hopes to of every stripe, hobgoblin servers, nervous Avowed
expand outside of the market-city someday. Hostile Encounters: An Avowed accuses the char-
Activity: Staff are present in Shimmerrain 24/7 on acters of being the servants of a True Fae. A Hunts-
four rotating shifts. Those in need of his services can man haunts the bar. A hobgoblin starts a barfight. One
see Dominic by appointment. of the characters’ old enemies offers their services to
Avowed.
Significant Storyteller Characters: Dominic Hill
(Dice Pool: Intimidate 6, Investigation 7, Persuasion 5, Locations: Dark, plush booths. The blooming bar,
Socialize 5, Academics (Law) 6) complete with a polished top and the scent of roses. The
window seats, where a character can watch the light-
Extras: Surveillance staff, informants, administra-
ning showers in style. The back room, full of strange
tive assistants, hopeful new customers, Dominic’s rotat-
unguents, potions, spices, fruits, and of course booze.
ing cast of partners
Places in the Hedge 49
Stories: Asking about an Avowed who went miss- Drawback: At the end of the scene where the Levin-
ing. Offering services to the bar in exchange for drinks rod was activated, the user gains the Disoriented condi-
or a rare Hedge fruit. Accompanying Big Mike on a tion from the sudden lack of electrical power coursing
jaunt into the Hedge. Defending the bar from a rival through their nerves. This Drawback occurs even if
or servants of a True Fae. Becoming well-liked regulars. the user puts the Levinrod down before the end of the
scene. In addition, she becomes conductive, and may
Shimmerrain Specialties pull electrical attacks. If successfully grounded with
The Neon Markets sell a wide variety of goblin grounding mats or plates, they do not harm her.
fruits, trifles, and stranger things difficult to find else-
where. Sunset Road
Sample Trifle: Cuddlyfruit To dare to go into the Hedge can be wondrous or
harrowing; often, it is both. Traveling within tests the
This animate flora can be surprising for change- changeling’s mental fortitude and requires a self-exam-
lings who have never encountered it before. Cuddly- ination of the contents of one’s own heart. Even with
fruits are small collections of soft, fuzzy leaves that so many trods charted, there is always room for some
look and move for all the world like hamsters or gerbils. paths to achieve urban legend levels of infamy.
They collect in mid-sized warrens under Shimmerrain
and in the nearby Hedge, nibbling at the roots of vari- One such legend is the Sunset Road, an ever-shift-
ous flora and behaving exactly like small rodents. Some ing pathway in the Hedge that leads to the small grove-
Lost keep them as pets, and they stay alive indefinitely town of Saudade. The trod reveals itself not by whim
and even breed outside of the Hedge if watered and al- of sun and moon, by fickle seasons or heavy-handed
lowed to burrow in fresh soil once a day (though pot- Contracts, but to the call of an ache-heavy heart yearn-
ting soil is also acceptable, they prefer to be connected ing for second chances. The Lost and Found motley in
to the root systems of other plants). Georgia claims to have seen it once. The bricks parted
as the Hedge bloomed into a long, sun-kissed road while
Systems: Their value comes in their ability to hold the motley shared stories of what they’d lost to the du-
the Conditions of the Lost. Activating a cuddlyfruit re- rance. Their account is similar to many who share tales
quires an instant action and a Manipulation + Animal of the trod’s appearance.
Ken roll to coax the cuddlyfruit to sit over the charac-
ter’s heart, clinging to either clothes, fur, or skin with The Sunset Road always manifests itself the same
its sticky seedpod paws. Once activated, the cuddlyfruit way: Longing for something that’s in the past and an
temporarily alleviates a persistent Condition for one unquenchable desire for a second chance beckons trav-
scene. Characters using the cuddlyfruit cannot take elers to the twilight-hued pathway. The Lost and Found
Beats from the Condition. Once the scene is over, the can’t confirm it, but they’re sure they had two other
cuddlyfruit dies, falling off in a lifeless husk. Cuddly- members before discovering that hungry place.
fruits can also take up to three points of lethal damage A changeling can step onto the trod and find her-
for a user, but at that point they immediately die. self strolling along a long dirt road covered by the can-
opy of amber-colored leaves. Each tree along the path is
Sample Token: Levinrod (•••) both hale and withering — near its time, but not quite
Perhaps enchanted with the same power that gives there yet. Winds whisper secrets about the changeling’s
the Levinquick their name, Levinrods are the foliage life, caressing her skin as gently as an autumn breeze. It
of a narrow, spiky tree that grows in Shimmerrain. brings to the fore memories of a cradle bought and nev-
Levinrods softly hiss and crackle in the storms of the er used, or the barking of a pet sorely missed. With each
city, dealing two points of bashing damage to whoever step the promise of the Sunset Road, and the mythical
breaks them off their trees. After being broken off, a grove of Saudade, becomes clearer: The Lost are sur-
Levinrod shares the same traits as a crowbar (Change- vivors that picked up the pieces of what was left after
ling, p. 322) — but when activated by a point of Glamour the durance. Saudade is the promise of what might have
for a scene, it adds an additional four points of bashing been, a glue that puts those pieces together in a different
damage and inflicts the Stunned Tilt on the target on a configuration, showing her what life might have been
successful hit. In its Mask, it looks like an ordinary tree like had she never been taken.
branch. Its mien is a metallic wand sprouting leaves, At the end of the trod waits the graceful figure
still making that same hiss and crackle. of the Mayor, a compassionate being whose ability to
Catch: The user sticks the Levinrod in an electri- weave reality from dreams makes many wonder if she is
cal socket, taking the requisite four points of bashing a changeling herself. Delicately, she plucks the strings of
damage. If they use other magic to negate the damage their longing. She offers them a home in the Grove with
entirely, it doesn’t count as a Catch, but taking partial their heart’s desire.
damage still works.
50 Chapter Two: Destination
What good is Clarity in the face of a do-over? In Shortly after the goblin trade was established, sto-
a world of unknowable Fae and under the constant ries of amazing tokens, goblin fruits, and even Icons be-
whimsy of Wyrd, reality is relative. The Sunset Road gan to draw travelers to the BriarNet. The groves along
bombards the Lost with what has been taken away the Superhighway quickly became packed rest stops as
from them until they’re brought to their knees with hobgoblins began to specialize in the digitalized Curios
painful longing — so palpable it can be drawn into deli- the highway provided. Off-ramps led to silicone cities,
cious Glamour. and pixelated signs reading Under Construction promise
It is then that the Sunset Road feasts — reveal- wonders and amusements to come as new online com-
ing itself to be trod and goblin both — and the Mayor munities form.
weaves, their partnership one born of predatory hun- Facts became stories which coalesced into fables,
ger. To this day, changelings speak of friends who trav- reaching the ears of powerful Goblin Queens starv-
eled the Sunset Road and never returned. ing for new territories. The amount of emotions flow-
ing along with the digitized content was far too deli-
The Information cious a treat to pass on. Some were driven by costly
Superhighway Goblin Debts from bargains struck in moments of
ambition and gluttony. As the Goblin Queens ar-
Welcome to the Information Superhighway. Des- rived en masse, striving to expand their reach, re-
tination: anywhere. Now on sale: the solutions to all sources, and briar tribes, the Information Superhigh-
your problems. Warning: Ride, don’t walk. way became a warzone.
No changeling can quite tell when the highway was Hobgoblins were recruited in droves and the sav-
born, just that it has grown extremely fast compared to age Info War began. The chaotic trod became an ex-
most other trods. In the early days of the Digital Hedge, ercise in fast reflexes for those with a death wish. Ris-
it was a small thing, unstable, hard to navigate, and eas- ing from the ashes of conflict were three great tribes of
ily ignored. No more than a wobbly road that ended on hobgoblins and changelings alike, all of whom bore the
a dime, it could barely take a motley. Entire chunks of it mark of their viciousness like a second skin in a rap-
were uneven and risked collapse, disallowing high speed idly evolving Superhighway that had become as hectic
travel and making easy targets out of travelers. It grew as its inhabitants. The Megaludites of Sion remain the
rapidly with the Information Age— when the mortal largest and most brutish of them. Led by Highway King
world dubbed the internet “the Information Superhigh- Maximogordo and his Malwarriors, they assail any
way,” the trod changed to fit the mold, sculpted by both who might protect or desire the Superhighway, seek-
the experience of tech-savvy changelings and the far ing only to destroy it. The One-Winged Waif sends her
older human concepts of speed and travel and highway. tweeting Blue Boys to destroy any who won’t worship
As far as trods went, it was wickedly dangerous, the trod. Finally, the Black Carnival, an assortment of
but every day it grew, tiny bit by tiny bit until it was deranged privateers led by Papa Many Skins, lurk in
extremely far reaching and yielded valuable goblin the subpaths of the darknet and feed on tainted, wicked
fruits in oases of information clusters or stolen Glam- Glamour. They come out at the behest of their Fae mas-
our hidden in text messages. Today, it’s an enormous ters to take on changelings daring the trod unprepared.
road that can lead anywhere, full of outlaws, overlords, The inability of any one Highway King to destroy
dealers, and opportunities. To some hobgoblins it’s an another leaves the trod in a state of chaos and fire. Am-
affront, a pustular mockery that must be dealt with. To bulances part traffic with modem-screech wails, deploy-
Keepers it’s a river full of delicious Glamour and delec- ing EMTs and IT workers to triage the injuries. Patients
table runaway changelings awaiting the right bait. To get both a medical scan and a virus scan as their rescu-
changelings it’s a bizarre place where notions first cre- ers assess the damage. Defragmenters sit next to defi-
ated by humans have taken hold in a way all their own, brillators, and needles might inject medicine or lines of
familiar and yet dangerously not. code. Traffic slows to a crawl around the accident site
Many missed the opportunities presented by the as onlookers rubberneck and post about what they see.
growing trod. Not so with the hobgoblins who would be- The three Unwise Kings rule their own milestone-
come the Sluglords, opportunistic Goblin Market trad- fortresses along the Information Superhighway, con-
ers that learned the secrets paths of the Superhighway stantly seeking those who will help them gain an up-
by stealing them from their predecessors. They became per hand on their rivals via outright war or cunning
capable of popping up from shortcuts in times of need sabotage. Such allies and stooges take the form of
to offer changelings who’d broken down on the roadside Hedge ghosts bound to the trod and lost to the digi-
amazing Goblin Contracts, always at friendly, one-time- tal allure, hobgoblins, or even passing motleys them-
only, limited time rates. However, as their wealth grew selves. Between the many roaming road warriors, toll
other denizens arrived, eager to pillage the trod. booths, pop-up Goblin Markets, and scams, it pays to
Places in the Hedge 51
be a friend of a Goblin Queen of the Information Su- steel skyscrapers, and clocktowers. Every day at dawn,
perhighway... if one can stomach the price. a mirage momentarily appears; within, the monoliths
In a land of such lawlessness, however, not all is bleak again stand tall above ground as they once did. Any-
and dangerous to the Lost trying to make their way. one who is inside at that hour finds themself not just
buried but perfectly sealed in earth, yet somehow not
The Spiderborn Riders (p. 154) patrol these roads
suffocating. Few are willing to risk this, but the Tower
on Hedge-acclimated motorcycles. Ever since they first
Delvers prize those who do, since neither the style nor
arrived at the Highway they’ve provided protection to
the layout of any monolith is the same after the mirage,
motleys and have rescued important information that
save for those rooms someone was inside at dawn. Such
has fallen into the wrong hands. Moreover, as the en-
unfortunates usually find themselves released from the
titlement’s main mission, their goal is to keep the Super-
earth into a room that looks identical to the one they
highway a safer place for all changelings. Vowing not to
were in the night before at approximately the same po-
bind themselves to enslaving Bargains, the Spiderborn
sition within the tower, but every so often, the room
have weakened the presence of the ever-warring High-
reappears without its occupant.
way Kings and abused their weaknesses to great effect.
As some hobgoblins move from the region, afraid of the There are many places in the Hedge where physical
new conflict that is soon to come, many others remain, rules changelings were familiar with in the mundane
beholden to their Fae masters and Goblin Queens. A world are upended, but not here, where it might be
storm brews in the horizon between the forces of the helpful. Ceilings have become floors, and floors, ceil-
Superhighway, and it won’t be long before the Highway ings. The Anatropes’ furnishings have a more mercu-
Kings realize that they have a common enemy. rial relationship to the words up and down, usually
operating as though the tower is still upright, but ca-
Although the trod continues to grow with unbound
pable of reverting to following expected physical laws
promise, its denizens are ruled by fear and authoritari-
under circumstances unique to each room. Explorers in
anism. Tall pyres of pixelated fire burn those who chal-
the Anatropes must be cautious of alcoves which turn
lenge the Unwise Kings, meeting their ends as a grisly
out to be fireplaces, lest they find themselves falling for
demonstration to others. It is no place for those who
miles up one of the tower’s chimneys. Well-appointed
wish to keep to their Clarity, or who trust easily, but the
armories that once protected the Lost are now rooms
promise of powerful and unique Goblin Contracts, the
of spiky Damoclean death. Kitchens with central fire
abundance of goblin fruits, tokens and Icons, and the
pits, which were in use when the Anatropes met their
speedy translocation offered will never cease to draw
fate, have filled the ceiling with choking smoke where
those who have a knack for high-octane volatility.
explorers must stand. To make homes within the Anat-
Anatropes ropes, the Tower Delvers installed a network of inter-
secting metal bars across the ceiling, allowing them to
The Marchlands, like many ways to slip between spend their days sliding around with harnesses, all but
the Hedge and Arcadia, are more concept than place, safe from falling as they reach for the workbenches,
and as such they tend to creep up on travelers, suddenly mechanisms, and stranger devices that the Anatropes
and without warning. To cross over, there must be a have to offer.
threshold; this is one of many.
Why take the risk? Every full moon, a room appears
There used to be a warning. Better yet, a defense. about 3 miles down in the westernmost Anatrope, a
Seven monoliths, each taller than the tallest skyscrap- forge where it rains yellow-hot iron. At the center of
er, stood planted right on the border between here and the room hangs a humble kitchen knife, nearly finished
There. Each one was a self-sufficient wonder, with its and apparently made of butter. The Tower Delvers’ to-
own wells, farms, and workshops, full of Lost standing kensmiths say it might be able to cut through any bar-
ready to fend off the True Fae should they come calling. rier between the wielder and a person held against their
No one knows if they stood for lifetimes or were will, if they could only get to it and work out how to fin-
struck down mere moments after the last was finished. ish it — and as long as no-one tries to use it to cut skin.
They weren’t destroyed; their fate is far stranger than Ledgers in the levels closest to the surface give incred-
that. Every one of the seven monoliths is inverted. ible names for weapons which could supposedly harm
Where they once reached proudly into the strange skies the True Fae, though it is unclear if they were ever test-
of the Hedge, they now plunge down mile upon mile ed: Dreaming’s End, Split Second, The Forgetting Axe,
through the earth, accessible only by what were once and other such treasures of the lower (yet higher) levels.
stairs, hatches and cellar doors. The Paper Planes motley helped the Tower Delvers
The Tower Delvers freehold describes descents for a year and a day, returning with a seat that rests on
into electric pylons, lighthouses, castle towers with ar- a dozen arms and hands and can climb stairs and swim,
rowslits choked with soil, early 20th century brick and so their newest member can travel and fight with them
52 Chapter Two: Destination
anywhere. The Lost travel great distances to recuper- Tell me of a time when you were happy and small, and
ate in the infirmary of the easternmost Anatrope: in small I can make you again
that room what appears to be white laundry, on closer Many of the cities are excited about visitors and
inspection, turns out to be warm, living skin as white even trade with the outside world. One city is creat-
as bandages. The living bandages wrap around the in- ing a garden and its hobgoblins trade extraordinary
jured changeling, pulling them up to the ceiling and riches for just a bucket of earth. Another is known for
tucking them securely into bed. Patients sleep without its beautiful Hedgespun clothing. In yet another, visi-
dreams and awake with all their injuries healed. Some tors can find a Library of Icons, which accepts Icons
stay simply to end their nightmares. brought in by visitors in exchange for taking down the
Systems: Exploring an Anatrope uses the chase description of the visitor’s own Icon. If one of the visi-
rules (Changeling, p. 195), with separate target numbers tor’s Icons is ever checked into the Library, she can re-
of successes for looking for one of the Anatrope’s won- turn to check it out.
ders, and for escaping safely with it. The Anatrope has When a changeling visitor checks an Icon into the
a −3 Penalty to chase rolls while characters are ascend- library, the Librarian leans forward, and whispers a ru-
ing, but a +3 bonus when they descend to the surface. mor to her: If you swim out into the Lake far enough,
If the Anatrope wins the chase, the characters end up you will find a bottle that contains a settlement which
deep underground, at the very top of the tower. perfectly resembles the place you considered home be-
Tower Delver rumor has it that the Anatropes, like fore your durance, inhabited by the people you loved
Icarus, reached in hubris toward the sun, and in this back then, or as near as makes no difference.
case the fall didn’t take them far from it. However, the System: By recounting a happy childhood memory,
Monarchs are known to care little for members of the a character can shrink rapidly down to the size of the
freehold spreading scurrilous gossip about the Sun-Un- bottle’s residents and eventually vanish.
der-Earth.
Tilts: On lower levels, Extreme Heat
The Anatropes’ original purpose as lookouts is in- LILLIPUTIAN
verted, making it hard to be aware of oncoming danger.
The character shrinks down to Size 1 or smaller
Lost characters suffer the Stunned Tilt at the start
and finds themself inside the bottle, walking the streets
of action scenes involving violence.
of the city.
Possible Sources: Entering a bottled city using the
Physical Mental Social
instructions on the label.
Passage −3 Tidings +1 Éclat +2
Resolution: Leaving the bottled city. There are
Sanctuary +3 Penetralia +3 Ebullience +3 many methods of restoring “giants” to their full size
and returning them to the outside world: in one city
Impossible Bottles a strange machine does the trick; in another an alche-
mist’s draught enlarges the imbiber. It’s not at all clear
High in a range of mountains that cut into the sky that every city has a means of returning to the outside
like fangs, the Lake of Impossible Bottles glitters the world. The bottle can be smashed with the character
thousand colors of its strange flotsam in a permanent, inside, resulting in a persistent Condition.
blindingly bright mountain summer. The multicolored
Beat: The character is in danger or needs help with
lights of the Lake are the reflections of the sun on an
something she could normally do easily, due to her un-
uncounted and uncountable number of glass bottles
usual size or being inside the city.
which float upon the surface, incredibly varied in color,
size, and shape.
Physical Mental Social
If a traveler peers through the bottle glass, she finds
a perfect, impossibly tiny town, city, or village. There Passage +3 Tidings +2 Éclat +1
are buildings far too tall to have ever passed through Sanctuary +1 Penetralia +3 Ebullience +3
the bottle’s neck. Megacities sprawl in bottles of a size
that might be expected in a mini-bar, and tiny villages
sit proudly at larger scale in some of the bigger bottles.
Marsh of
Miniature people casually go about their business inside. Thicker Blood
Each bottle has a paper label, somehow dry, tied to Many Trods pass through the Marsh of Thicker
the neck with string. So far, every label Hedge travelers Blood, where all the blood that’s shed on earth wells
have checked says: up like spring water. A traveler sees the land begin to
Places in the Hedge 53
slope downward, and foliage, buildings, or stranger Sea of Strayed Time
surroundings begin to shrink, becoming barely higher
than their head, then their shoulders, then their knees, Time is space, time is money, and in the Hedge a
and in places sinking below the surface of the pools of time might as well be a place. People make time, waste it,
liquid which they can see dotted around them. wish they could travel back in it, lose it as easily as they
might lose their keys. Children wait to be old enough,
The unwary rejoice at the shrinking of the Thorns. parents ask themselves where all the time went so fast,
They see thick, soft grass ahead and quicken their and the elderly curse all the time they would not have
steps. It usually takes until their foot breaks the sur- wasted if they had only been old enough to know bet-
face of the boggy ground for the stench to make itself ter.
known. It’s acrid, like burning plastic with a metallic
sweetness. The stench makes them cough, and the air Changelings know better than anyone about miss-
feels close, like a weight upon the skin. The water is a ing time — years forgotten; years of their loved ones’
reddish color, and a matching haze fills the air. lives missed; years passed in a moment, driving a wedge
between them and the world; Arcadian years too full of
If the traveler is lucky, they find they’re still on a pain to be called living. Most go on, somehow, leaving
Trod, now a causeway inches below the blood. There are it mostly behind. But strayed time weighs too heavy to
other paths, branching and splitting, slowly pulsing un- just go away.
derfoot, hidden in the red of blood and sodden earth,
but they are soft and fleshy and sometimes sag deep In the Hedge there is a frozen sea. Every ounce of
enough to soak visitors to the waist — or turn suddenly ice in that sea was formed in the moment when a per-
downward, leaving a gap deeper than even Ogres are tall son realized that some of their time is gone, will never
before mysteriously coming back to the surface. Most come back, or may not ever even be something they can
travelers try to avoid getting too covered in blood; the remember. It is frozen for miles and miles down, and
Marsh’s bloodstains linger on the skin for a long time. Hedge travelers passing over it can see down impossibly
far — but not all the way. No one knows if it is truly
The Marsh is more than just a trap for unwary trav- solid right to the seabed.
elers. Further in, the fertile soil brings forth a wealth of
goblin fruits both common and rare. At the Storytell- Near the surface, the ice is so clear that it has an
er’s discretion, there is a +3 modifier to Hedgespinning unsettling effect, like standing on a glass floor, but with
rolls to find any goblin fruit which may be desired. far, far further to fall. It can be hard for travelers to
remember they are standing on a solid surface, as their
The shining red-gold fish that passers-by some- eyes tell them one thing while their feet tell them anoth-
times see leaping from the bloody surface can speak. er. Those with little tendency toward vertigo, or consid-
They tell travelers to follow them to the pumping heart- erable courage, can make out shapes suspended deep in
spring at the final confluence of all the Marsh Trods the ice. Whatever they are, they look like bodies.
and embrace it. It can give a traveler almost anything
they desire, as long as they are willing to take the life of The wind blowing across the ice sounds strange,
someone who trusts them without question. like whispered words, and sometimes it knows things
that nobody but the listener could know. In time, it of-
Systems: Bloodstains linger for three chapters after the fers a suggestion that makes a strange kind of sense. Dig
changeling washes themselves off, or a chapter for every down to the shapes. Find one that looks like someone
life the visitor has taken. Bloodstains don’t fade by them- you know. Free their lips from the ice, listen to them
selves if every inch of the skin is stained. The blood brings whisper forgotten secrets. Notice that none of the peo-
with it worse things. Changelings often have to solve their ple these bodies resemble are dead. There might be one
problems with violence, and the Marsh makes them feel that looks like you, an echo of you, perhaps even an
more comfortable reaching for that simple solution. Icon.
Two turns after coming into skin contact with the Systems: The Sea imposes the Ice and Extreme Cold
blood, including through soaked clothing, a character Tilts on travelers.
acquires the Paranoid and Bestial Conditions. These
end when the character leaves the Marsh. However, if Deciphering the whispers: Roll Wits + Resolve, add-
she becomes fully soaked in blood, they do not end un- ing the Tidings bonus below.
til she does something which puts her life in the hands Finding a body: Roll Wits + Survival.
of someone she considers an enemy. Digging through the ice: Extended Strength + Ath-
letics action, subtracting the Sanctuary penalty below.
Physical The target number of successes is 20, as even the most
Mental Social
accessible bodies are as much as half a mile to a mile
Passage +2 Tidings +1 Éclat +2 down. Exceptional success in deciphering the whispers
Sanctuary 0 Penetralia +1 Ebullience +1 or finding the body reduces this to 15.
54 Chapter Two: Destination
Physical Mental Social Broken oaths, long-lived gateways, a True Fae’s
tears: Changelings bandy these and other hypocrisies
Passage +3 Tidings +3 Éclat +1 about as reasons that a limen might be created from
Sanctuary −3 Penetralia −3 Ebullience 0 seemingly nothing. A holdfast might be more likely to
appear on its own when a Hedge gateway has stood for
Betwixt hundreds of years. A doorstop in a hotel lobby opens
under a solar eclipse, and doesn’t close again. It is dif-
and Between ficult to predict what factors might generate a limen, but
that doesn’t stop changelings from trying, and trying
Sometimes, the world grows a little quiet where you
again if they were wrong.
walk. The sounds of city life drop out; the birdsong be-
comes music unlike any you’ve heard before. The trees Limens, once created, don’t stop growing. The rate
are the same, rising above you to blot out the sun, but of encroachment varies by limen, but just because one
the light has a new quality to it, refracted through col- cannot see change with the naked eye doesn’t mean it
ored glass. In these places, called limens, two worlds isn’t happening. All limens must be stopped at some
come together like lovers, ignorant to passersby, so point after they are created, or else they become over-
absorbed in one another that they forget to pay atten- grown, the Hedge sprawling out far past where it should.
tion as gates open and monsters spill out on both sides. If a limen sprawls out too far, reversal is possible,
Devils’ bargains are made, children follow sweet music though more difficult the more settled and lived-in a
down heretofore unseen paths, and mortals glimpse the limen becomes. Responsible changelings clear out the
stuff of dreams that haunt them for years to come. limen before performing a reversal, because they’ve
Limens are a metaphysical corollary to the change- learned the hard way that forgetting to do so is disas-
ling experience: originally of the mortal world, trans- trous. A limen contracting in on itself sweeps every-
formed by varying degrees of contact with the Other. thing in its path back into the Hedge with it. Mortals
It’s appropriate, then, that changelings are the only caught inside a contracting limen can find their way
creature that can deliberately create a limen. Though out, but many of them find themselves in living fairy
hobgoblins are also creatures of the liminal Hedge, they tales, emerging into the mortal world after an hour only
don’t create limens, merely exploit them. to find years have passed during their journey back.
Limens, as befits any liminal space, are not fully sta-
ble, but the level of stability differs from place to place. A
First Stage: Doorstop
chime on one of the Ssese Islands in Lake Victoria has The earliest stage of a limen is like dipping a toe
existed for so long that it’s grown from hobgoblin shan- into a lake, or tasting a soup as it cooks. The Hedge’s en-
tytown to full-blown Goblin Market. Its denizens treat it croachment on the mortal world is subtle in these days:
as an archway, not a door. A mushroom ring on the Isle Goblin fruit grows on an apple tree like a cuckoo chick
of Skye has survived for centuries as a meeting-place of in a warbler’s nest, and time twists a little bit out of your
two worlds, long enough that it seems like it always has grasp. Changelings call these places doorstops, where
been and always will be — but no one has ever been able the worlds mesh just enough to let a little magic leak out
to find it on purpose. Others ebb and flow: The doorstop into the mundane. Make no mistake, a doorstop can
in Lagarfljót, Iceland, opens only every few centuries to be as dangerous as a full-blown holdfast in some ways.
let its Hedge-wyrm through. The holdfast at Bellefleur, Unearthly lute music lures wayward children down the
Louisiana, was triggered when an oath made by a long- banks of a river and across the water, into the Hedge
dead changeling was broken and an oil refinery was built and the arms of a grinning hobgoblin. A hiker coming
nearby. Magic leaked into Bellefleur, and now the town to rest in the familiar arms of an apple orchard bites
is haunted not by spirits or regret, but by hobgoblins. In into an unfamiliar fruit, and as it turns to ashes in her
the world’s most remote forests and mountain peaks, a mouth, she finds herself rooted to the ground.
massive Hedge beast trudges in and out of two worlds,
dragging a limen around with it, ignorant of the mortal
Sample Doorstop:
world and yet infamous within it. Lake Baikal, Russia
Limens can only be created in conditions that are al- Folklore tells of tricksters who, upon escaping the
ready liminal in some way. This can range from a liminal sacks they were meant to drown in, claim to their per-
place — shores, calderas, hotels, and crossroads have all secutors that deep in a lake there is a wealthy country
served as limen hosts — to something more conceptual — a with sheep and cows aplenty. “Can’t you see it?” they
location on the equator, twilight, an equinox or solstice. The ask, and their oddly trusting captors walk into the lake,
more definitions drawn upon, the more powerful the limen to their deaths. In Russia’s Lake Baikal, sometimes you
will be, and the more likely one will emerge on its own. can see it and survive.
Betwixt and Between 55
hotel, but the only ghosts to be found are those of the
Hedge.
Dramaturgy
Dramaturgy is the fae art of drawing on End Stage: Holdfast
connection and symbolism. It weaves prop- Limens in their unruliest growth stages are called
erties and identities together into a tapestry, holdfasts. At this point, the encroachment of the Hedge
harnessing magic through symbolic items onto the mortal world can barely be called liminal. Like
and actions. Every changeling knows some a rose garden with no one to do the pruning, the Hedge
dramaturgy intuitively; it empowers their Con- spreads itself wild in any direction it pleases, with noth-
tracts’ loopholes. For more on dramaturgy, ing and no one to tame it. As the limen spreads into a
see Kith & Kin, pp. 68-72. holdfast, it appears to thin out, but its roots run deep.
Holdfasts are bewitching in much the same way
that old-growth forests and overgrown, abandoned ur-
Lake Baikal is the world’s oldest and deepest lake, ban structures are, although their appearances are de-
one of the clearest, and home to the world’s oldest li- ceiving — just as the lack of human presence in those
men: a doorstop in its belly, through which you can places does not mean that they are lifeless, magic roots
see the Hedge if you’re in the right place. Lake Baikal deep inside holdfasts. Where a holdfast encroaches, it
formed many millions of years ago in a rift valley, and pulls the mortal world in like quicksand. Mortals inside
in the part of the Hedge that roughly overlaps with a holdfast find themselves reluctant to leave home or
Baikal, that valley never filled with water. This has led find leaving downright impossible — cars break down
to the odd phenomenon of Hedge denizens who pass on the road out of town, or violent thunderstorms start
through the limen walking through the water and out just as a family is about to drive past the holdfast’s lim-
of the lake, though most prefer to stay on their own end its. Those who do leave are pulled back by a longing
of the limen. for the magic of the holdfast. Once you’ve lived inside
a pocket of fae magic, the mortal world seems so much
Mid Stage: Chime duller... perhaps because the longer you live there, the
Named for the less common meaning of the word, more likely you are to become a hobgoblin.
chimes are liminal spaces where the Hedge and the Not all denizens of holdfasts become hobgoblins,
mortal world blend in a relatively balanced way, though even if they’re lifelong residents. There’s seemingly no
how the Hedge can balance against the mortal world is rhyme or reason to who does; some changelings specu-
fairly relative. Chimes are more stable than doorstops late that the mortals most open to the Wyrd’s influence
or holdfasts, though no one agrees on whether that’s are the likeliest to become hobgoblins, and others theo-
because they’re simply less intrusive and less likely to be rize that it’s the opposite. A Storyteller peopling one of
reversed, or because the natural balance of magic and these limens should use their discretion when creating
mundanity lends a stabilizing property. characters (Changeling, p. 252), and it should be unclear
to the players if the hobgoblins in their path were origi-
Sample Chime: nally mortals or came from the Hedge itself.
Il Palazzo Serenissimo, Italy
The seas are rising, and Venice is sinking. Caught
Sample Holdfast:
in between two immovable forces, the city has become Bellefleur, Louisiana
ripe for Hedge encroachment, with limens popping up Once, a True Fae thought Bellefleur, Louisiana, was
all over the city. The most famous and long-standing of the most beautiful place it had ever seen. It had seen the
the lot is Il Palazzo Serenissimo, sited in the eastern part town first when abducting Bastien Landry, and Belle-
of San Polo, the city’s center. Il Palazzo Serenissimo was fleur was never far from its mind thereafter; finally, it
once home to a merchant family. It fell into disrepair af- set the Ogre free in exchange for a promise to ensure
ter their fortunes waned and they were forced to move Bellefleur remained untouched by industry. But mortals
elsewhere. During the 18th century, Il Palazzo became die, and so do changelings, and eventually Bastien did
a rental property for young men on their Grand Tours, too. More than a century later, Bellefleur welcomed an
and eventually a hotel proper. In the intervening years, oil refinery — and the oath broke like a dam. Like oil
it has also become a chime. Most guests complete their dripping into a creek, the Hedge spread over the town
stay without incident. Some complain of strange noises until it stopped of its own accord at the city’s limits.
in the night, carousing that lasts until well past dawn in People who live in Bellefleur today don’t like to
a room they cannot find, items stolen despite a seeming leave; they speak of their hometown as if it is paradise
lack of value... it’s gained some notoriety as a haunted on earth. It’s not clear if it’s the sense of community
56 Chapter Two: Destination
that keeps them rooted, or the strange magic that turns Common Modifiers
oil slicks into rainbows and mortals into fae who can
use that magic. There’s a price for getting what you The character’s Wyrd rating +1 per dot
want, but it was paid long ago, so why should it be any- The character created this gateway +1
one else’s business? Has the Dramaturge Merit +1
Systems Has the Hedge Sense Merit +1
A mortal is present +1
In limens, the rules of the Hedge and the mortal
world meet, to varying effect. Some are cancelled out; Gateway is in the Thorns −2
some are strengthened; some create bizarre stepchil- Gateway is on a trod −3
dren in their collision. The Hedge is halfway between
the mortal world and Arcadia, and limens can be any-
where on the scale in between. “Liminal” does not need Creating a Limen
to mean perfectly in-between. Keep this in mind when On the Hedge side of a gateway where the change-
designing your own limens. ling desires to extend the Hedge into the mortal world,
Hedgespinning cannot be performed in any type of she gathers items representing that location’s liminal
limen. Although the Wyrd agrees that the liminal space qualities. One by one, she buries them, giving them up
is part of the Hedge, a limen is still underpinned by its in sacrifice to the Hedge.
original mundane nature. As a result, the Wyrd’s reach Cost: 2 Glamour
does not extend to allowing Hedgespinning — but dra- Dice Pool: Wits + Occult + Wyrd
maturgy becomes more powerful.
Action: Instant
Creating a limen requires the same type of sympathet-
ic magic that dramaturgy relies upon, and thanks to this Roll Results
natural symbiosis, the Storyteller should feel free to add Success: The character creates a tier-one limen
interesting side effects to dramaturgy-related exceptional (doorstop).
successes and dramatic failures. Especially when the char- Exceptional Success: The character creates a tier-
acters have little experience with this environment, it’s one limen (doorstop) and takes the Inspired Condition
easy for magic to spiral out of control. Players receive a (Changeling, p. 342).
bonus to rolled actions their characters take within a li-
men that draw directly upon dramaturgical magic, such Failure: The character fails to create a limen of
as galoshins, Hedge sorcery, Clashes of Wills to view an any sort.
Icon’s visions, and others at the Storyteller’s discretion. Dramatic Failure: The Wyrd, angry at the character’s
This bonus is +1 in a doorstop, +2 in a chime, or +3 in a attempt to manipulate it, sends a Geas (p. 140) after them.
holdfast. As in the rest of the Hedge, players reduce the
dice pool for all Clarity attacks by one inside a limen un- Stopping a Limen
less something within the Hedge itself caused it. The changeling searches for what was buried to
The Hedge does not like to be pruned or let go of create the limen and digs each item out of the ground.
its territory, and as a result, changelings find it far more By burying them again on the outskirts of the limen, at
difficult to stop or reverse limens than they do to cre- defined border points, the changeling can change the
ate them. Limens have a Fortification rating equal to shape of the limen, however far it’s expanded.
their creator’s Resolve + Wyrd. Changelings altering the Cost: 2 Willpower
boundaries of a limen or destroying one entirely often Dice Pool: Wits + Occult vs. Limen’s Fortification
feel as though they are giving up a part of themselves —
Action: Contested
for all the wonders and horrors of a full-blown limen,
they are, like changelings, in-between the fae and mor- Roll Results
tal worlds. It is not easy to destroy that. Success: The limen stops expanding.
Characters in a limen can sense that there’s some- Exceptional Success: The limen stops expand-
thing unusual about their surroundings, even if Hedge ing, and the changeling takes the Inspired Condition
encroachment is minor. Drop some surreal descriptors (Changeling, p. 342), feeling a sense of pride over her
into your scene-setting: the light seems different; bird- successful work.
song sounds more like intelligible language; there’s a
Failure: The limen continues to grow at the same pace.
smell on the wind that sets mouths a-watering. Limens
should feel wondrous, even when they’re terrible. To Dramatic Failure: The limen continues to grow
changelings, they should feel almost like home. at the same pace. The changeling suffers the Paranoid
Betwixt and Between 57
Condition (Changeling, p. 344), becoming convinced them by right call it “fingerprinting.” Those who cher-
something in the Hedge is watching her and unhappy ish this wild place call it “razing” and often speak un-
with her attempt to stop its growth. kind things about the other two groups.
Safety is the most common reason for claiming ter-
Reversing a Limen ritory, but there are utilitarian and mystical reasons as
The changeling buries cold iron at the heart of the well. A private place keeps prying eyes out of a society’s
limen. This angers the Hedge, and causes it to contract business, and a certain location could be ideal for gath-
in on itself, like a wounded animal. ering Hedge Sorcery components (p. 66).
Cost: 2 points of mild Clarity damage Claiming Hedge territory begins on the individual and
Dice Pool: Wits + Occult vs. Limen’s Fortification motley level. Hedgeways and trod endpoints in local areas
Action: Contested form the roots of a homestead. From there, these individual
groups claim nearby places and add it to their holdings. As
Roll Results their land grows, members of courts and freeholds work
Success: The limen contracts in on itself at the pre- out ways to share excess territory with each other as their
vious rate of expansion. society’s commons. Some courts may take Bargains that de-
Exceptional Success: The limen instantly contracts mand they expand regularly, and freeholds might bequeath
and disappears. their new territories to each other as a significant gift (see
Oak, Ash, and Thorn, p. 9, for more information).
Failure: The limen continues to expand. The
changeling suffers a Clarity breaking point. Territorial Pledges
Dramatic Failure: The limen begins to expand at Changelings claim their most important Hedge territo-
double the rate, and the changeling suffers a Clarity ry with a demarcation. The pledge is simple. A single change-
breaking point. ling or a motley establishes a border within the Hedge, and
The rate of expansion of a given limen is up to the then pledges to cultivate it in exchange for the land’s ben-
Storyteller’s discretion, but the base expansion is 1 square efits. It’s a tough task with a great responsibility, but the
yard per turn for doorstops, 500 square yards per turn for shelter and wealth the Hedge can provide makes it worth it.
chimes, and 0.5 square miles per turn for holdfasts. Systems: Any number of characters can take part in
a demarcation, and new characters can take part and
Common Modifiers receive the same benefits.
The character’s Wyrd rating −1 per dot All participants must establish or strengthen bor-
The character created this limen +1 ders within a Hedge territory, which can range from a
simple signpost to keeping watch at regular times. Once
A mortal is present +1
a border is established or strengthened, the participants
Limen is a doorstop −1 swear a promise to the land itself that they will help it
Limen is a chime −2 flourish and spend a point of Glamour.
Limen is a holdfast −3 If the participants actively live within, cultivate,
or defend the Hedge territory, they gain the following
Clarity is damaged −1
benefits:
Homesteading
• +2 dice pool bonus when navigating the Hedge
toward their territory. This stacks with any other
bonus to a maximum of +5.
As any expert Hedgespinner knows, the planet’s
secret garden can never be tamed, but it can be coaxed. • For every participant to a maximum of 5, the ter-
In time, the members of a court or freehold may coax ritory is taken as a Hollow (Changeling, p. 116) or
their land so well that they claim it as their own. The a Stable Trod (Changeling, p. 119) with a rating
Lost are a marginal people, and the Hedge is a marginal equal to the participants at no experience cost.
world. Why not take it?
• When defending the land, 2/1 Armor if unar-
For some, this is the beginning of a powerful soci-
mored.
ety. For others, this is where the trouble starts.
If a participant grievously harms the land without
Staking Claims good cause, chooses to neglect the land, or swears to
Changelings have a few terms for claiming Hedge abandon it, the land rejects them. All benefits are re-
territory. Those that grasp for shelter consider it “home- voked, and if the parting was very acrimonious, the
steading.” The ones who believe the land belongs to changeling might also receive the Notoriety Condition
58 Chapter Two: Destination
(Changeling, p. 343). All participants have their benefits Others refuse out of caution. Some freeholds
revoked if the land is conquered by a hostile power. neighbor dangerous Groves. The local hobgoblins
might despise would-be settlers. Worst of all, the free-
Defending What’s Ours hold could find that the Gentry and their Huntsmen
The Hedge is endless, and there should be enough are closer to home than they should be, or than they
of it for everyone. Unfortunately, safe territory nearby thought they were.
local Hedge entryways is limited. Changeling society is
threatened by Arcadia’s worst and sometimes by each Homesteading Merits
other. Borders are vital, and if the land is demarcated, The following merits are useful for establishing
they’re also required. Hedge holdings within communities.
While changelings back their territories with force,
they’d rather avoid tense standoffs or a Hedgefire war
Holding (• to •••••, Motley)
(Oak, Ash, and Thorn, p. 10). Oaths and sealings tend Prerequisite: Hollow or Stable Trod
to settle arguments, especially when Hedge and mortal Effect: An organized community such as a court or
landmarks are in the conditions. If a territory’s pledged a freehold uses the Hollow or trod as common ground.
borders can’t serve their purpose, a strong image of the As its caretaker, the community offers their benefits in
nasty fate oathbreakers will meet works. exchange for its use. When you take this Merit, deter-
mine the community and its purpose. Once per story,
Those Who Refuse the characters may call upon their aid and use this
Not all changelings stake claims within the Hedge. Merit rating to gain the equivalent rating in either Con-
For some, it’s a matter of principle. Perhaps taking tacts, Goblin Bounty, Resources, or Tokens. This effect
the land for themselves reminds them too much of the lasts until the end of the scene. You may take this Merit
True Fae’s incessant desire for ownership. Maybe they for multiple Hollows or trods.
admire the Hedge’s unshaped nature and take care to Drawbacks: Any dots gained from this Merit are
only manipulate it when traveling. treated as a separate source and may not be used to in-
crease a Merit rating you already have. At the Storytell-
Betwixt and Between 59
er’s discretion, if the relationship with the community a hastily erased blackboard: The remnants are clearly
sours, this Merit’s effect weakens or becomes unusable seen, yet cannot be read.
until the relationship is repaired. This may also happen There are a few facts that everyone knows concern-
if the motley ever neglects or abandons their Hollow or ing the old freehold and its replacement. First, the old
trod. If the effect becomes permanently unusable, the freehold vanished sometimes in the year 2000. Second,
Sanctity of Merits applies. when Atlanta’s locals try to remember the event, all
that surfaces is an intense sadness peppered by bursts
Thistle Guardian (•••) of gratitude. Finally, calling the Hedge territory that
Prerequisite: Wyrd 3+, Demarcation participant. Ruinsprout owns an “inheritance” is not an exaggera-
Effect: The character’s dedication to a demarcation tion.
is so great that the bond between her and the land be- A few years ago, a motley unsworn to other free-
comes ironclad. In addition to the benefits of a demar- holds entered the old freehold’s lands after a botched
cation, gain the following benefits: attempt at forging a shortcut. They knew the land was
• When guiding others to the territory, the player’s guarded by high canyons and hostile hobgoblins and
dice pool bonus increases to +3. tried to escape. To their surprise, the canyons descend-
ed, and the hobgoblins treated them like old friends.
• When a hostile individual or party invades the They led them to a deep burrow, where they showed
territory, the character instantly knows where the motley the last will and testament of the previous
they are and how many of them are there. freehold. Its signature and text were smudged save for
two parts: a section instructing that their land be given
• When defending the land, any attacks without to “the first free motley and those who bind with them,”
an Armor Piercing effect gain Armor Piercing 1. and the words, “Good luck, Ruinsprout.”
You may take this Merit for each demarcation the Courts
changeling participates in.
Ruinsprout uses the Seasonal Courts. There’s a
Drawback: When the character breaks a demar-
hesitant air whenever the freehold gives the Seasons
cation, the land’s cry for justice impedes her sleep. In
their due, as if the patrons fear they’re taking something
addition to the punishments of a broken demarcation,
that’s not theirs. Strange items are found in some re-
she is unable to gain Willpower from sleeping until she
claimed Hollows: fabrics, jams, and unshaped concrete
restores her pledge or it becomes impossible to do so. If
mounds. Were these related to a unique court structure
restoring a demarcation is impossible, the Sanctity of
the previous freehold had, and if so, do its patrons still
Merits applies.
demand payment?
Ruinsprout: The Spring Court seeks out abandoned Hollows
within their territory and restores them to their former
Atlanta, Georgia glory. They’re focused on establishing a unique identity
Once upon a time, there was a freehold in the for Ruinsprout. They believe that exploring the past is
heart of Atlanta. Its holdings were great, its years many- well and good, but it means nothing without a vibrant
numbered, its people kind. The other freeholds in the present.
sprawling city, the opulent Fenn’s Farm in Decatur, the The Summer Court makes regular excursions into
military bastion of Hunter Hills’ Last Stops, and the Ruinsprout’s immense Hedge territory. They’re sure
social hub of the Sky’s Dominion in Bucktown, looked they’ve only discovered a quarter of the freehold’s in-
to it for wisdom. heritance. They believe that if they understand the en-
Ruinsprout is not that freehold. It claims the same tire land, they might discover the force that wiped out
territory within the Hedge, and it’s headquartered in the previous freehold and maybe even how to strike it
Peoplestown as that freehold once was. These don’t down should it return.
change the fact that the freehold is new, the youngest in The Autumn Court wants to restore the memory
Atlanta. Its residents are the inheritors of vast amounts of the previous freehold to Atlanta’s changelings. They
of power and a bizarre mystery. explore dreams for clues and reach out to other free-
No one remembers the name nor inhabitants of the holds. The court usually serves as Ruinsprout’s ambas-
freehold that once kindled its hearth where Ruinsprout sadors. They believe that nothing, not even a doomed
stands. They remember that the previous freehold ex- freehold, is lost forever.
isted, they remember their experiences with it, whether The Winter Court investigates the strange phe-
good or ill, but the details are hazy. Even with the crafti- nomena within Ruinsprout’s Hedge. These include the
est magic, recalling the old freehold is like trying to read
60 Chapter Two: Destination
suspiciously friendly hobgoblin locals, and the sobbing backroom. Hobgoblins are exempt, and eavesdroppers
marble statues of unrecognizable changelings, whose hear construction and machinery beyond the door.
tears are so abundant that the freehold’s lands are a
vast marsh. They fear the entire freehold is a trap; they Physical Mental Social
just haven’t figured out who it might be for.
Passage +2 Tidings −2 Ebullience +3
Faces Sanctuary +1 Penetralia −1 Éclat +2
Alexandra of the Winds, an Elemental of the Win-
ter Court, is a member of the Wild Sojourners, Ruin- Story Hooks
sprout’s founding motley. She made the fateful turn
into the freehold’s territory and became a local legend. • The Iron-Clawed Prowler has come in search of
While the rest of her motley took advantage of their her Keeper’s favorite toy, but the quarry cannot
new fame, she became a recluse. She wonders if she be found. No one has heard of the changeling the
found Ruinsprout or if it sought her out. Huntsman’s herald calls for, which might mean
that they’re one of the old freehold’s members.
Marrowsaver, an Ogre of the Summer Court, is
The Prowler is convinced that Ruinsprout is hid-
Ruinsprout’s go-to historian. His passion for conflict,
ing her prize, and she’ll tear the land apart until
be it with words or fists, puts him on the frontlines of
she fulfills her mission.
the freehold’s battles. His sharp sensory memory also
helps. He keeps his records on loose-leaf paper kept in • Ruinsprout is flooding, and the surges threaten
plastic folders scattered around his apartment. to wash away everything the community built.
The motley traces the flood back to the weeping
Known Hedge Locations statues, whose tears flow harder than ever. The
Ruinsprout’s lands in the thistle are vast, and these local hobgoblins not only anticipated this, but
are only a few. they’ve also built a boat to wait out the flood.
If the motley can catch their boat and board it,
Mourning Field perhaps they can figure out how the hobgoblins
The Mourning Field is one of the largest dry spots knew this would happen.
in Ruinsprout’s marsh. Bushes of cogleaves grow wild.
The remains of gardening tools and wooden frames are • 25 years ago, Jenna Marshsong left Atlanta to
buried in the dirt. search for her family. Now she’s returned and is
Systems: Curio 1 surprised to discover her old freehold is gone and
that Ruinsprout stands in its place. When her
The Rowdy Briarwolf memories of the community start rapidly fading,
The Rowdy Briarwolf is the tavern that Ruin- the motely must enter her dreams and recover
sprout’s hobgoblins frequent. Gordy Slipstep, its pro- what information they can before it’s gone.
prietor, requests that changeling visitors keep out of the
Betwixt and Between 61
“Tell me, what else should I have done?
Doesn’t everything die at last, and too soon?
Tell me, what is it you plan to do
with your one wild and precious life?”
—Mary Oliver
We are stronger than you might think, made lumi- Of course, nothing stays secret for long.
nous and vital by the bargains we’ve made, or the sigils While changelings created Hedge sorcery for our-
our Keepers burned deep into our flesh. We shape stories selves, we lost its exclusive use when (through need or
out of the dust of the world or trade bits of our soul for foolishness) a changeling traded the knack to a hob-
skills mortals could never understand. We can catch a sea- goblin. In some ways, sorcery is easier for them: goblin
son by the tail and make a wish or charm a living flame goods and Hedge materials are easier for them to col-
out of its corona. We barter strange goods for favors from lect, already being embedded in the Hedge and its soci-
hobgoblins or learn at the feet of beings older and stranger eties. In others, sorcery is more complex: While change-
even than you. We possess talents beyond counting, and lings need goblin blessings, hobgoblins need something
all the secrets we could steal from the Earth’s shadow. But of equivalent value from us.
none of it is ever really ours — all power begged, borrowed,
or bestowed by others. And the fear that any of it could be
taken away burns hot in the hearts of some changelings.
The Novel Art
No one knows for sure who the first witch was. Given
So when those changelings needed something to
the suspicion with which witches are still held in change-
claim as our own? We made Hedge sorcery.
ling society, perhaps it’s not surprising that no one has
Sorcery is the promise of all the things changelings stepped forward to take credit. But there’s no shortage of
could be, free from the Gentry’s touch or the binding legends. Told both by witches in defense of their art, and
weight of a Goblin Contract. We turned the terrible and by changelings warning each other of dangers sorcery
beautiful ephemera of our lives into something brand poses, most start with a changeling afraid or in extremis.
new. The human world offered us toad eyes and dried One intuitively cobbles together a conjuring on the spot,
mulberries, lacy candy-cap mushrooms and carved rat out of the materials immediately to hand, sacrificing a
bones. The Hedge offered baskets woven from pale blue part of themself to save a dying lover. Another painstak-
bittersweet vines and vibrant arsenic inks, translucent ingly discovers a process through research, experimenting
porcelain bird eggs and living glass lizards with tiny so- with materials known to have spiconjuring properties and
dalite eyes. Then we tied it together with a few threads building toward one conjuring that reaches through the
of our own strangeness and a knack for re-invention. world in search of a missing sibling. A third desperately
The Hedge took a bit of our souls from us, but that gave races to prevent their own murder by following instruc-
us the power to shape it. tions they learned from fae-touched creatures in a dream.
The Novel Art 63
All take from themselves, their environment, their knowl- Alexei gathered a new array of offerings. His last attempt
edge, and their instincts to make something new. had seemed so close, maybe all he was missing was a final
The Bird-Catching Noose step. A small push further, until he could peer through the
world. Packed wet sand taken from his enemy’s footprint,
On the first day of the first spring, Danica Goldenwing was
gathered by a solemn hobgoblin for the first knuckle of his
looking for her Wren. Springing from tree-top to tree-top, she
left index finger and a bag of shark scales. The ground bulbs
called out in a bubbling song. “Has anyone seen my love? The
and orange flowers of red hills vervain. Armfuls of wrack,
little bird who sits on my right hand with his short tail cocked?”
harvested from a wild trod that winds past an expanse of deep
Sweet trills surrounded her, but not one bird replied to the ques-
black water. Salt from the spit of a hobgoblin who had once
tion she had asked. In those days every creature had the gift of
been lost beneath the waves. Three long white lace ribbons. A
speech, but only a few chose to understand one another. The
carefully cultivated collection of metaphysical tools, assembled
trees themselves only sighed and complained of his pecking and
at a location specifically chosen for its assonance with a place
that the constant motion of his darting disturbed their leaves.
Alexei once fled.
But Danica had been patient enough to learn the words
Softly, subtly, he crossed the narrow channel that ice
of every beast. Thinking to herself “perhaps those he hunts will
and the weight of time had cut through greywacke and black
be more attentive to his movements,” she floated to the ground
shale. The water was thick with a slush of crystalline ice, and
and sought the mouth of a cave. There she lay her head on the
he drifted amid it. From below — another small, translucent
damp earth and listened to the earthworms and centipedes
shard, shining with the same pale blue-green as those around
gossip. They were rejoicing! For a foe was snared, and his fast
him. And singing below him, a family of briarwolves wear-
wings were beating feebly against the ground. Stricken, she
ing the blunt faces and filigree teeth of seals. They drift up,
leapt up, skimming along the forest floor like a sunbeam. Too
twining around the last lingering heart of a melting iceberg.
late. She found the mouse-small Wren gasping desperately, just
Sniffing. Pushing against it to rock it in the ocean water. Teeth
as a hunter came to collect his noose.
experimentally crunching through the ice of his hiding place,
Danica had been caught in a noose once, set by a differ- closer and closer to where he curls within it. Empty mind,
ent kind of hunter. Wren had been her companion then too, the deathly still body, not even a breath to give him away. The
only other Kept bird who still remembered his true name. He last crunch leaves the ice so thin he can see their faces, jaws
surrendered it to help her break their bird cage, so they could open and jagged. They push against it once more together,
escape back into The Forest together. She promised to remember cracking the ice like an eggshell. But now Alexei is nearly
it for him then, and she couldn’t bear to lose him now. She and actually dead. Heart staggering, blood freezing, limp in the
he were of The Forest now, weren’t they? Its brambles wound water. A seal softly mouths at a splayed arm, teeth leaving a
deep in their hearts? Its bitter fruit in their guts? She threw her dozen bloodless scratches. Bored of a broken toy, and deprived
lantern against the rocks, crushed the glowing seeds inside under of further games, the wolves dive again. Leaving him exposed,
her heel, and breathed deep of the violet smoke. That seemed a just close enough to shore for the tide to draw him in.
good first sacrifice, something to finesse the door she felt opening
When he finally crashes, blue and numb, onto the bare
in her mind. And now the second door. Danica reached into
rock beach, he crawls into the rocky hollow he’d seen in a
herself and pulled — gently at first, then faster — a long cord
dream. And shivering, lays out his tools. A ceremonial calcite
of thorns out of her throat. Tearing gashes in her nimble tongue
dagger, laying flat on the ground, pointed west. A circle of
along the way. The hunter looked up, Wren laying almost still in
kelpy wrack, to shield his work from further sight. Perhaps
his hand. She whipped the snare, coated in blood fed on goblin
these things mark the first door. Sand carefully dusted within
fruits, at the hunter. The droplets sizzled against his skin, and he
the outline of two boot prints. And that, the second door. Two
stumbled back, cobalt weals blooming where the thorns bit him.
of the ribbons he ties together; one end on his wrist, the other
A drop of his own dark blue blood mixed with hers. The third
shaped into a cuff that he lets hang loose like a chain from
door. He dropped Wren and ran.
the first. The last tied tight around his throat. The third door
Danica flitted over to Wren and cradled him in her hand. seems like it should be the hardest, ask the most of him. So the
She opened his spasming lungs with a long claw and pressed vervain he mixes with salt water wrung from his glassy hair,
into his chest: seven drops of blood dripped from her own open and drinks, holding the dark alkaline fluid in his mouth for as
mouth, a golden harvestman, and a sliver of her tongue torn long as he can before attempting to swallow. He struggles not
loose by the thorns. Four more gifts to sweeten the offering. to gag and vomit it up as the lace ribbons ice over and burn
When the doors slammed shut, and his body shuddered into into his skin. For long minutes nothing happens. Defeated, the
song, Wren’s voice sounded a little like hers once had. grey-green fluid starts to seep out of his mouth, flower shreds
And that is why it’s bad luck to catch a wren. freezing onto his chin and neck, shaking loose in crackling
••• strips. Then slowly, with each pulse of the tide, the other rib-
bon cuff lifts and tightens, as though wrapped around another
We Return With The Sea
hand. It tugs gently against his.
Necessity drives us, and we seek where we have no expec-
“I remember the way, Alyosha. I remember the way.”
tation to find.
64 Chapter Three: Hedge Sorcery
Alexei steps toward the final door in a hypnagogic daze, They dragged her back to the first threshold, a platform
through a patch of polarized light just offset from the air that over the yawning chasm where the god of wind accepted his
surrounds him. sacrifices and relaxed their grips ever so slightly. But she ran
••• forward instead of back, stepping directly on a small sigil
before leaping into the air, her cloak of clouds flapping behind
Manon and The Brides of the Wind
her. She hung for a moment, buoyed up by the curious wind,
Manon is running. Bare feet wet with blood from the before dark smoke began to pour out of her body. The wind
rough cut stone, long cloak smearing the footprints behind her. screamed, and so did Manon, and so did the suddenly-visible
Desperate to solve the mystery of her mother’s disappear- ghosts of one thousand women. All vanished without a trace,
ance and distracted by her suspicions, Manon had withdrawn leaving priests and guards and an empty valley of blue calcite
into her own research. And if she had noticed the careful emp- and bones. The cliff sides rumbled.
tiness of her father’s face, she had only seen a reflection of her There are as many more stories as there are change-
own grief. But when she emerged, red-eyed from her books, the lings desperate to know their history. And few things
snow was already on the ground. And Manon remembered are discovered by just one person, so perhaps some of
that she had not been consulted to select or told to administer them are even true.
the last rites for this year’s winter’s Bride. Without the courage
to tell her directly, he had simply chosen her to be the Bride.
And expected her to minister to herself or go without.
Nearer, My Hedge,
She slept and prayed a great deal in the days before she was to Thee
to be given to the Wind. It would be expected of her anyway, Sorcery is both a tool and a culture. Its slow pace,
and it let her father think she was resigned and preparing the primacy of one’s own will in directing a conjuring,
herself. In truth she walked the Dreaming Roads, searching for the necessity of physically traversing the Hedge to find
reflections. Shades of herself from other places and times, caught materials, bartering with hobgoblins to gain esoterica,
by mirrors or the surface of water, and, through their help, the following traveling Goblin Markets to convene with
ghosts of other Brides. Together they read secret texts in the other witches and Hedge denizens — all of these things
Library of Stars and walked through monstrous lands searching limit how many changelings are willing to invest the time
for a method that might lead her (and them) to safety. to learn its rules, much less accept the risks of practicing
Her shadows weren’t reassuring about their chances of it. But its status as an art that is free of Gentry influence
survival, but each knew the location of one of the nine arches lends it a prestige that draws both the daring and the
she would need to mark. They knew which doors needed rot- academic. Its strength and versatility make it compelling
ten sugar dates and which needed peony petals. And that she to changelings who want to explore the breadth of what
couldn’t cross any of the thresholds until she had marked them makes them unique. And the deliberate care necessary
all. On the last morning, she drew the sigil they had designed to prepare a conjuring with any degree of safety draws
from memory and stole away to the sky temple. There hadn’t changelings who value precision and the preservation of
been time to check the translation, but if she understood the heritage and cultural tradition. As a result, witches are
poetics correctly, this would both deprive the wind god of more heavily represented in courts that value mastery
another Bride and untether the ghosts of the Brides that had over the Hedge or gaining new knowledge about Arca-
come before her. No one expected gentle Manon to put up a dia.
fight, much less on the night before her execution, so her guard Fairy tales don’t tend to think highly of witches.
was light and distracted. She slipped out through the shadow They have a reputation as, if not the villain of a story,
under her door, going unnoticed until it was almost too late to then certainly its inciting incident. Even among other
stop her. changelings, that perception is hard to shake. A cunning
Eventually, her absence was discovered, perhaps by a witch can perform strange and terrible feats, given the
sentimental guard wishing to say goodbye, perhaps by the time and wisdom to find esoterica that suit a conjuring.
priests intending to drag her to this very cliff and fling her into In fiction, they’re powerful and arbitrary, more fae than
the matte grey air. When the pursuit arrived, they slid on wet mortal, and fatal to the would-be hero who wants to
morning glory seeds in front of the eighth threshold and were bypass the work of heroics through magical short-cuts.
raked by brambles strewn around the third. But by ill-luck, But the witch in your motley is more likely to be a nerd
they stumbled on her in front of the ninth threshold — a sigil with eighteen succulents, a steamer trunk full of animal
already neatly drawn on the stone, missing only the final bones, and a rock collection. Though perhaps more ea-
activating stroke. Manon did not resist. They scourged her feet ger to attempt a magical solution when a mundane one
and hands, thinking to leave them too raw and wet for further would serve just as well, they’re not much stranger than
disobedience. But the conjuring was always meant to be your typical changeling, and they have many of the same
finished this way. The dance that would tie doors she opened concerns. And yet, witches have unmistakably made a
together required as much of her blood as she could spare. choice in which part of their nature is paramount.
The Novel Art 65
Drawing deeply and frequently on the Wyrd can The quality and diversity of the ingredients improves a
exacerbate the tension many changelings feel within witch’s chance of avoiding the tolls the Wyrd can im-
themselves, but witches have picked a side to nurture. pose for failure. A sufficiently experienced witch might
They sacrifice a degree of stability for the freedom to gather ingredients for multiple conjurings simultane-
push the boundaries of their unique abilities. That ously, but ingredients stored together can be cross-con-
might seem inherently threatening to changelings taminated by competing intents. The stronger a witch’s
who prefer to emphasize their more human qualities. control over the Wyrd, the better control they have
Their need for goblin fruits and arcane plants, for buy- over the conjuring’s progress, and the more complex
ing or bullying sympathetic trinkets from hobgoblins, the conjuring can become.
for space to work and Hedge-stuff to practice with: All Third, the Wyrd: what (and who) powers the conjur-
necessitate a life with one foot in the Hedge. In fact, a ing. Without someone to actively shape the conjuring
witch without friends to draw them out into the mortal with their intent and provide the Glamour necessary to
world may spend nearly all their time there. Their jokes empower it, the components, no matter how magically
and manners grow increasingly tuned to goblin sensi- potent, are inert. Even with good tools and instruction,
bilities; they take spirits and monsters for their confi- a mundane human couldn’t perform a Hedge sorcery
dants or lovers. These behaviors are alarming, and per- conjuring. The person performing the conjuring must
haps a little alienating, to those who would prefer to have at least a touch of fae in their blood. Hobgoblins,
keep their interactions with the Hedge and its denizens if they’ve been taught the knack, can perform sorcery
transactional. as well, but (especially for conjuring targets who are out
When witches join courts at all, it is often in their in the mortal world) they will need mundane objects
capacity as a keeper of conjurings, or as an academic acquired from changelings as their sympathetic focuses.
attempting to push the bounds of the rules conjurings Fourth, time: A witch needs time to collect all
operate under. Solo practitioners are common, but those ingredients (each of which might be the product
witches past a certain level of mastery tend to require of many weeks of searching), time and the appropriate
more resources than they can comfortably obtain with- skill to prepare them for use, and time to actually per-
out help. form the conjuring. Nothing can be done as instantly
as a changeling can act when invoking a Contract, but
Using Sorcery neither does it take days of dedicated casting. Once be-
Individual witches have extremely personal ap- gun, the conjuring can be enacted and have its effects
proaches when designing their conjurings, but conjur- felt within a scene.
ings as a class have specific rules that are imposed by
both the Hedge itself and the Wyrd. To use Hedge sor- Hedge
cery, you need four things: hecatombs, intent, the abil-
ity to draw upon the Wyrd, and time. When a witch
Sorcery Systems
performs a conjuring too hastily, without sufficient Hedge sorcery allows changelings to perform magic
preparation, or with an ill-defined goal, they can accrue in a different type of way from Hedgespinning, Con-
negative consequences (including Goblin Debts, Clar- tracts, and pledges. Unlike other fae magic, no change-
ity loss, or Frailties) dangerously fast. ling is innately a sorcerer; it is a craft passed down by
First, the hecatombs: the esoteric sacrifices them- one witch to the next across generations, represented
selves. Without physical and metaphysical components by the Hedge Sorcerer Merit. This tradition is unbound
gathered together, a witch is unlikely to even try to start by the courts — the sorcerer teaching a changeling the
a conjuring. They would have practically no control craft isn’t necessarily from the same court, if they be-
over its progress, let alone the outcome. Hedge sorcery long to one at all.
necessarily relies on the materials, denizens, and inher-
New Merit:
ently transmutative properties of the Hedge, so many of
the most effective sympathetic materials will be found Hedge Sorcerer (••••)
there. If the materials weren’t specifically gathered for Prerequisite: Occult •, Mentor ••, changeling or gob-
the conjuring being performed, their effectiveness will lin
be compromised — but in desperation, even dull tools Effects: Your character knows the art of Hedge sor-
have a use. cery and can perform conjurings. Any Hedge sorcerer
Second, the intention: how the witch goes about can cast any conjuring they want, as long as they take
opening the Doors. Clarity of intent helps a witch the time to gather the appropriate components.
choose the esoteric ingredients that best fit their needs.
66 Chapter Three: Hedge Sorcery
Fire Burn worth of lashes, blood extracted from one eye, or even
an actual eyeball if the sorcerer is desperate enough.
and Cauldron Bubble
If the conjuring targets someone other than the
Hedge sorcery is one of many forms of dramaturgy, changeling herself, at least one hecatomb must sym-
the fae art of drawing on connection and symbolism. pathetically represent the target; an actual piece of the
Dramaturgy entirely drives Hedge sorcery, forcing sor- target’s body works best, granting a +2 to the conjuring
cerers to seek out resonant items called hecatombs to roll, but the target’s childhood stuffed animal, signa-
sacrifice for power. For more information about drama- ture written on a check, or even a moderately accurate
turgy, see Kith and Kin pp. 68-72. artistic rendition of them can work. This sympathetic
The process occurs over three stages: offering can fulfill the Hedge procurement or action cat-
egory if appropriate or act as an additional hecatomb
Approaching the Threshold instead.
Where fae magic usually exacts a price it has de- A witch can offer more hecatombs than the conjur-
manded of a changeling who uses it, Hedge sorcery ing has Doors to extend, expand, or otherwise inten-
turns the Wyrd’s reciprocity around on it: the change- sify the conjuring’s effects. Each conjuring specifies how
ling decides what price to pay and makes demands in many additional Doors require opening for such cus-
return. Technically, it’s a form of Hedgespinning more tomizations. The hecatombs used to open them cannot
complex than a paradigm shift, though scholars of be items procured from the Hedge before the current
Hedge sorcery disagree on whether it should be consid- scene, but they needn’t fall into any of the three manda-
ered as such or as its own unique art. tory categories as long as they have sufficient dramatur-
Before beginning a conjuring, the witch determines gical connection to some aspect of the conjuring.
what he wants to achieve. Goals appropriate to Hedge
sorcery are those that would otherwise require multiple Striding Through
— even many — paradigm shifts to achieve via Hedges- At any time during the scene in which the witch
pinning alone, or those Hedgespinning could not nor- will perform the conjuring, his player may generate
mally achieve at all. A goal can approximate the effects Hedgespinning successes as normal and bank them to
of a Contract, token, or other type of fae magic, but use for the upcoming conjuring instead of individual
the sacrifices involved, the variability of dramaturgical shifts. These successes can all come from the same ac-
sympathy, and the flexibility of being able to increase tion or accumulate over several actions. Once he’s col-
the effects’ intensity mean that unlike a Contract or to- lected a number of these successes equal to the conjur-
ken, no two instances of performing the same conjur- ing’s minimum required Doors +2, he spends them all
ing look exactly the same, and each one requires much at once for a conjuring paradigm shift that takes an ex-
more of an investment of time and effort in exchange tended action to complete. Other than the differences
for that finer control. mentioned here, it follows all the usual rules for para-
Each conjuring has a minimum of three Doors digm shifts.
that need opening. These Doors represent the difficulty He sacrifices each hecatomb one at a time for each
of commandeering the Hedge’s psychoactive power, roll his player makes. He can use any means themati-
sealed closed until the sorcerer makes his offering and cally appropriate to the conjuring to sacrifice them, so
the Wyrd accepts it. long as each one is entirely destroyed or permanently
lost to the world.
Turning the Key
The witch’s current Clarity determines how often
Next, the witch assembles an array of hecatombs, his player can roll to open a Door, as follows:
strange and esoteric sacrificial items dramaturgically
related to the conjuring she’s performing. Current Clarity Time per Roll
The changeling must gather a minimum of these 10+ One turn (instant action)
hecatombs equal to the number of Doors she needs to
open and must include at least one from each category. 7-9 One minute
A single hecatomb can only apply to one Door, even if 4-6 Five minutes
it could fulfill multiple categories. All hecatombs must 2-3 Ten minutes
have some thematic connection to the conjuring’s pa-
rameters or effects, even the part of herself she gives up 1-0 Cannot roll
to the magic. For instance, a conjuring meant to spy
The lower a changeling’s Clarity is, the less sure he is
on someone from a distance might use one full eyelid’s
of himself and of his self. It takes guts and a sure hand to
grab the reins in so bald a fashion right under the Gen-
Hedge Sorcery Systems 67
try’s noses; too little selfhood invites the Hedge to defy a Huntsman’s holding their mutual Court monarch, or
the witch like a bold child with a timid nanny. During strangers teaming up to alter a trod’s path and divert the
the roll interval, the sorcerer is busy making the sacri- approaching band of privateers. Acting in concert, the
fice, chanting incantations that express his goal, and witches can open Doors faster and more reliably.
passively performing minor Hedgespinning shifts to the Systems: The players may pool their banked Hedg-
environment that cost no additional successes and are espinning successes to collect enough to begin the con-
merely aesthetic, all of which end when the player makes juring. As with normal teamwork, choose a primary
the next roll. For instance, a witch might sacrifice each actor for the first roll. Only the primary actor pays the
hecatomb by dropping it into a cauldron of boiling water Glamour cost, but all participants must pay the Will-
and stirring to encourage its dissolution while reciting a power cost. Each of them must contribute at least one
rhyme that expresses his intent, and the steam might rise hecatomb to the conjuring.
in the shape of thorny vines to writhe eerily above him.
Secondary actors add dice to the primary actor’s
Cost: 2 Glamour + 1 Willpower roll as normal (Changeling, p. 190). Thereafter, the role
Dice Pool: Presence or Manipulation + Occult + of primary actor rotates from one witch to the next,
Wyrd vs. 3 in the Thorns, 4 in the Hedge proper, or 5 sacrificing their hecatombs and rolling in turn. If some
on a trod/outside the Hedge if uncontested, or vs. tar- participants contribute more hecatombs than others,
get’s Resolve + Wyrd if contested anyone who sacrifices their last hecatomb falls out of
the roll rotation. If one player fails a roll, all partici-
Roll Results pants suffer that failure’s consequences.
Success: Open one Door.
Any of them may contribute additional hecatombs
Exceptional Success: As success, and gain +2 to the to try for additional Doors, but they all must agree
next roll in this conjuring. aloud and sincerely, including anyone who has fallen
Failure: Open no Doors. If this roll consumed a out of the rotation already. Even one dissenter, liar, or
hecatomb the changeling procured from the Hedge, he silent observer causes the next roll to dramatically fail
gains a point of Goblin Debt. If it consumed a heca- automatically.
tomb that was a piece of himself, he takes one point Regardless of the outcome, each participant takes a
of Clarity damage and potentially Health damage at Beat at conjuring’s end.
the Storyteller’s discretion, depending on the severity
of the sacrifice. If it consumed a hecatomb that was an Hedge
action, he gains a minor Frailty for the chapter. If the
hecatomb was none of these, the Storyteller chooses
Sorcery Conjurings
from among those options. The player may proceed to The following are a sample of commonly used
the next roll. Hedge sorcery conjurings.
Dramatic Failure: As failure, and the conjuring as a
Dead Cauldron
whole fails immediately.
Doors: 5
Once the sorcerer has opened the minimum num-
ber of Doors to succeed, he may end the conjuring there Duration: One scene.
and let it take its baseline effect, or he may offer an addi- The sorcerer bathes a body in a restorative poultice,
tional hecatomb and continue attempting to open more bringing it back to life, at least temporarily. While revived,
Doors until he reaches the intensified effect he desires. the body takes no initiative of its own, but it does listen to
Doing so can yield powerful results, but it also invites simple commands and answers any questions put to it as
more potential for failed rolls, so the changeling must truthfully as it can. By opening three additional Doors,
choose a tradeoff. Even if any of these additional rolls the conjuring lasts for a chapter instead of a scene.
fails, the conjuring succeeds so long as the minimum
Doors have opened. However, if any of the additional Fragile Curse
rolls dramatically fails, the conjuring fails regardless of Doors: 3
open Doors.
Duration: One chapter
Rule of Three With this curse, the sorcerer inflicts a minor Frailty
on the victim. The sorcerer or another changeling pres-
Sorcery doesn’t have to be a solitary art. Up to three ent for the conjuring must possess the Frailty being be-
witches at a time can conceptualize and perform conjur- stowed. By opening two additional Doors, the sorcerer
ings together. Perhaps they’re motleymates working to may inflict an additional minor Frailty. By doubling the
turn aside a blight encroaching on their Hollow, reluc- number of Doors opened, the sorcerer may choose ma-
tant allies scheming to shatter the crystal prison in which jor Frailties instead.
68 Chapter Three: Hedge Sorcery
Liar’s Mantle forcing them to answer a single question below. The
Doors: 3 sorcerer may ask an additional question for every two
Doors opened beyond the conjuring’s requirements.
Duration: One chapter
The sorcerer twists her Mantle, wrapping her • What is the victim’s Vice?
Mask around it so tightly even other changelings can’t • What does the victim not want me to know?
see through the deception. This conjuring makes the
sorcerer’s Mantle appear to be from another Court or • Who is the victim’s closest confidant?
Free Company (Oak, Ash, & Thorn, p. 21). The false
Mantle only appears half as strong as the sorcerer’s • What is a lie the victim recently told?
actual Mantle. By opening two additional Doors, the
false Mantle appears as strong as the genuine Mantle • Who is the victim hiding the most from?
instead. By opening one additional Door, the sorcerer
may apply this conjuring to another changeling instead Stranger Magics
of herself. Just as changelings come in infinite varieties and
forms, so does magic. Hedge sorcerers jealousy guard
Passing Dream the techniques and methods they pioneer, but some
Doors: 4 variants have spread from freehold to freehold.
Duration: One chapter
Roses Out of Iron
The sorcerer swallows a possession, taking it into her-
self and hiding it within her dreams. Physical objects, such You can take the sorcerer out of the Hedge, but
as a valuable token or a stolen Icon, are frequent targets for sometimes the sorcerer takes the Hedge along with her.
this conjuring, but so are intangible possessions, like an Doing so risks drawing the Gentry’s notice. If one of
important relationship or membership in a group. Some her Touchstones is present for the conjuring, the Wyrd
changelings even use this conjuring to swallow their own weaves that Touchstone into the final effect in some
names, making it difficult for others to identify them. For way.
the conjuring’s duration, the possession becomes an eido- Systems: Desperate sorcerers can scour their Masks,
lon within the sorcerer’s Bastion. All attempts to locate the allowing them to use Hedge sorcery outside of the Hedge
object fail, as does any magic relying on the object’s dra- until the Scene’s end. Unleashing sorcery outside the
matic connections. Retrieving an item prematurely is pos- Hedge blurs the boundary between the mortal and fae
sible if another changeling enters the Bastion and removes worlds together, inflicting the Dissociation Condition
the eidolon from the sorcerer’s dreams. By opening one ad- on the sorcerer.
ditional Door, the sorcerer can consume another person’s
intangible possession. By opening two additional Doors, Privateer Sorcery
the sorcerer can hide the object in someone else’s dreams The Lost invented Hedge sorcery, and nothing
instead of her own. stops privateers from using it to sell out their comrades.
While changelings perform acts of self-sacrifice to gain
Tainted Keepsake freedom, at some point, a privateer’s bargain shifted
Doors: 3 that theme to one of sacrificing others for their trans-
Duration: Scene gressions. Betraying one’s kin is a powerful — if pro-
fane — magical act that privateer sorcerers use to power
The conjuring temporarily corrupts a token or Icon,
their conjurings, often creating a destructive feedback
preventing it from being used. Mortals can’t activate the
loop of bondage. The stark reality is that any sorcer-
item, while supernatural beings must first win a Clash
er can utilize these blasphemous rites. So, while they
of Wills against the sorcerer. The sorcerer may sabotage
refuse to admit it, the temptation to turn privateer is
additional objects by opening three additional doors per
genuine — just this one time, when the means justify
target.
the ends.
Traitorous Teeth Not all sorcery associated with privateers is actu-
ally treasonous. For example, it is entirely plausible for
Doors: 3
a Hedge sorcerer to build a strong relationship with
Duration: One Scene their Fetch who participates in a conjuring. Doing so,
A dozen of the victim’s teeth wiggle loose, marching however, is highly taboo and raises suspicions about
their way into the Hedge. Until they return at the next the sorcerer’s intentions.
scene’s end, the victim suffers from the Sickened Tilt. Systems: Unlike other variations of Hedge sorcery,
During that time, the sorcerer can question the teeth, any sorcerer can turn privateer, breaking their oaths
Hedge Sorcery Systems 69
A Sorcerer's Eye View
Sorcerers of different types are introduced in a significant way in Mummy: The Curse, and these
individuals are almost as keen on understanding the Hedge as they are their immortal sponsors.
Changelings offer a new inroad to sorcery. A variation on a tried and tested formula. These mortal
sorcerers don’t quite understand what they’re seeing, but they’re enthusiastic to learn more, even if it
requires abduction and threats or tribute and indoctrination. They know that changelings can teach
them much.
Changeling-linked phenomena fascinate the sorcerers made aware of them. Nowhere in the annals
of the Deathless are such realms as Arcadia and entities such as the Gentry referred to, though given
how mummies have memories of the Judges eroded or erased, and their view of Duat is often muddy,
it’s conceivable to some sorcerers that the Fae could be the mystical, godlike figures behind the
Nameless Empire, or Arcadia could be the realm in which the Arisen might find their final reward.
What if the Arisen are a dead end? What if true immortality or a source of eternal power isn’t via
the decaying sahu of mummies, but through the Contracts, tokens, and Hedgespinning of the Lost?
When sorcerers become aware of changeling Hedge sorcery, they perk up. These individuals are
often more vulnerable (emotionally, if not physically) than the remote Arisen, and so may be open
to manipulation. What secrets could be gleaned from Arcadia? Sorcerers can barely perceive
the Hedge, but they’re aware that many folk taken through it spend their lives in a mystical realm
where aging is slowed or non-existent, and magic is a daily way of life. Never mind the pains and
humiliations, if such a journey could convey great wisdom.
With this perverse thought, sorcerers in service to (or leeching from) the Arisen give overtures to
changelings in an effort to engender good relations, and perhaps acquire knowledge of the Hedge
and where hecatombs might differ from their own ritual sorcery components. The way changelings
achieve their conjurings is too tempting to not attempt. Sorcerers may be one of the few types of
enlightened mortals who want to go through what the Lost have experienced, all as a road to
increased power.
Sorcerers aren’t oblivious to the fabled Faustian bargain, where they make a deal for something that
seems beneficial but comes back to bite them in the ass. They therefore study changelings and how,
via Hedge sorcery, they decide on the price before making their conjuring demands. With changeling
Hedge sorcery, sorcerers believe they can get what they want without the eternity of servitude the
Deathless impose. They cannot extract themselves completely from their mummy’s oversight, however,
and must either mislead or negotiate with the Arisen to drain their energy and enact Hedge sorcery.
A sorcerer from Mummy: The Curse can learn Hedge sorcery and practice it in the same manner
as a changeling. They sacrifice points from their mummy’s chosen Pillar instead of spending Glamour
and use their mummy’s Sekhem in place of Wyrd, in the dice pool.
and betraying their kin. All they need is the will to do • A Fetch participates in the conjuring
so. Privateers can use the following actions to open
Doors in a hecatomb’s place. • A captive changeling participates in the conjuring
• Break a formal oath to another changeling.
Hedge Sorcery Merits
• Swear a formal oath or vow to a Huntsmen The following represent the better-known Hedge
sorcery variants.
• Swear a formal oath or vow to the True Fae
Frightful Incantation (••••)
• Hand a changeling over to a Huntsman
The Autumn Court is infamous for being able to
• A Huntsman participates in the conjuring cast spells at the drop of a hat, but they’re not the only
ones who understand how to turn fear into action.
70 Chapter Three: Hedge Sorcery
Change can be terrifying, but it can also set you free. Creating New
Even without hecatombs, the changeling draws on that
strength and makes magic happen.
Conjurings
Hedge sorcery empowers players and Storytellers
Prerequisite: Hedge Sorcerer, Mantle •• (the Mantle
to create their own unique conjurings, as appropriate
must impose fear-based Bedlam Conditions), Resolve ••
to their chronicles. When creating new conjurings,
Systems: The changeling can use her Mantle and the minimum number of Doors the conjuring requires
mien in place of a hecatomb, giving her a Hedge sorcery is three. The more potent the conjuring is, the more
resource. She may open a number of Doors per story Doors that need opening.
equal to her Mantle rating in this way. For each such
Opening additional Doors beyond the minimum
Door, the sorcerer must still dramatically relate an ele-
requirements amplifies some conjurings. Generally, this
ment of her Mantle or mien to the conjuring being cast
requires two or three additional Doors. However, some
— for example, she may snap off icicles growing from her
effects only require a single additional Door, but only
fingertips, or lop off a vine that grows in place of her hair.
when the additional effect is common or extends the
This Merit can’t replace a hecatomb that’s an action.
main conjuring in a minor fashion.
Magic Dreams (•••••) Because Hedge sorcery has an intuitive aspect and
Prerequisites: Hedge Sorcerer, Occult ••• a fairytale feel, Storytellers and players should discuss
what themes they want the conjurings to invoke. Who
Effect: The sorcerer can cast spells while inside a is the changeling trying to rescue, or what does she seek
Bastion, using oneiromancy in place of Hedgespinning freedom from? What is she willing to give of herself in
for the final roll. While inside a Bastion, the sorcerer exchange? The conjuring’s Hedge-based components
can undertake trials on behalf of eidolons to open should reflect the desired outcome as well: a briarwolf’s
Doors, as long as they incorporate an element of self- claw to tear through a veil, a wyvern feather to invoke
sacrifice. These challenges don’t have to be completed flight. The action she takes might involve smashing a
while casting the conjuring, but they can only be used vial of tears to free her from grief or burning a dried
as long as the changeling remains in the same Bastion rose from an old lover to help her new one.
and the dreamer doesn’t wake up.
Hedge Sorcery Systems 71
The clothes make the changeling, so why don’t you try this on?
100% genuine spider-silk!
Those who dismiss clothing and fashion as shallow
are themselves not delving deep enough. Garments and Origin Tales
accessories play a longstanding role in fae life, from the
comb that turns into a forest to the coat made from A Wizened aided her Fairest friend in es-
animal furs that frees a princess from her father. Some caping their mutual captor, the Dark-Eater
changelings know better than the rest the power that of Elfhame-Under-The-Ground, by fashion-
clothing has to shape a person, even after the crafts ing cosmic dresses from earthly materials.
of the Gentry have had their way. A rare few of the The dresses — sewn of starspun, sunwort,
Lost have displayed the depth of knowledge and style and moonpool — shone so brightly that
to earn the title of the Modiste of Elfhame. they blinded the Gentry, and the change-
lings escaped.
This title typically belongs to a skilled sorcerer
who fuses the magic of clothing with the magic of the A True Fae fell so deeply in love with a
Hedge. After all, the Hedge is rich in material, from changeling that she tried to change her fae
strange flora that can be woven into fabric to detritus nature and plied him with gifts given freely.
that would suit being forged into avant-garde jewelry. When he said in frustration that all he wanted
Modistes must take of themselves to create, too: Blood, to do was live a quiet tailor’s life, the Trea-
sweat, and tears go into any mortal-made garment, and sured Acquisitor of Elfhame granted his wish:
they are the magic that underpins fae sewing. He spent the rest of his life unable to speak or
hear, communicating only with his sewing.
Privileges and Duties An Autumn Monarch demanded a garment
Unsurprisingly, Modistes enjoy great favor in sea- suiting his station. Tailor after tailor brought
sonal courts. Though Hedge witches are often looked him suit after suit, but none were what he
down upon by other changelings, Modistes are highly wanted. A clever Ogre went into the Hedge,
valued by monarchs who recognize that their garments assembled a bouquet, and laid it in the
can have a very real impact on the way others view darkest pool of shadow he could find. He
their reign. Some attach themselves to specific seasonal returned with a dress that dripped with dark-
monarchs, while others serve whoever rules over the ness, and the Autumn Monarch praised his
freehold at that moment. genius and vowed that the Ogre would have
A Modiste is also sought-after by more ordinary whatever materials and support he desired.
changelings and often does take them on as clients, for
Apprentices flooded his Hollow, called Elf-
although they may have less obvious prestige, one does
hame, vying to be his chosen successor.
not have to be a monarch in order to have influence.
72 Chapter Three: Hedge Sorcery
And influence is what a Modiste values most. They opportunity to take it on. But the Modiste is concerned
want to be seen and appreciated, and while the easiest with their legacies both artistic and reputational; they
way to do that is to dress a leader, Modistes are keenly fear bequeathing the title to someone who will tarnish
aware that those behind the scenes matter too. that legacy. The Modiste takes on many apprentices
throughout their time with the title and puts them
Mask and Mien through their paces. An apprenticeship is brutally dif-
It will come as no surprise that the Modistes pay ficult both emotionally and physically, as it must be to
close attention to dress. There’s no dress code that rang- choose the proper successor. Some apprentices eventu-
es across the entire history of those who have held this ally filter themselves out, others are rejected, and finally
entitlement — rather, a Modiste’s one is chosen as successor.
existing sense of style is height- In order to take on the title
ened and sharpened. From of Modiste, a changeling
the pastel goth Darkling must create a garment that
to the cottagecore Beast, has never before existed:
Modistes dress to im- former Modistes created
press each other and such wonders as a neck-
themselves, and the lace made from a whale-
best way to do that is Beast’s filter teeth, a
to express your indi- corset with a meteorite
viduality. busk and fabric woven
Those who see from moonlight, and a
only the Modiste’s dress sewn from dried
Mask perceive some- rose petals with buttons
one dressed impec- from its thorns. All gar-
cably, no matter what ments must have some
the Modiste is actually physical part of the
wearing. The Mask changeling creator in
smooths out any holes, them, be it stitches sewn
pulled threads, or with their hair, buttons
wrinkles to show mor- made from their teeth,
tals the best version of or a brooch made from
the Modiste’s outfit. an amputated body
part. Whatever they in-
A Modiste’s fae
corporate will not come
mien is more dramatic:
back, even after they
her features resemble
pass on the title.
those of beautiful ani-
mals: bright markings, When the Mo-
impressive plumage, or diste chooses to leave
a luxurious coat. Her behind her title, she
skin is made of fine must destroy that same
fabrics such as delicate garment. It cannot be
lace, airy silks, or displays reconstructed to com-
intricate weaves and other plete a bequeathal and
patterns. lives on only in the for-
mer Modiste’s mind and
Bequeathal any artistic renderings
created while it existed.
Even the most tired Mo- Any attempts to recreate
diste rarely puts down her that garment lack its lus-
sewing long enough to accept ter and are visibly poor
an inheritor. Many change- copies of the original —
lings, both frivolous and even if made by the same
serious, think of this as a changeling.
glamorous title with glamor-
ous duties and clamor for the Heraldry: A silver needle
threaded with gold.
Modiste of Elfhame 73
Heraldry Token:
Bodkin (• to •••••) How to use
Appropriately for someone who plays with the an Entitlement
Hedge as easily as a needle slips through silk, the Mo-
diste carries a large bone sewing needle. It looks like • An entitlement is a Merit purchased with
an ordinary bone needle when inactive, but when acti- Experiences. It comes with an attendant
vated with Glamour, it grows to its true size: The eye is heraldry token with a rating of 1-5. The
big enough to wear as a bracelet, no matter the size of player cannot buy the Merit before the
the Modiste’s wrist. character inherits the title from a predeces-
When activated, the needle can be substituted for
sor or satisfies the rules that allow them
to claim it independently. Full systems for
a number of hecatombs equal to the token’s rating. It
entitlements are in Oak, Ash & Thorn.
is not sacrificed as a typical hecatomb would be: The
needle used in the conjuring is destroyed, but one of the • If the changeling doesn’t uphold the title’s
Modiste’s other needles changes shape to take its place. duties during each story, subject to the Sto-
Catch: The user threads the needle with a fiber ryteller’s discretion, she loses one or several
from their target, be it hair from the head of an Ogre or of the entitlement’s privileges and powers
a long thorn from a rosebush. until she fulfills her duties again. Mechanical
benefits subject to this suspense are indi-
Drawback: The user exhausts themself, and gains
cated with the “Conditional” keyword.
the Fatigued Condition (Changeling, p. 338).
• Stealing a noble’s heraldry token lets the
Thimble’s Kiss (••••) thief use it and access anything to which
Additional Prerequisites: Crafts 2, Expression 2, the title’s bearer has exclusive access
Hollow 1 or higher, and Hedge Sorcerer through her heraldry, such as a hidden
This entitlement Merit grants the following Hollow or entry to an elite club. However,
blessings:
such theft imposes the Magpie’s Misfortune
Condition (Oak, Ash & Thorn, p. 34).
• Glamour gain: The changeling may regain 1 Glam-
our whenever he regains Willpower through his Characters may claim wild titles — entitle-
Needle while in direct pursuit of his role. The ments whose last bearer gave up the title
changeling may spend the Glamour immediately or without a chosen successor (Oak, Ash &
store it in his heraldry token to use later. The to- Thorn, p. 35). These titles can be taken up
ken can store up to his Wyrd in Glamour. If it can’t
as-is or tamed.
be spent or stored, the Glamour is lost. All stored
Glamour disappears when the story ends.
• Gain Workshop (Wyrd/2, rounded up), apply-
• Enhanced new Specialty: This blessing grants the
ing to the changeling’s Hollow. The Hollow
changeling hazy memories of his predecessors’
is outfitted with a workroom that always has
adventures, and inherited expertise. The change-
exactly the tools and supplies needed to cre-
ling gains a new Specialty directly relevant to the
ate standard garments. The changeling will
title’s duty, such as Crafts (Garments) or Expression
still need to find ways of obtaining supplies
(Embroidery) for the Modiste. Rolls made with this
that originate in the Hedge. Dots in this Merit
Specialty achieve exceptional success on three suc-
each represent one Craft Specialty, taken in
cesses.
whatever order the changeling desires: Weav-
• Additional Thread: The blessing grants the change- ing, Sewing, Embellishment, Dyeing, and one
ling sudden flashbacks. Once per chapter, the play- of the changeling’s choice.
er may take the Shaken Condition (Changeling, p.
• All garments the Modiste creates are imbued with
344) for their character to remember a terrifying or
one dot of the Striking Looks Merit. The effects
traumatic experience from a predecessor’s life as
of the Merit only apply to whoever is wearing the
the title bearer and gain that predecessor’s Thread
garment, and only while they’re wearing it. (Condi-
in addition to his own for the duration of the chap-
tional)
ter. He still must abide by the usual limitations on
anchor-based Willpower gain (Changeling, p. 95). Touchstone: The Modiste’s very first client before
taking up the title.
74 Chapter Three: Hedge Sorcery
Curse: Clarity attacks suffered in the pursuit of a • Once, a Modiste created a gown so beautiful
supply, like thread or fabric, to be used in the creation that he decided it could only be worn by some-
of a garment add damage dice equal to ranks invested one marrying their true love. He interviewed
in this Merit. changeling after changeling until a True Fae
Beat: The Modiste uses part of her own body to approached him and told him they wanted
create a garment, provided that she suffers at least 1 to purchase it to wear at their wedding. They
point of damage (bashing or lethal) to gather it. For ex- liked it so much they forced the Modiste to be-
ample, plucking a few strands of hair wouldn’t count, come their personal tailor, living an ostensibly
but yanking out a hank of it — enough to make her free life in the mortal world but constantly at
scalp bleed — would. their beck and call. Now, all Modistes inherit
this obligation.
Legends • Once, a Modiste found herself unsatisfied with
• Once, an unwilling Modiste created a necklace her inanimate dress form. No matter what she
made from her own hands at the behest of an Au- made on it, she felt as though there was always
tumn king. Later, the necklace came to life, and something missing, some spark of life whose
strangled him slowly before the hands crawled back lack carried over into the final garment. Eventu-
to the Modiste and she sewed them back onto her ally, she made herself into a living dress form,
wrists. and she is passed down to every subsequent in-
heritor.
Modiste of Elfhame 75
“Goblins are well-rounded, though you’d never think it from the dastard tales folk tell of us.
For example, I enjoy stamp collecting as well as haggling.”
—Catherynne M. Valente,
The Girl Who Fell Beneath Fairyland
and Led the Revels There
The word goblin has a variety of meanings to change- though, in the mirror and to the eyes of others, they look as
lings. Goblins are creatures who live in the Hedge; that they always have. Thorn bushes whisper to her, but she can’t
one’s easy. But they’re also the things a person can find in make out any words. The change begins when she gets her
the Hedge: goblin fruits, Hedge hotels, the flowers blooming first point of Debt. It grows, inside her, every day. The more
within the Thorns. Goblins use them, eat them, seek shelter she accrues, the heavier it weighs on her, as though Faerie
in them, and it doesn’t bother anyone a bit. The word is both might slip into the world and reclaim her again. Going deep-
a noun and an adjective, and the line between which is what er in Debt feels like walking further and further into a dark
tends to blur. and dangerous forest — she notices eyes watching from the
shadows; the moon feels too close or the wrong color; trees
Goblin Dealings move not only out of the corner of her eye, but sometimes
when she’s looking right at them.
All magic comes with a price, and sometimes that price
is steep indeed. While most changelings keep up with their A denizen, even a Goblin Queen, still has her Icons. The
Goblin Debt just fine, some find themselves overwhelmed question is: Does she care? Goblin Queens especially are of-
with payments, or a nefarious goblin deliberately sets them ten so removed from their lives as changeling that they have
up to fail. The changeling feels their Debt piling up, but it’s no interest in recovering Icons. This is wholly dependent on
like walking into a dark forest — the deeper you go, the more the denizen — and their player. The Storyteller should ask
your eyes adjust. Some changelings never fully realize how the player, possibly in vague terms, “Would your character
close they are to becoming a denizen until the path is long still care to remember someone who did them a kindness /
gone. This section delves more deeply into changelings who betrayed them / suffered alongside them?” If the answer is
become Hedge denizens or even Goblin Queens (Change- yes, the Icon and all associated effects (Changeling, p. 203)
ling, pp. 339 and 340) remains. If the answer is no, the Icon withers and the deni-
zen makes a Clarity breaking point roll with severity 3.
Becoming The changeling has a good sense of how close she is to
Becoming a Hedge denizen is a gradual process with becoming a denizen, represented by the player keeping track
a tipping point. The changeling can feel herself creep to- of her Goblin Debt. However, she invariably underestimates
wards it, though neither she nor observers spot any outward how profound that final tipping point is. Perhaps, because
change. Her ears feel longer, more tapered and fuzzy — even the change she feels is so incremental, she expects the mo-
Goblin Dealings 77
ment of becoming to be just another step — but it isn’t. She
pays an increased cost for Arcadian Contracts. The Bargain Story Hooks:
fueling her court rejects her, leaving her without Mantle and
unable to purchase new court Contracts. Goblin Contracts, Becoming
on the other hand, come naturally to her: She no longer • The Spring Princess turning into a hobgoblin
incurs Debt to use them and can switch them around each right before the transition of Winter to Spring
dawn. The Hedge becomes her true home, and she gains the sends the freehold into disarray. Whispered
Deprived Condition when she leaves. The most profound rumors claim the timing isn’t accidental,
change comes from the Wyrd backing her as a seller of Gob- but arranged by a True Loyalist to leave
lin Contracts and deals. Spring’s bargain unfulfilled in prepara-
As far as other Hedge denizens are concerned, a change- tion for an attack. The freehold scrambles
ling who becomes a denizen or Goblin Queen has always to crown a new Princess, and any Spring
been one. Their perception rearranges itself so Mary the courtier may apply.
Playmate never existed, and Mary the hobgoblin always has.
In all likelihood, this is just how denizen perception works,
• The changeling feels her Debt rise, even
though she’s not using Goblin Contracts.
much in the same way they view all entitlement holders as
Asking around in the market, she discovers
the same person (see Oak, Ash, and Thorn, pp. 32-33). A her fetch made a hobgoblin deal, and the
few philosophical changelings, however, worry it’s not the changeling as the “original” must pay the
denizens’ perception, but the world itself that changes — a price. She has to pay off her Debt and find
fluidity of time in the Hedge that rearranges itself so Mary her fetch to stop them from making more
the Playmate indeed never was. If that’s true, when a change- deals in her name.
ling becomes a denizen — even if she later returns to being a
changeling — she creates a new timeline where she condemns • A motley trades with a goblin to purchase
herself to always having been a denizen. If that’s the case, a a single Contract they may all use. As part
changeling turned denizen has no path to turn back. Or, if of the deal, they’re not allowed to keep
the timelines cross, she might meet her denizen self — imag- track of or communicate how often they’ve
ine a goblin seller deliberately targeting a changeling with an used the Contract or paid off Debt. The one
unfair Contract with the intention of setting her former self who invokes the tenth point of Debt be-
onto the path to becoming a denizen. comes a Hedge denizen.
Reactions from Other
Changelings motley in paying off her Goblin Debt. Any oaths of freehold
Other changelings — including the new hobgoblin her- fealty she swore disappear, but unlike their court oaths, deni-
self — still remember Mary the Playmate. How they react, zens can re-swear them if the freehold accepts.
and even how her former court reacts, is wholly personal. How the motley reacts depends entirely on its members
Some may reject her entirely, guided by old grudges or new and their relationship with the new denizen, and thus is left
fears. Any Hedge denizen is a potential threat — they’re mer- to individual troupes to roleplay. One motley might feel they
curial, with nebulous ties and allegiances. Others still wel- lost a friend, or that she can’t be trusted anymore, while
come her, if only to keep her loyalties intact — a denizen is a others stop at nothing to help her change back. A few even
great potential asset. The new denizen’s court oath itself ap- embark on a path of radical acceptance and welcome her as
pears suspended. It’s not broken, as the changeling shows no a denizen.
sign of being an oathbreaker, but it’s also no longer in effect. In almost all cases, the new denizen can expect her for-
This feeds the rumors that becoming a denizen somehow mer kin to solicit her services after the initial shock has worn
alters time, and their oath never existed in the first place. off. Goblin Contracts and hobgoblin deals are always handy,
Denizens who become changelings again find the oath still and it makes sense to purchase them from Mary — who up
missing, but can swear it anew. This reactivates the Mantle. until a week ago was a friendly Playmate — rather than from
Denizens who try to swear their court oath again find they Skin-Jumper Jack who has razor teeth and lives in a blood-
cannot — the powers that fuel the court bargains simply ied tree stump. A Summer knight might likewise press the
don’t accept it. new hobgoblin for information on Hedge threats, while an
The denizen’s freehold tends to make allowances. She is Autumn sorcerer puts in a far more disturbing request to
still welcome at meetings where security is neither discussed examine the Wyrd’s effects on the denizen. At this point, the
nor expected to be an issue. The common attitude here, at new denizen usually finds only her motley is still interested
least initially, is that the new denizen might yet turn herself in helping her find herself again or accepting her new self
around. Most freeholds offer support to the denizen and her without ulterior motives.
78 Chapter Four: Wheelings and Dealings
Goblin Queens:
More Equal than Others Story Hooks: More
Goblin Queens existed long before any changeling or
mortal child ever became one. Most Goblin Queens are
Equal than Others
simply goblins who fought their way to the top of the food • The old Queen vowed to relieve the Hedge
chain. Goblin Queens fulfill a specific task: to uphold the of drought, and now the new Queen must
hierarchy of the local goblin court and rule over them. The confront the man-sized beaver goblin
details, however, vary from goblin court to goblin court — who’s building dams. Meanwhile the
and most courtiers don’t appreciate when a new Queen tries beaver is simply holding up their deal with
to make changes. After all, how things are done far precedes, the Summer court to make the environment
and thus carries more weight than, the White Queen claim- extra dry and scorched, which in turn fulfills
ing she’s a new person who wants to do things differently. the court’s bargain with Summer.
The Goblin Queen rules over the local Hedge denizens. • The Goblin Queen tries to negotiate a treatise
He has both status and personal retainers, as described in between the freehold and his denizens. Both
the Goblin Queen Condition, but his influence goes beyond sides expect him to have their best interests
that. Any goblin below his status acknowledges and treats at heart. This comes to a head when a goblin
him as Queen. The Hedge naturally grows into a castle accuses a changeling of stealing goblin fruit
around him, which takes 28 days to grow from a single room from their orchard, while changelings view
to a grand construction complete with spiral towers and the tree as public property.
walls. A nascent Queen can reject this or lean into it.
A Goblin Queen who rejects his role, perhaps fearing • One of the Gentry invites the Gob-
that power and luxury will tempt him away from becoming
lin Queen for tea to discuss a trade: a
a changeling again, has limited options. Unless he wants to
changeling from the local freehold in ex-
change for one of the Queen’s Icons. The
live in a Hedge castle, he must stay on the move — it takes
Icon clearly matters to the Queen, or else it
about a week for the Hedge to grow from a nice series of would have withered already.
rooms to a mansion. He can also try to dismiss his retainers.
Usually though, this yields no or few results. One dismissed
retainer simply carries out her duties whether her Queens
wants or not. Another takes up vigil outside the castle walls, at least one point of Goblin Debt. This can’t be the Story-
wasting away until she is summoned again. In the rare case teller spending Debt —the character must seek her Contract
that a dismissed retainer actually leaves, a new one arrives holder and either fulfill her end of the bargain, or otherwise
within a fortnight. Supplicants arrive at the Queen’s door persuade them to let her work it off. For denizens this is
to seek aid or council. He can refuse to see any of them, but relatively easy — the other denizens regard her as one of them
even then, they simply consider him the Queen Locked in and can be swayed if she sweetens the pot. The returning
the Castle and leave any manner of unwanted gifts. denizen might enter an agreement where she fulfills a quest
A Goblin Queen who leans into his role has a lot of work to work off her Debt and throws in some of her Credit (Debt
to do. He must mediate disputes between the local denizens, owed to her) as a bonus.
find some hero to slay the Beast of Thistleback attacking his Denizens who can’t reach an agreement to pay off debt
subjects, and make any number of proclamations for no oth- have a few other options, all of them unsavory. Destroying
er reason than that denizens love and expect proclamations. the Contract (or item) representing the deal she made doesn’t
He may also try to change local customs, like explaining to nullify her outstanding Debt. Killing her creditor does the
his subjects that the former Queen wanted necklaces made of trick sometimes, but other times the changeling discovers
human eyeballs, but he — the new Queen — prefers mittens her creditor already bargained away her Debt to someone
crocheted with alpaca wool. This bit is tricky, because gob- else. Changelings have even recorded instances of the Wyrd
lins have real trouble distinguishing between two individu- transferring Contracts whole-cloth to other goblins upon
als who have both been their Queen, much as they do with the creditor’s death — none of them are certain why or what
entitlements. However, the more he leans into his role the the prerequisites are, but the Wyrd isn’t taking questions.
easier it becomes — if he accepts the duties and privileges of Either way, murdering your creditor is a last, desperate resort
being Queen, the Wyrd provides some leeway in letting him with unpredictable results.
adjust the title to his own temperament. The Goblin Queen has it even harder. Denizens like
Returning Home having a Queen around, and they even like doing her bid-
ding — so long as that bidding suits her role. The denizens
A denizen or Queen who wants to become as she once instinctively sense that letting a Queen work off her Debt
was has an arduous road ahead of her. It begins by paying off could mean losing her, and so they try every avenue to stop
Goblin Dealings 79
her. They might claim etiquette, saying that such tasks are freeholds don’t just exile changelings-turned-denizens. The
beneath her. They might set a task that’s all but impossible. denizen’s motley, if it stuck with her, is best placed for this
They can’t flat out refuse, any more than the Queen can intervention, but ultimately the choice to return is hers.
send out an edict demanding they let her pay it off, but they Becoming herself again doesn’t preclude any fallout.
can make it very hard. She becomes a denizen if she man- People remember what she did, and stating “I was under a
ages it, rather than converting back to a changeling entirely. supernatural compulsion to accumulate Credit” only sways
The Goblin Queen does, however, have a loophole she can people already inclined to forgive her. Moreover, if other
exploit. denizens couldn’t understand that Mary the Playmate is now
A Goblin Queen may, at any time, find a mortal child Mary the hobgoblin, they seem to grasp the reverse just fine.
to replace her. This means she needs to kidnap the child, The Wyrd still enforces any deals she made where she was
drag them into the Hedge, and leave them to the care of her the debtor. The deals where she was the creditor though, and
goblin retinue. It’s a heinous act, punishable by exile in most any Credit gained from it, revert to the Wyrd to keep until
freeholds, though some offer lenience if the Queen finds a she becomes a denizen again.
willing child. Even so, many Queens resort to it. They’re
driven by equal measures desperation and opportunism: Leave Your Worries Behind
Why go through the trouble of becoming a denizen, and Unless the changeling was genuinely at the end of his
risk becoming a Goblin Queen again, when you can just skip rope, becoming a denizen is a step backwards. In fact, most
that phase? The motley should definitely sit down and dis- supernatural creatures who turn into a denizen feel the
cuss boundaries before the Goblin Queen embarks on this
terrible journey, and Storytellers and players should discuss
the plot point at the table.
Denizens who paid off their Debt — and Queens who Story Hooks:
did, became a hobgoblin, and then paid off another point of
Debt — need a sense of purpose before becoming a change- The Creature
ling again. It’s not enough to simply reduce Debt. What the • The troll under the bridge, guarding the
denizen needs is a moment of profound realization or de- path to the motley’s Hollow in exchange for
spair that lets her find her old self again (represented by heal- food, used to be a waitress named Jane.
ing Clarity). Some denizens come to that point naturally, Every year on June 12th, the day Jane went
but most require an intervention. This is the reason most missing, her family keeps her story alive and
pleads with whomever is holding Jane to let
her go. It’s heart-wrenching, but Jane doesn’t
Story Hooks: want to go home. Bring closure to the griev-
Returning Home ing family might help the changelings deal
with their own trauma though, even granting
• The changeling’s hobgoblin cottage keeps Clarity at the Storyteller’s discretion.
following her around the Hedge. It’s erratic
and unpredictable, but if the changeling • One of the changeling’s close friends or
can work out what it wants and befriend it, siblings senses the fetch isn’t really him
it could become a Hollow. and strikes a terrible bargain to find him.
They’re reunited with the changeling just as
• A goblin merchant comes knocking. Since they become a denizen. Now the change-
the changeling isn’t using them, can he take ling has to help their friend navigate their
over some of her old pledges? The change- way back to mortality.
ling can transfer the bargain using their
physical token. He offers a free Contract in • The freehold still tells the tale of Rapunzel, the
return — he’ll handle any Debt — in ex- former barista who became a Goblin Queen
change for a pledge the denizen made with ten years ago. He still remains in his tower in
a beloved friend, or even a motley mate. the woods, waiting for someone to climb up
and give him a good reason to come back —
• A month after her return, the changeling because he hasn’t found one in all his years.
receives a plea for help from her fetch. A His goblin court doesn’t want him to leave,
nasty denizen she tricked as a hobgoblin, with the exception of one small sprite who fell
believes the fetch to be the culprit. This is a in love with the Prince and thinks he would be
great opportunity for the changeling to rid happier as a mortal — so the sprite asks the
herself of the fetch or befriend them. motley for help.
80 Chapter Four: Wheelings and Dealings
Using Credit
Most hobgoblins live off Goblin Credit — the receiving
Denizens side of the coin that is Goblin Debt. They do this in a variety
From Other Games of ways.
A denizen can sell a Contract or strike off Debt owed
If another creature from the Chronicles of
to her for a fixed price, like silver shoes or a rare goblin fruit
Darkness accumulates enough Debt to be-
come a denizen or Goblin Queen, adjust the — and now the denizen has silver shoes and a Scarlet Apple
Conditions on pp. 339 and 340 of Change- that traps the soul of anyone who bites into it. If the cus-
ling accordingly. tomer offered to be her servant for the day, the denizen prob-
ably has a clean house, chopped firewood, and a well-tended
• Use the creature’s Supernatural Tolerance or garden now. These are immediate and tangible effects.
Supernatural Potency trait in place of Wyrd She can also dictate, when she first strikes the deal,
where appropriate. what happens when the Storyteller spends the consumer’s
• Hedge Denizen: All former powers are pur- Debt (see Changeling, p. 162) — for example, spent Debt
chased at their out-of-type cost. For example, from Tommy’s Glib Tongue summons hot meals to the deni-
a former Mekhet pays full price for any new zen’s table, while spent Debt from Angela’s Lost Visage fills
dots in Auspex, Celerity, and Obfuscate. a tub with hot water. If she didn’t stipulate what payment
looks like on her end — and new hobgoblins often forget —
• Goblin Queen: The character can no lon- things get weird. Silver shoes might simply pop up on her
ger purchase powers that formerly came fireplace. A goblin tree sprouts naturally in her backyard —
naturally. For example, a former mage offering fruit in a year and a day if she tends it. It might also
can’t purchase any new Arcana. be more insidious. She hears a snippet of conversation not
intended for her ears. A friend’s keys turn up in her pocket,
and she can’t just give them back because the Wyrd deter-
mined they’re hers now. The denizen immediately knows on
whose behalf the items arrived and how it affects their Debt,
trade-off isn’t worth it, though individuals vary — a vampire though it’s too late to amend the deal now — she just has to
who manages to shed their bloodlust in the change might accept random payment moving forward.
consider it an excellent deal.
It’s a rare denizen who has everything covered — maybe
Mortals, however, are often a different matter. she has free daily meals but still draws her own baths — and
Being human is hard. Laundry never ends, they have goblins trade Credit between themselves for necessities and
to pay rent and utilities, and fascism is making an inter- luxuries alike. A trade of Credit may have a specific goal.
national comeback. For humans who struck a deal with For example, when a denizen needs a favor from a specific
a goblin to better handle life, it’s even harder than most. changeling, she might seek a hobgoblin who’s made a deal
Because, make no mistake, even mortals recognize a goblin with that changeling and negotiate a trade for ownership of
when they see it. He might not realize it’s a fae creature the deal and its terms. These trades are always accompanied
born of whimsy and thorns, but he definitely senses some- by passing over the item representing the deal (see “All Sales
thing is off. Depending on his upbringing and religion, he are Final (Mostly),” p. 82.) The denizen then becomes the
might even realize he’s dealing with a trickster or believe changeling’s new creditor. The person who owes the Debt
he’s bargaining with the devil. He made the deal anyway, doesn’t sense the deal’s shift in ownership — the deal contin-
which speaks volumes to his desperation. For these people, ues on their end as-is, until a completely unknown hobgob-
being a denizen might actually be preferable. Retreating lin shows up demanding payment.
to a swamp filled with thorn bushes, cooking up strange In addition to using Credit as currency with other deni-
potions, and making magical deals with passersby isn’t too zens, the player may spend it on their own Goblin Contracts
bad compared to a capitalist hellscape doomed by climate in lieu of Glamour. If the Storyteller is tracking Glamour use
change. As time passes, they simply forget their former life; by hobgoblins, they can also use Credit this way.
others don’t forget them, however, and they now become
the fairy-tale creature in their lives. Bad Debtors
Goblin Credit Sometimes a customer tries to cheat their way out of
Debt. They could physically leave town, and while distance
The new hobgoblin can sell Goblin Contracts and make doesn’t mean the same thing in the Hedge as it does in the
hobgoblin deals. She instinctively knows how, and the deal’s mundane world, a customer who seeks refuge in a friendly
accrued Debt becomes her Goblin Credit. Grove might make it harder for their creditor to collect.
Goblin Dealings 81
Some try to avoid payment by manipulating the circum- her request, the more complicated the quest to find them —
stances. Blinding yourself so “the first person you see when you hobgoblins sometimes pass the quest on as part of their price.
come home” is no one is fair — in fact, most denizens applaud For example, she might ask the Wyrd for a Contract that finds
the commitment and tragedy of the act. Finding a laborious all doors. A single thick quill drifts in through the open win-
side quest so you arrive home hours after bedtime is also fine, dow, and after some research the hobgoblin learns it belongs
especially since it still carries the risk of a sleepless child wait- to the Horror of the Fens. Realizing the Horror must guard
ing at the door to greet you. Calling ahead and making sure the Contract, she asks her next customers to slay the creature.
everyone except the family pet is away from home, however, is Denizens can also sell magic items, including tokens and
cheating. The difference lies not in the outcome, or even the at- ingredients. If she has a potion made of true love’s kiss, or
tempt at subversion (some hobgoblins fully expect customers to shoes that never hurt your feet, she can sell them. She can get
avoid payment), but in the effort and risk the debtor put into it. the items from her customers (a couple genuinely in love can
Bad debtors enrage a hobgoblin. Just as having Credit owed supply true love’s kiss to bottle), trade or buy them from other
feels good, being cheated out of it feels like fingernails on a chalk- hobgoblins, or get them from the Wyrd through a quest.
board, only the chalkboard is their connection to the Wyrd.
Whenever a debtor cheats the creditor — meaning they got out All Sales Are Final (Mostly)
of paying Debt and didn’t put proper effort, risk, or tragedy into The sale of a Goblin Contract or a token always re-
it — the creditor immediately loses a point of Willpower. quires a physical item to represent the payment. Some deni-
Fortunately, the hobgoblin has options. Once her cus- zens also ask for a specific act to seal the deal, asking for
tomer has treated her unfairly, she doesn’t have to apply fair- tangible proof of the task’s completion. This object often
ness to them either — fairness is a Contract too, and the doubles as the item representing the payment. She might ask
changeling broke it. Next time they come to her, she may the changeling to cut down the Emerald Tree and bring her
refuse them or ask a much steeper price than usual. She a bright green leaf, or slay a beast and bring her its tusk. If
can call in any remaining Debt they owe her for a task that she asks for a simpler action, such as a dance or a kiss on
will cost them dearly. She might demand of the changeling, the brow, the hobgoblin can use the Bottle Glamour power
“Bring what you find beyond the purple Thorns,” when she (Changeling, p. 254) to conjure an item that represents the
knows full well the changeling’s Icon waits there. Or she deal. Clever denizens like to accomplish two tasks at once —
could ask for the pelt of the Stallion of Nevermore, when the sell a Contract and get rid of that pesky tree blocking their
creature killed the last five changelings who tried. She can light — and even cleverer ones know to hide requests of real
even sell their remaining Debt to the Gentry and let them value in a flurry of random nonsense. The physical object
handle it. If all that fails to incentivize the debtor, or soothe can be anything, though signed contracts on vellum are both
the hobgoblin’s rage, she can turn the matter over to the traditional and enduringly popular.
Wyrd — see “Wyrd Debt” under Goblin Contracts (p. 84). As far as the Wyrd is concerned, the keeper of the ob-
ject holds the deal. The denizen can refuse to hand it over
Selling Goblin Contracts to a possible trade partner — which will certainly antagonize
A denizen can sell any Goblin Credit she personally knows them — and she must guard against customers trying to steal
— and she can rearrange her Goblin Contract dots each morn- the item back from her. Destroying the item renders the deal
ing to meet her buyers’ demands. Sometimes, though, a pushy null and void, but only the hobgoblin can do it.
changeling wants to buy the Contract today and the denizen sim- For more on creating Goblin Contracts, see Kith &
ply doesn’t know it. In those cases, she can borrow it from a deni- Kin, p. 69.
zen who does know the Contract, as well as Gentry, or the Wyrd
itself — and then sell the loaner Contract to her buyer. She is the Terms of Sale
middleman rather than the holder of this deal, which means she The terms of any Contract must be fair. A hobgoblin
needs to arrange terms both with her buyer and the holder. The does her motley no favors by trying to give them freebies.
holder might demand that all Credit goes to them, with the deni- If she doesn’t set a fair price, the Wyrd will — so it’s best
zen getting a one-time commission, or that they divide the Credit to just set terms from the outset. Fair means just that: The
between them — for example, the holder gets the first two Credit denizen must ask for something she believes to be of equal
and the denizen every third. She could also buy the Goblin Con- value. Believes to be is key here, and there are a few loopholes
tract off them entirely, paying in Credit (or other favors) she has at a well-intentioned hobgoblin can use. She can start by not
hand and immediately rearranging her own Goblin Credit dots asking what the Contract or token is intended for, because
to represent this purchase. if the answer is to find my Icon or to become Spring Queen, the
Closing a deal with the Wyrd works the same way, though price just sky-rocketed. She can also ask, “Would you like me
it can be a hassle. Rather than talking to another singular to ask what it’s worth to you?” and let the changeling take
and sentient being, the denizen tells the Wyrd what kind of it from there. The problem with that is, she can’t pick and
Contract they need and then sets out to find it in the Hedge, choose who she treats that way. If she’s only lenient to her
where it usually takes the shape of an item. The more valuable motley, that’s favoritism rather than fairness. She needs to
82 Chapter Four: Wheelings and Dealings
Tracking Credit
Story Hooks: Having people indebted to her feels good. It’s not just
the prospect of having people perform tasks for her when
Making Deals they pay off Debt; it’s the accumulation of Credit too. Every
• The hobgoblin sees one of her motley’s third point of Debt a single person racks up immediately
Icons for sale at the goblin market. The replenishes one Willpower point for the creditor. Credit
seller isn’t taking Credit, but he will trade represents power and leverage. Regardless of her sentiments
against a Contract she holds. That would as a changeling, Credit is what denizens thrive on. Accu-
give him power over the hobgoblin’s debt- mulating it can wear away her original intentions to let her
or, who happens to be the motley’s ally. motley sneak in good bargains or even weaken her resolve to
become a changeling again.
• Her fetch asks for a “real heart.” The fetch A hobgoblin always knows exactly who owes her, and
doesn’t recognize the hobgoblin, but she
how much. She doesn’t need to keep a ledger, though many
recognizes them. Granting the heart would
do for show. The player, however, should keep track of the
turn the fetch into a real human, perfectly
positioned to take over the denizen’s former Credit each individual customer owes her. This Credit never
mortal life forever. Does the denizen want rises above nine, as the tenth point of Debt instead turns the
that, and what’s a fair price for such a gift? customer into a denizen themselves.
• One of the motley’s mortal friends struck a Goblin Contracts
bargain with another hobgoblin, and she Here are two new Goblin Contracts for denizens to
struggles to make payment. The seller is learn or sell.
about to invoke Wyrd Debt (see p. 84). The
character tries to trade for the deal, and Distill the Hidden
the seller demands a Contract owed by
one of the freehold’s rulers in return. The character can take ephemeral things, like true
love’s kiss or a baby’s first laughter, and turn them into tan-
gible objects. The target must have been present to witness
treat all her customers the same. A hobgoblin who drives a or participate in the event, and the event must have signifi-
soft bargain soon finds herself overwhelmed with customers cant personal meaning. He must also be a willing participant
and beset by other sellers for undercutting their prices. in the Contract. The player chooses a signature object when
There is one exception to fair deals: A hobgoblin can purchasing this Goblin Contract, and this is always what
ask for a surprise payment. This price isn’t that common — the ephemeral turns into: The character might weave it into
most people don’t want to take the risk — but has neverthe- thread, bottle it as a potion, and so on. Anyone who pur-
less been popularized in fairy tales the world over. “The first chases this Goblin Contract from the character also copies
living creature you see when you arrive home” is popular, their signature object.
as is “something you already possess without knowing it.” Cost: 1 Glamour + 1 Willpower
Such statements might mean the debtor pays a trifle — if Dice Pool: None
the first living creature they see is a bumblebee pollenating
Action: Instant
their roses, they’ve paid their Debt at little cost. However,
the opposite can be true as well. Maybe their child came Duration: Permanent
home from college for an unplanned visit, and she’s waiting Effects: The character turns the ephemeral into a
on the doorstep. physical object. The object has permanence, though it can
This is the one instance where the denizen doesn’t still be lost, broken, or used up. She can store the object,
have to treat her customers equally. She can offer a surprise trade it, use it as ingredient for something else, or any-
bargain to her motley, relying on their creativity to make it thing else she can do with a physical object, at any time
work for them, and not to any of her other customers. Some she chooses. The target loses their memory of the event.
denizens offer a surprise bargain and rig the outcome. They If another person was part of what the target traded — the
bargain for “something you already possess without knowing person who was kissed, the laughing baby — that person
it” when they figured out the changeling is pregnant before suffers the Ravaged Condition or other effects the Story-
the changeling knows. This requires a lot of work, and most teller deems appropriate.
denizens only bother if they need the surprise payment for a Loophole: The character creating the object was also
Hedge sorcery ritual or to uphold their own deal with a more present for the event. She suffers the Confused Condition
powerful hobgoblin. Goblin Queens are notorious for using at the loss of the experience. She knows what the signature
surprise payments to secure a child for their own release. object contains, but doesn’t remember her part in it.
Goblin Dealings 83
Wyrd Debt settles down to slumber, and the people on top sell its wares.
The character asks someone three times to repay their At the stroke of midnight, the Whistling Millipede awakens,
debt to her. Traditionally, hobgoblins liked to appear at 3 and the vendors close up shop.
AM in the queen’s chambers on the three nights of the full In a gleaming canyon lined with obsidian and orichal-
moon. Nowadays, that sends a mortal running, and they cum, Crumbleton’s Last Stop sells weapons forged from the
have a lot of places to run to, so best to get the asking done frustrated rage of the hopeless throughout the world, cloth-
in one conversation. If the buyer still refuses, the character ing spun from the dying dreams of the content, and gob-
calls on the Wyrd to make them pay. lin fruit that its proprietors claim was grown and harvested
Cost: 1 Glamour within the court of the Meezer-Headed Duchess, whose di-
lapidated castle stands in the far distance.
Dice Pool: Presence + Intimidation + Wyrd − Composure
The motley that runs the Mahogany Flea Market refuses
Action: Instant to call their business a Goblin Market, but it’s the worst kept
Effects: The target suffers a Condition. Paying off their secret in the city. Local freeholders think it’s because of the
Debt becomes the Condition’s resolution, wholly replacing stigma of changelings running a market, or because the hob-
the usual resolution. The player chooses the Condition from goblins that operate much of the fairground compelled the
this list: Amnesia (beware, as they might also forget what they motley to serve them. Neither is true, though the hobgoblins
owe), Bestial, Blinded, Delusional (the Storyteller, acting as the are openly resentful of these newcomers running the show.
Wyrd, picks the delusion), Dream Assailant, Fatigued, Glam- They try to hide the market’s obvious nature, because that’s
our Addicted, Hunted, Lethargic, Madness, Mute, Paranoid. what they promised the market itself, in exchange for a Con-
Loophole: The character asked the target on three sepa- tract with a value beyond any price.
rate occasions. The Hedge is home to many Goblin Markets, each as
unique as a fingerprint. Their wares are like nothing else,
Goblin Markets and nowhere else has them. If a changeling can find them,
Every three months, on the third day, somewhere deep and if they’re willing to pay the price, they might come back
into the trod that starts under the overpass, a 12-legged fae with something precious, or at least with a story to tell.
beast arrives with tents and booths nestled upon its back. It
84 Chapter Four: Wheelings and Dealings
Shopping Trips The base scale of the investigation is equal to the market’s In-
ventory rating (p. 86). The Storyteller may increase or decrease the
Goblin Markets aren’t easy to find. For some, this is by scale at their discretion, but unless the market is significantly impor-
design. The market must stay hidden to avoid the wrath of a tant to the chronicle, a market investigation should never exceed
nearby freehold, or because it prefers to attract an exclusive five Clues. The dice pools suggested for an individual roll are also
clientele. For others, it’s the unfortunate consequence of their suggested for discovering each individual Clue. Bonuses and penal-
location or migratory pattern. Not every market can place it- ties from a market’s Bourse apply to these rolls when appropriate.
self front and center in a major metropolitan area, and many
don’t want to risk making treks into unsafe territory. Each Clue in a market investigation is either an insight
into the nature of the market, such as individual aspects of
When a changeling wants the seeds of a unique goblin its Bourse, or a physical obstacle the characters must over-
fruit, or the lost sword of a particular Huntsman, they’re usu- come to reach the market. When all the Clues are uncov-
ally in for a three-step journey. First, they need to know that the ered, the motley arrives at the Goblin Market.
market they’re looking for exists, seek it out, or have it invite
them. Then, they need to travel there, either through the mun- Just like a regular investigation, players may choose to
dane world or through the Hedge. After that, they need to enter arrive at the market without amassing all the Clues. Major
the market, which can be more of a challenge than it sounds. complications that may arise from doing this include but are
not limited to raising the market’s suspicions, a shortage or
Outside the Hedge price gouging of a desired item, a physical threat to the mar-
ket, the appearance of a rival, an extremely late arrival when
Goblin Markets in the mortal realm have some measure
time is critical, or the persistent interest of a shady dealer.
of safety. They’re in a stable location and often within driving
distance of a good-sized town. They should be out of the Gen- Market Familiarity: Since these markets are in physical loca-
try’s prying eyes, though the Lost know this is rarely the case. tions with definite directions, it’s easier for characters to devel-
op a familiarity with a market. After a successful investigation,
Markets outside the Hedge prefer to stay well-hidden.
players may only need to make individual rolls to return to the
This isn’t just for the security of their vendors and customers.
market. After at least three successful individual dice rolls to re-
Sometimes, the Hedge bleeds into mortal venues and leaves
turn to the market, players may no longer need to roll to travel
openings or even bits of its landscape behind. A market can
to the market at all. Both are at the Storyteller’s discretion.
set up shop in an abandoned big box store once and unin-
tentionally leave a passage to the Hedge in the fitting rooms, Within the Hedge
ready for the store’s next owners to find. Setting up shop in
obscure, strange places not only makes the market unique, Goblin Markets in the Hedge may not have easily map-
it prevents unfortunate discoveries or troublesome questions pable locations, but what they lack in topographic consis-
should the Hedge decide to settle in with the merchandise. tency is made up for by their easier existence and ability to
attract customers.
Systems: Finding and traveling to Goblin Markets in
the mundane world can happen in three ways: through no To put it simply, when a Goblin Market’s in the Hedge,
roll at all, using an individual dice roll, or engaging in the there’s less pressure to hide the weird stuff. The only thing
Investigation system (Changeling, p. 194). this market needs to worry about is whether the neighbors
approve of them, and if they’re powerful enough to do some-
No Rolls: If a Goblin Market makes itself well-known, is thing about it if they do disapprove. Compared to their
approved of or even encouraged by the local freehold, or is in mundane cousins, these markets stand out. There’s no won-
a place the characters often travel to, there’s usually no need dering if you’ve come to the right place when the two tom-
to roll. Unless the route there is dangerous or obscured, the myknockers at the door bid you welcome.
challenge for these kinds of markets isn’t getting there, but
finding what the motley needs and dealing with the price. Since there’s no easy or consistent path to a Goblin
Market in the Hedge, vendors can get the word out through
Individual Dice Pools: For Goblin Markets that have some promotional gifts commonly referred to as broadsides. These
obscurity, are only tolerated by the local freehold, or are in can be a piece of printed media from which they get their
places the characters are familiar with but do not regularly namesake, a Goblin Fruit grown on the market’s premises,
travel to, consider using an individual dice roll. Common or an otherwise useless trinket infused with the vendor’s
pools include Intelligence + Streetwise, Strength + Survival, Glamour. They’re either passed around freeholds and hob-
Dexterity + Drive, and Presence + Socialize. Appropriate bo- goblin communities or directly given to prospective clients.
nuses and penalties from a market’s Bourse or Passage rating
(p. 88) always apply to these rolls. Broadsides serve as a kind of compass for the market
they come from, and they’re used to help interested custom-
Investigating Markets: Goblin Markets that are kept se- ers navigate their way to the market. They’re just as useful
cret, are outright hated by the local freehold, or are in places outside of the Hedge as they are within it, and the discovery
the characters are unfamiliar with need to be tracked down of a lost broadside in the mortal world is often the start of an
via an investigation. When traveling to a market with an ordinary person’s terrifying ordeal within the Thorns.
investigation, the Goblin Market always serves as the goal.
Goblin Dealings 85
Markets can also use the Hedge’s psychoactive nature On the Web
to their advantage. If an enterprising vendor can announce BriarNet Goblin Markets lay in-between the mortal and
their wares to the land with enough guile and Glamour, Hedge markets. In some ways, they’re the best of both worlds.
customers start arriving. Their call subtly shapes the Hedge Some are hidden as regular storefronts on the mortal side of
around them, creating passageways and shortcuts desirable the internet, so purchasing a fairy bauble is a few keystrokes
to travelers, bringing them closer to the market. If a change- away. Some have warehouses as well as Hollows to store their
ling wants something badly enough, it’s possible that they goods, so changelings can pick up purchases in whatever man-
won’t have to find the market that sells it, it’ll just find them. ner feels safest. These Goblin Markets don’t have to keep hours
Systems: The following systems are add-ons or altera- or specific arrival times, but can be accessed all day, year round.
tions to the chase mechanics for Hedge traversal (Change- BriarNet markets also bring new challenges. Like mar-
ling, p. 200). kets located in the Hedge, they share the ability to draw
Broadsides: Broadsides are a special kind of Hedgespun those that desire what they have towards them. Unlike those
item (Changeling, p. 225). Mechanically, they are like a one- markets, they have little control over who answers the call.
dot item, with three major differences. First, a broadside only Since the BriarNet bridges the mundane and the fae togeth-
works when traveling through the Hedge with the explicit er, mortals are even more likely to stumble across the mar-
purpose of going to the Goblin Market from which it was ket’s wares with a strong enough desire and the right search
created. Second, it always provides its holder with Improved queries. Passwords and overlaying internet networks on top
Alacrity, granting a +2 bonus to their Speed at the start of of the regular network help, but vendors often meet clients
the chase. Finally, broadsides will cooperate with non-fae be- who have no idea what they’re really getting into.
ings once, as a kind of Key to open the next Hedgeway the Then, there are the consequences that a constant in-
being comes across. Non-fae that use a broadside as a Key ternet presence brings. As activity on the internet increases
normally find their way to its Goblin Market but may end up and as the Hedge creeps further into it, popular Goblin
just as lost and in peril as if they had stepped through the Markets in the BriarNet develop trods. Many of them are
Hedgeway by any other means. connected via the Information Superhighway (p. 51). While
Unconventional Trips: When a changeling seeks a Gob- these trods are nowhere near as large as the Superhighway,
lin Market, or when the market seeks a changeling, a Hedge it still means that without the use of VPNs or other proxy
chase begins with one major difference: The market replaces services, a changeling’s personal computer could become an
the Hedge as a participant. endpoint. Rumors abound of compulsive shoppers suddenly
A Goblin Market has a Speed of 5, or 10 in the Thorns. finding their computer flipping on in the middle of the night
Its base and Edge-taking pools are equal to its Inventory rating. and finding themselves face-to-face with a Viral Brute.
This dice pool is modified by factors on the following table: Systems: Depending on which side the market prefers
to do most of its business, changelings can find and travel
Circumstance Market Dice Bonus to BriarNet markets either through mundane methods or by
Inventory appeals to at +1 Hedge methods. The following systems serve as add-ons to
least one changeling’s mundane or Hedge methods to better represent a BriarNet
Needle market’s virtual nature.
Inventory appeals to at +3 Physical Presence Markets: While all BriarNet markets ex-
least one changeling’s ist inside and outside of the Hedge, only some keep their
Thread inventory and infrastructure within the mundane world.
Inventory appeals to one +1 (cumulative) A physically present BriarNet market always exposes a
or more changeling’s computer or smartphone to the Hedge in ways that interac-
Aspirations tions between mundane computer networks and the Briar-
Participants are chased +1 (cumulative) Net do not. Even if business occurs solely through mundane
by a non-Hedge or non- bank accounts and warehouses, these servers brush against
market entity the BriarNet’s Hedge form, and the force of the market’s
A new turn begins +1 (cumulative) transactions pushing themselves into OpSpace, the mun-
dane internet, leaves an impression on ordinary hardware.
The market has the Edge +2 Unless a piece of technology is custom built for market ac-
cess, the hardware that accessed the market develops a quirk
Players need six successes to overcome a Goblin Market.
that modifies any equipment bonus it provides from −2 to
Characters that beat the market arrive together in a proper
+2, depending on the nature and success of the transaction.
or convenient location, such as an official entrance or near a
relevant vendor. Characters beaten by the market arrive sep- Hedge Presence Markets: The BriarNet is connected to the
arately and must find each other among the tempting shops. greater Hedge, and it’s possible to reach a market’s digital loca-
tion by traveling through its physical one. To access the Briar-
86 Chapter Four: Wheelings and Dealings
Net, a changeling must pass through a node, a special kind of er substitutions for characters who cannot make oaths. Oth-
Hedgeway within the Hedge, like the Gate of Horn (Change- ers simply don’t allow entry to any but those beings who can.
ling, p. 217). Unlike the Gate of Horn, nodes aren’t declared Market oaths are a kind of societal oath (Changeling, p.
goals; changelings simply pass through them on their way to 213) and grant the following benefits:
BriarNet destinations. Shifting from the physical to the digital
Hedge and vice versa is a disorienting experience, and slightly • The changeling may browse the market stalls as they
increases the chance of a changeling getting lost. please.
Travelling through nodes always modifies a player’s tar- • The player receives a +1 to all rolls to navigate the
get number of successes when traversing the Hedge by +1. Hedge to the market.
Physical Nodes: With enough exposure to the BriarNet,
mundane hardware stops developing quirks, instead trans- • A vendors’ impression level (Changeling, p. 192) of
forming into Hedgeways. Hardware Hedgeways are always the changeling never drops below Good while they’re
dormant, always lead to the BriarNet, and may be opened in the market.
with broadsides from markets within it. Breaking this oath revokes all benefits and the change-
ling gains the Notoriety Condition (Changeling, p. 343).
Passwords and Pledges
Passwords: Some markets require passwords instead
Whether a market exists in the mundane world, the of pledges. If the characters don’t know these passwords,
Hedge, or somewhere between on the BriarNet, the final they’re found through social manipulation (for mundane,
hurdle is getting in. No matter where the market is, security Hedge, and Hedge-facing BriarNet markets) or hacking (for
is always a priority. Very few markets are trusting (or power- BriarNet markets with a physical presence).
ful) enough to let their customers walk in without any hassle.
Some BriarNet markets are defended by firewalls as well
The majority prefer an entrance ritual, whether it’s just a
as passwords, physical barriers or constructs that utilize or com-
hasty recitation of the market’s laws or a full-on oath to keep
prise fire in literal and/or symbolic form. These function like
shoppers on their best behavior.
Bastions (Changeling, p. 221), though they don’t collapse. They
A few markets go further than this and hide behind one have a Fortification rating equivalent to their Inventory +1.
extra layer of effort for entrance. These might be passwords,
either audible or digital depending on its location. They Building a Market
could be dedicated tasks, such as solving a riddle, perform-
ing an errand, or providing the market with personal be- Goblin Markets aren’t just places to shop and restock.
longings (or motley-mates) as collateral. These markets usu- They easily introduce new characters and story hooks to the
ally do this to keep away window shoppers and often hold chronicle. They give players goals, even if it’s something as
some of the Hedge’s rarest items and treasures. simple as working off the payment for that neat Contract
they bought. They give your chronicle’s setting color and can
Systems: The two most common methods of entering a even serve as a tonal shift in your game. Depending on your
Goblin Market are pledges and passwords. The purpose of market, a shopping trip is either a welcome break from the
these is to ensure that the shopper understands the market’s tension or tense foreshadowing of drama to come.
laws and swears to follow them under pain of punishment
or even death. This section provides rules on how to build a Goblin
Market that’s fascinating and fun as soon as it hits the table.
Market Laws: Goblin Markets may have any number of It approaches Goblin Markets in two ways. The first is that
laws, though most stick to five at maximum. These laws are the market should be its own character, with its personal-
influenced by a market’s Bourse and the keywords of its Ven- ity and goals expressed through its location, its wares, and
dors (p. 88). Entering a market means accepting all these laws. its sellers. The second is that markets are extensions, riffs,
Sealing: Smaller or more public markets prefer to seal and foils to the themes and concepts in your chronicle. With
their customer’s words. Unlike regular sealing, a changeling these in mind, a Goblin Market breaks down into four com-
does not take a Beat when their agreement to the market’s ponents: its Bourse (location), its Lien (common currency),
laws is sealed. its Inventory (the most popular wares or services the market
Oaths: Private markets or markets with highly prized or sells), and its Vendors (its most significant salespeople, either
dangerous items for sale may make their customers swear an in terms of hierarchy or narrative).
oath to obey the market laws. These markets always have a These components are described with narrative tags
single changeling or small motley to set up these oaths, and that serve as suggestions or starting points for a market’s se-
they are always open. curity, prices, goods and/or services, and people.
Some of these restricted-access Goblin Markets also ac-
cept specific Keys that open their gates to those determined Step One: Brainstorm Concept
and clever enough to uncover their natures, valuable gifts Before creating a Goblin Market, think about what pur-
given to the Market’s watchmen as signs of goodwill, or oth- pose you’d like the market to have in your chronicle.
Goblin Dealings 87
Is the market intended to be a regular presence in the Aesthetic Description Passage
motley’s lives, or is it meant to serve as a major set piece Examples
in your current story? Is the market safe (or at least safe
enough), or is shopping there more dangerous than the jour- Ethereal Peaceful Cloud bridge (+1),
atmosphere, bright Dedicated hobgoblin
ney it took to arrive? How does the market interact with any
lighting, unearthly guardians (−3)
nearby freeholds? Are they cordial or outright hostile? materials
You might also want to consider the market’s popula- Extravagant Lavish stalls, Jewel-lined roads
tion. Is a market run exclusively by hobgoblins, or do change- precious gems and (+1), Elaborate maze
lings have a major presence? How do they look to hook po- metals, colorful (−2)
tential buyers? Do they stretch their market’s laws, and if
Grim Austere stalls, air Howling winds (−2),
so, how far do they take it? How do they feel about mortals
of mourning, dim Rockslides (−3)
that find their way into their market? Are they unwanted lighting
nuisances, or easy marks to pull in?
Hectic Crowded streets, Well-traveled trod
Step Two: Determine Bourse constant shouting, (+2), Long lines (−2)
stalls crammed
A Bourse is the Goblin Market’s location. Given the together
topographic difficulties of some markets, this doesn’t refer
Nostalgic Anachronistic styles, Scent of baking
to an exact spot on the globe or the Hedge, but rather on
eerily familiar faces, goods (+1), Stinging
which side of reality it lies, whether it stays in one place or scents of home rain (−2)
travels, and its overall aesthetic.
A Bourse consists of three narrative tags: themes and overall feel.
• Reality: Where the market prefers to do its business. If you’re using the common Aesthetics, some suggested
If the market primarily operates in the mundane descriptions and Passage examples are:
world, then its reality is Mundane. If the market does If the market is in the Hedge, assign the remaining Re-
business in the Hedge, then its reality is Hedge. If the active and Interactive traits when it functions as a Grove in
market does business in both, such as some BriarNet the Topiary (p. 16).
markets and certain kinds of migrating markets, ei-
ther choose the realm in which the market does most Step Three: Assign Lien
of its business or the realm you’d prefer the characters A Goblin Market’s Lien is its most common currency.
to see it in. Markets accept many kinds of payment for their wares, but
the Lien is what they fall back on when their preferred cur-
• Migration: Whether the market stays in one place, or
rency isn’t available, or if a vendor can’t agree on any other
if it travels. Stationary markets, or markets that only
price with a customer. The Lien might be officially mandated
move when presented with great danger, are Fixed.
and written in the market’s law, or it could have emerged
Traveling markets, or markets that only settle down
from convenience or social pressure.
when impeded, are Mobile.
A market’s Lien serves two purposes for hobgoblins.
• Aesthetic: The design of the market and how it pres- First, it’s instant gratification: The vendor gets paid in their
ents itself. This is a one-word summary of what the preferred currency, the customer can be reasonably confi-
characters will see when they enter the market. There dent they paid a fair market price, and everyone gets some-
are countless Aesthetics to choose from, and you are thing out of the exchange. Second, it’s a means to tempt the
more than welcome to create your own, but the five market’s guests into further Debt. Sometimes, a customer
most common aesthetics are Ethereal, Extravagant, just doesn’t have enough Lien, or wants something far more
Grim, Hectic, and Nostalgic. valuable than the market’s common currency. The hobgob-
lin can take what they’ve got now, and work out a suitable
Once you’ve determined the three aspects of a market’s
deal for the rest.
Bourse, expand on its tags. Give a short description of its
Reality, whether it’s a physical location in the real world or a Narratively, a Lien reflects a market’s overall theme. A
recognizable landmark in the Hedge. If the market is mobile, market themed with personal sacrifice might have a Lien
describe how it travels, and how often. where a buyer must give up something they value greatly. A
market with a theme of elegant deception might use a Lien
Assign a Passage rating (p. 17) for your market that
that’s harder to put a value on, such as labor or promises.
represent helpful details such as clear signposts and well-lit
When you assign a Lien to a market, don’t worry about com-
paths, or obstacles such as hazards on the way to the market,
ing up with a price list or directly valuing goods. Use the
its natural securities, or other ways that getting inside can be
Lien and the character’s desire and goals as your guide to
difficult for changelings. These should evoke the Aesthetic’s
price things in play.
88 Chapter Four: Wheelings and Dealings
A Lien can be anything, and it has no immediate me- Inventory also serves as a combined and loose measure-
chanical value. Feel free to develop your own! If you’re not ment of the market’s size, obscurity, and demand. The sum
sure what kind of Lien your market needs, consider these of all its inventory types is its rating, which determines how
five examples: many Clues it takes to find a mundane market, its start-
ing dice pool when used as an obstacle when traveling the
• Baubles: Baubles, the physical manifestation of stolen
Hedge, and the maximum bonus or penalty applied to a roll
dreams, are a unique Lien. Their only known source
when buying or haggling at the market.
is the True Fae, which imparts them with an immense
value. Most markets consider Baubles a top-shelf part First, pick an Inventory size and rating. There are three
of their stock, but some markets are bold enough to categories of Inventory size:
declare it their common currency. A market that con-
siders Baubles its Lien are stocked with incredible and Size Rating
almost priceless wares. It could also signal that the Small 1-2
Gentry’s servants are regular clients.
Medium 3-4
• Favors: One of the oldest forms of currency and per- Large 5+
haps the most reliable. Everyone needs something
done for them, and there are few agreements cleaner Next, select the market’s preferred type of goods and
than a quid pro quo. It’s also risky. Favors are usually services. The total number of goods and service types for
backed by pledges, and there may be more perilous or sale should equal your chosen Inventory rating. Only the
unpleasant details than the vendor lets on when it’s sum of the types is mechanically important, what types you
time to fulfil the buyer’s end of the favor. choose is fully narrative. You can create your own types of
Inventory, or you can use these six suggested types:
• Glamour: Sometimes the simplest Lien is best. Hob-
goblins can store Glamour in vessels using the Bottled • Assistance: Goblin Markets provide a wide variety of
Glamour power (Changeling, p. 254), and common services, not all of them wholesome or beneficial to
and plentiful things like flower petals, leaves, or even society. For every expert guide through the Hedge,
objects like bottle caps or aluminum cans can hold there’s an assassin. For every apothecary, there’s a poi-
Glamour if they’ve spent time in the Hedge soaking son brewer. Still, even these sorts of assistance have
it up. Some markets take all Glamour, while others their uses, and they’re often why freeholds keep mar-
prefer it extracted from certain sources like fear or kets around.
delight.
• Contracts and Deals: Goblin Contracts and hobgob-
• Memories: This Lien is a dangerous one, and many lin deals are an easy way for any hobgoblin to strike
changelings balk when it’s brought up. Memories are it rich as a vendor. Dedicated shoppers can find more
sources of comfort and hard lessons, and that’s what than that. A few vendors advertise themselves as tu-
makes them so valuable. The most valuable memories tors of Arcadian Contracts, offering to strengthen a
are those of a changeling’s few remaining memories changeling’s inherent abilities for a hefty fee. Some
of Arcadia. For some changelings, giving those up even claim that within the deepest parts of the
is something they will never do, since it’d be giving Hedge, there are markets that auction off Contracts
up their reasons for returning. For others, it’s a price from court patrons across the world.
worth paying and a chance at a fresh start.
• Experiences: Some markets sell culture. This ranges
• Treasures: Some markets say “treasure for treasure.” from incredible meals prepared in Arcadian kitchens
Sometimes this is actual valuables, or even money as to revivals of plays written by freeholders long gone.
represented by the Resources Merit. Most of the time, Sometimes these experiences are more literal: mo-
however, this means something that the buyer consid- ments and emotions bottled up and shelved, waiting
ers a treasure, such as a beloved childhood toy or even for the right buyer.
friends and family.
• Goblin Fruits and Oddments: Goblin Fruits and
their inedible counterparts are popular items for sale.
Step Four: Stock Inventory Without safe access to a naturally growing Goblin
A Goblin Market’s Inventory represents the goods and Fruit or a Hollow capable of farming them, markets
services that the market is best known for. Almost all markets tend to be the most convenient way to obtain them.
sell a large variety of things, but the market’s Inventory defines
its headlining products. When someone arrives at a market, • Information: Rumors and secrets inevitably filter
a market’s Inventory is the first thing they notice, and almost into the Goblin Markets. The most enterprising
certainly what initially attracted them to the Goblin Market. vendors capture and sell them to the highest bidder.
Goblin Dealings 89
Truth and accuracy cost extra. Everyone should be a Huntsman. These markets tend to keep themselves
wary of someone who picked up a secret for cheap. better hidden than others.
• Tokens: Fantastic trinkets from all over the Hedge The next two tags are a Virtue and Vice that follow the
are found at Goblin Markets. Tokens on sale tend to guidelines for creating hobgoblins (Changeling, p. 253). If
be Hedgespun, Hedge-Forged, or Oath-Forged. A few your market is in the Hedge, hobgoblins created with these
are stolen from the True Fae themselves, and some tags are the market’s denizens (p. 24).
Storytelling
very well-hidden markets exclusively deal in purloined
tokens like these.
If your market is in the Hedge, its Inventory is the basis Goblin Markets
for its Curios (p. 22). Pick a relevant category and attach your Bazaar, auction, wet market, and tianguis are all terms
chosen Inventory rating to it. that partially describe Goblin Markets. Some are traveling
caravans of traders, setting up in the domain of a local free-
Step Five: Create Vendors hold to peddle their wares to the local changelings, selling
Vendors are a Goblin Market’s agents in the Hedge and their goods quite literally out of the back of a van. Others
beyond. They’re described with three narrative tags. These are bustling gatherings of stalls under a rainbow of tents and
tags are used as a guideline when you build Storyteller char- marquees. Some markets have been part of the local change-
acters to populate your market. They also give personality ling community for decades or centuries, while others invoke
and society traits to fall back on when you need to portray fear or revulsion when freehold members spot their banners
other market characters on the fly. in town. Strange trinkets that obey no mortal logic fill the
The first tag is the core, the most important aspect of tables and dangle from awnings, while traders bark prices
vendors in the market. While you’re free to create your own from behind piles of delicious goblin fruits. Tradespeople
cores for your market, the four most common for Goblin sit hammering tools and stitching fabrics. Some markets
Market vendors are: hold raucous auctions for all manner of hobgoblin livestock,
the price settled with the slam of the gavel. Jars buzz with
• Ecstatic: The market’s vendors are full of vim and swarms of bees that produce cloying poisons. Cages rattle
vigor, and their mood is infectious. They adore high with birds whose wings are feathered with fingers.
energy pitches and fast-talking, and it often disori-
ents new customers. They hope that their enthusiasm What’s in
draws buyers into paying top coin for their wares, but
if they just lure a browser into a purchase they’re not the Middle Aisle?
sure they want, that’s fine too. These markets are seen A Goblin Market is more than the sum of its parts. The
as busier than they are. agreements that hobgoblins forge when first starting a mar-
ket are subsequently revised, expanded, and built up as the
• Familial: The market’s vendors treat their customers market grows and traders join and leave. This interlaced web
like family. This could be cloying, cynical attempts at of promises bound by the Wyrd gives the market an iden-
camaraderie or true, genuine warmth. They hope that tity. The market itself extracts a toll from those who trade
these sudden deep ties make customers more willing and the merchants who form the market. From each market
to make a sale. These markets tend to have plenty member, fae-touched or otherwise, comes a tiny sliver that
of return customers, or at least regular window shop- gives the market its identity and its atmosphere and informs
pers. the laws that govern the market and the goods on sale. In
a game featuring a Goblin Market, think of the market as
• Melancholic: The market’s vendors are pensive and
a character itself. Is it composed of a sprawling network of
feeling down. This seems at odds with the nature
stalls, each within a crumbling archway of an underground
of selling things at an open-air market, but it could
tunnel in the London Underground reflected into the
be trying to draw out a buyer’s pity, or perhaps it’s a
Hedge? Perhaps it’s just a dozen worn-out vans and trucks
sign of an underlying issue that a motley could solve.
that have set up camp in a field outside of Essen? Maybe it’s
These markets tend to have lax security, either due to
like the market in Johannesburg, where the hobgoblin ven-
vendors wallowing in sadness or to whatever issue the
dors have allowed vampires to join their collective, resulting
market faces making guards hard to come by.
in a variety of blood-based potions.
• Paranoid: The market’s vendors are highly suspi- In creating your market for your game, build upon the
cious, though they’re not usually that way towards Grove traits in Chapter 1. Think first about the Bourse — the
customers. Their worries lie outside of the buyer-seller location for the market. Is it mobile or static? Is it located
relationship and are usually aimed at their fellow ven- in the Hedge or the mundane world? What’s the market’s
dors, a nearby freehold, or even an outside figure like general feel? For instance, Boston’s Goblin Market near Fa-
90 Chapter Four: Wheelings and Dealings
neuil Hall is “Distinguished,” with the stalls like those in the item on sale at the Goblin Market. Of course, it may be no
late Victorian period and the goblins all dressed in thread- simple map and is the living skin of a Huntsman who be-
bare but formal attire. The Market’s Lien refers to the price, comes aware of it once read. Or the guide is a hound, which,
metaphysical or otherwise, it extracts as the default price of if not attended to correctly, turns upon other changelings
any transaction. It could be “Hope” or “Love,” or something and grows once it has tasted blood.
more particular such as “Wedding Vows.” While Inventory is a tool that measures the general
Each stall owner and trader should present a few sto- availability of things in the market and broadly describes the
ry hooks waiting to unfold. Each item on offer is a story types of items, Storytellers often need to quickly detail more
in itself waiting to be explored, as the characters must specific items amongst the multitude of twisted, strange, and
balance the benefits of purchasing such strange curios downright weird goods on offer. Consider making a list of
with the trouble they might cause or the wonders they various wares the characters might spot. You don’t need to
might produce. When creating the market and its stalls, itemize everything on the shelves, but having a few examples
consider what its vendors have in common and how they makes the market feel more fleshed out and gives the players
fit the theme. While you don’t have to populate every ideas of things they could look for.
stall, having a few distinct characters makes it feel more What are some of the items’ mythological or symbolic
vibrant and interesting. One vendor is likely to be filled associations? For example, an apple vendor might sell fruits
with bravado, boasting the best offers and trinkets in the that stain transgressors’ lips crimson, or provide knowledge
region. Another might be far more sullen, happy to have with every bite. A wandering baker might sell apple tarts
an unremarkable tent filled with music boxes that each guaranteed to make you sleep like the dead. A silversmith
plays a memory of a child who wished their parents gone. makes fine scalpels that draw out impurities or cut to the
Is there a menagerie of hedge beasts kept in boxes, cages, truth of the matter. A merchant offers lengths of knotted
and aquariums, fed VHS tapes by a goblin? rope — are they for binding something so it can’t escape,
Describe the Vendors using a few keywords which help or does each contain a promise that will keep until it’s un-
define the average retailer’s mood, theme, atmosphere, ap- raveled? Maybe instead of rope, they’re knotted computer
pearance, and the general type of goods they offer. For ex- cables, keeping the owner’s information secure.
ample, suspicious, Tudor, and paintings, gives the sense that the
market has several traders who sell paintings or art supplies, Just Being Neighborly
dressing as if they are from the Tudor period while being sus- Goblin Markets can be a curious middle ground for
picious of those outsiders who ask too many questions about the residents of the Hedge and the local freehold. Despite
where or how they obtain their paintings or tools. what some trumped-up lord of a freehold might say, the local
Goblin Market is an entity accountable only to itself. The
What’s In Stock relationship between a market and the local freehold is the
Each creature, fruit, and curio may be some Wyrd final trait to define, if one exists close to the other. Some
touched token or Goblin Fruit, or simply exactly what it is markets have a cordial relationship with the local freehold,
— an utterly mundane object made rare and interesting by with official titles bestowed to the market Reeve and festival
who owned it and what it meant to them. Even things of an days held. However, if relationships sour — for example, if
ephemeral nature are for sale: memories, dreams, emotions, the freehold tries to exert control over the market’s goods
and those ever so tricky Goblin Contracts. The Inventory and prices — the traders fight back.
of Manchester’s market is musically themed. Vendors sell Often, the simplest solution is to negotiate a truce. Hob-
faerie instruments, experiences like the memory of the first goblins love making deals, after all. If the parties can’t agree
concert a changeling attended, and tokens made from sheet upon a middle ground, the market itself might move — there
music left scattered among the Thorns. is always somewhere better to trade with more welcoming or
Not all vendors at a market adhere to these descriptors desperate customers. If the relationship breaks down cata-
and may stock items that are different from the majority of strophically, the market may go on a war footing. Market
the merchants there. Some traders may store items so similar heavies mug locals wandering through the Hedge, items sold
to another stall they engage in a bitter rivalry — or worse, have hidden costs, and vendors release all manner of trash
price-fixing — with each merchant trying to outdo the other. and dangerous creatures into freehold territory, causing
Remember, the character of the market is built not just on trouble in both the mortal world and the Hedge.
the location and the vendors but also on the items and how Volatility defines the relationship between the market
they are traded. and the local freehold. Simple one-word descriptors can
Depending on the characters’ needs — and how des- cover the range of trust, antagonism, or veneration that the
perate they are — you can tailor their shopping experience. freehold has for the market. If you’re using the Topiary rules,
If they’re searching for a lost relic or the resting place of a this is represented mechanically by the market’s Ebullience
Hedge monster, then a map or guide of some form is an rating (p. 18). Alternatively, Volatility can have an associated
Storytelling Goblin Markets 91
score using the Reputation trait for freeholds in Oak, Ash, — mortal or fae-touched — seek to steal their goods. There is
and Thorn p. 9. the fear that seafaring privateers will one day find them and
scuttle their ships, sending them to the depths below and
Markets pulled into the Hedge and the Doldrums. Freeholds send
in the Hedge
out parties seeking to drive away from the Exchange, believ-
ing the footprints they leave upon the sandy shores appear
If you know where to look, and you’re willing to make the as constellations in the night skies of Arcadia, and in turn,
trek, there’s a market. The following examples show the vast draw the attention of the Others. Other freeholds and itin-
variety of environments Goblin Markets thrive in, from dark erant courts (who have their own Mantles — see Oak, Ash
caves in Appalachia to the furthest reaches of the BriarNet. & Thorn p. 26) find the Exchange as they cross paths in
their journeys across the Bismarck and Solomon Seas, trad-
Coral Exchange ing goods and following the oaths of the sea — ensuring to
Sat on the white sands of an isolated island in the South pay all debts so that storms don’t blight their journeys. These
Pacific is the Coral Exchange. This market moves from place meetings of fellow sailors are essential for the mutual balanc-
to place, a literal floating market. The market consists of vari- ing of Goblin Debt so that all may enjoy good fortune.
ous boats lashed together, forming a haphazard floating plat- Story Hooks
form. Shoppers move from deck to deck looking for trinkets
and knick-knacks from the Hedge or rescued from flotsam. • One boat of the flotilla that makes up the market has
A squawking rainbow feathered Beast informs all who are gone missing during a storm, and if not recovered
there that they have the most succulent Thorn Mangos and soon the fear is this boat will be lost, dragged into the
writhing Maggot Berries. A shark-like hobgoblin covered in Doldrums. Given it is crewed by a vendor who has
tattoos marks similar works of art on their customers, made just the item the motley needs, rescuing them may
with inks using squid caught in the Hedge and which disap- also net a good deal on the item the changelings seek.
pear unless viewed in the moonlight.
• A mortal wizard runs a literal cargo cult in the mar-
The Coral Exchange is constantly moving, changing ket. They and the cult perform acts of ritual magic,
location after every market day, as some pirates and raiders and days later cargo is found floating onto the shore.
92 Chapter Four: Wheelings and Dealings
However, the truth is that the magic enacted by the Inventory: Medium (Tokens, Information, Experiences)
wizard crashes boats and planes, and the wizard cares Vendors: Glass, Ecstatic, Renaissance
little for the price paid for the wares they gain in this
manner. Now a family member or friend on a vessel Temple Street Night
has gone missing, brought down by this cult.
Market: Hong Kong
• The person who recovers thirteen pieces of eight, lost Hidden among the stalls, and the stalls that stand behind
on islands that the market moves between, can claim the stalls, is the Temple Street Night Market. Though they
rulership over the market itself, and in turn, become share names, the Goblin Market opens and closes much later
a Goblin Queen. than its mortal counterpart. The market switches on its lights
Bourse: Mundane, Mobile, Weather-beaten eight minutes after sunset and goes dark eight minutes before
sunrise. All are welcome to set up shop, if they can handle
Lien: Favors: Aid in moving goods, or moving the market selling their wares and goods in such a cramped space. The
Inventory: Small (Goblin Fruits and Oddments, Information) market keeps itself in obscure pockets of Temple Street, usu-
Vendors: Craftsmen, Ecstatic, Sailors ally only made that way by Glamour and strategic setup.
Temple Street Night Market stands apart from its twin
The Ruby Market and even other Goblin Markets. While the mortal night
On Pfaueninsel in the River Havel, south of Berlin, en- market emphasizes fashion and secondhand goods, and
try to the Ruby Market is granted when the trader writes other Goblin Markets their Contracts, tokens, and other as-
their name in red ink upon a tarot card using a peacock sorted trinkets, the Night Market focuses on food and per-
feather quill. Within the Hedge, the market is an array formances. The mundane Temple Street is well-known for
of furnaces and glittering displays. All manner of glass is its restaurants, but the Goblin Market takes these aspects to
blown, including rare ruby glass, and delicate Hedge Glass a whole new level.
trinkets. Glass is precious to fae creatures, as mirrors made Temple Street Night Market’s restaurants focus on fu-
and touched by the Wyrd here hold a particular significance. sion cuisine: sometimes between the culinary tastes of other
Mirrors and looking glasses are gateways and windows, re- countries, sometimes between the mundane world and the
vealing hidden truths or trapping others in labyrinthine fae, and sometimes all of that at once. In their kitchens, chefs
dreamscapes. The market also has a reputation for fine ton- create egg tarts that taste like a warm summer’s day, cutlets
ics and ales brewed using the fine glassware made here, while from creatures indescribable to most tongues, and buns that
other goblins toil away using ornately blown glass, perform- aren’t only as soft as clouds, but actually made from them.
ing wonders of chemistry. These culinary experiences are directly supported by
Story Hooks the market. Somewhere out in Hong Kong’s Hedge lies a
great field owned and operated by the market’s hobgoblins,
• Leftover glass is crushed into sleeping sand and sold who rent out portions to vendors. Every week, the fae draw
to those seeking to ease their passage into a dreamer’s fanciful fish from the misty coast and deliver them to the
Bastion. However, the user of the dust leaves behind market. The choicest meat from ordinary fauna mingles
sandy footprints, making them incredibly easy to track. with the flesh of fae beasts.
• Bottles of Hedge Wine and Waldmeister are being Accompanying the food is entertainment. The Night
sold to the local mortals, causing them to engage in Market is one of the few places in the world with a thriving
hedonistic acts. Intended as a means for a changeling hobgoblin music scene, with a significant interest in Canton-
to more efficiently harvest Glamour, the Hedge brews ese opera and contemporary Western classical music. Prices
taint the dreams of the mortals, drawing the atten- in the Night Market tend to be cheap, especially for concerts,
tion of the Huntsmen. so there’s always a packed crowd.
• Dancers are being kidnapped and shrunk so that
Story Hooks
they may dance in magic lanterns. A changeling who • The hobgoblin Adagio — who is both violin and vio-
joined the market from a neighboring freehold as linist — is previewing her new operetta at the Night
part of a treaty was meant to learn various Contracts Market. They say the notes she plays pluck listeners’
and skills in Hedgespinning but has now been discov- heartstrings, and a recent death at one of her private
ered in one of these lanterns. The truth of this brings concerts has denizens whispering about whether the
the local freeholds into conflict as the market calls saying might be literal.
upon their allies for support.
• Two minutes before the market closes, the vendor
Bourse: Hedge, Fixed, Extravagant Rustclaw opens his stall. His inventory consists of a
Lien: Dreams mahogany box full of jumbled keys, which he limits
Markets in the Hedge 93
to one per customer. The key a person selects opens to own the bones of a no-shit, no-fooling, swear-to-the-heav-
a single locked door they’re guaranteed to encounter ens dead Huntsman? You’ll find it all here but brace your-
before the next full moon. self: Without the folks of Fair Coin watching your back, you
might end up paying in a lot more than cash.
• The popular restaurant Flights of Fancy serves all
manner of wings tossed in their signature — and se- Story Hooks
cret — sauce. A pop-up food stall opens directly across • Someone’s been handing counterfeit money to Tum-
the way, selling the same fare and starting an instant bledown’s vendors, and the Court of Coins is on the
rivalry. Flights of Fancy’s chef insists their competi- hunt. They patrol the market, inspecting transac-
tion stole their recipe, and offers to pay the Debt for tions and biting the occasional doubloon to make
the person who can help prove it. sure it’s real, but so far the thief has eluded them
Bourse: Mundane, Fixed, Nostalgic — which makes their Queen think a bigger heist is
about to go off.
Lien: Glamour
Inventory: Medium (3: Assistance, Experiences, Infor- • The Skipper carries passengers upriver from Tum-
mation) bledown, along a winding trod. His last few voy-
Vendors: Familial, Vibrant, Shrewd ages, he’s encountered rapids where the waters are
normally calm, and has spotted a massive, shadowy
Tumbledown Market: figure swimming below his boat. He’s selling tickets
New Orleans for a special fishing excursion, to see what’s lurking
in the deeps.
Tumbledown Market exists in New Orleans in the
strictest sense of the word. In truth, it’s all over the Unit- • Jack, the Sans Merci Tavern’s proprietor, hasn’t closed
ed States. Turn just the right way at your local flea market. up shop for a hundred years. But this morning, the
Knock on the door that the antique shop owner keeps doors were locked and someone had carved the words
forgetting about. Wriggle into the empty stall at your fair- We have Jack deep into the wood.
grounds, the one that they never tear down even after the Bourse: Mundane, Fixed, Extravagant
state fair’s over. Chances are, you’ll stumble out on the
riverside. Lien: Favors
It isn’t just the size or the outreach that makes Tumble- Inventory: Large (5: Assistance, Contracts, Experienc-
down Market unique. It’s also part and parcel with the free- es, Goblin Fruits and Oddments, Tokens)
hold of Fair Coin, one of the few places in the world where Vendors: Ecstatic, Coercive, Reckless
The Zócalo
a freehold and a Goblin Market are almost in sync. Almost.
The freehold exists to protect lost shoppers, and
to keep customers from signing themselves away to bad of Mexico City
deals. It’s also a minority in a sprawling market that nev- The slums of Mexico are densely packed, built from
er sleeps. So many vendors mean plenty of competition, poured concrete. People peer suspiciously from their win-
and the freehold’s courtiers can’t be everywhere at once. dows, fearing the gangs that exploit the residents. However,
While it accepts currency of all kinds, favors for favors such a place is ideal for a Goblin Market to exist, far from
tend to be the preferred method of payment, especially the prying eyes of the local changeling freehold and the all
now that the market’s so big that it can’t afford a paper too aggressive intrusions of the militarized police. One mo-
trail. Since it’s harder to judge the value of a favor com- ment you could be walking down the narrow streets of the
pared to regular currency, it’s easy to end up doing some- slums, dodging motorcycles and rusting vans as they drive by
thing you’ll regret for an item that you never wanted that belching smoke. From a nearby neighborhood echoes stac-
badly. The curious, the lonely, and the haughty often fall cato gunfire and cries of despair.
prey to this sort of payment, and by the time the Tumble-
But a few steps more, walking past concrete walls
down Market’s through with them, they’re burnt out, on
painted in vibrant colors and under canopies of drying
death’s door, or so deep in Goblin Debt that they’re the
linen, the streets and houses buzz with activity. Here,
market’s latest employee.
the air is thick with the smell of spices and raucous
Tumbledown Market is not only large and boisterous, laughter. A lady with horns turns sizzle skewers of meat
but it also has some of the rarest items on the planet. Have while cooking thin pieces of bread on a hot plate. Some
you ever wanted to get your hands on a Contract that hasn’t stools stand outside a small alcove from which a lanky
been seen since the French Revolution? How about a liquor man with skin like inky smoke pours Mezcal and steam-
made from fermented Amaranthine? Have you ever wanted ing cups of Champurrado — or something that appears
94 Chapter Four: Wheelings and Dealings
to be hot chocolate. Burly stone-skinned goblins stand • The market annually venerates the Hedge ghost
about, playing cards and smoking, breathing out plumes called the Skinny Lady, to whom the vendors leave
of spectral mist, as they survey the market to ensure no offerings for good luck in the coming year. However,
one is breaking the laws of the Zócalo. In a dark tent set the Skinny Lady is also a figure who is seen beyond
into the corner of an alleyway, a bearded feline change- the market, dressed like a nun decked in fine jewelry,
ling hammers and shapes golden knives, arrowheads, taking lives and saving them, in the effort to maintain
and even bullets. a balance as dictated by the Wyrd. Some mortal hunt-
There are two markets known as Zócalo in Mexico ers see the Skinny Lady as a heretical figure, and at
City. One is the mundane market in the central city worst a demon to hunt down.
square, while the other is the Goblin Market in the city
• The Hedge waxes and overlays upon the slums of
slums, the result of a limen that waxes and wanes here.
the city. The transformation brings terrors, and
The wonders born of the fae are juxtaposed with the
folkloric nightmares as the mundane population
harsh reality of the slums, just as the slums are overshad-
must contend with strange beasts and hobgoblins
owed by the opulence of the gentrified districts only a
that stalk the alleyways. This encroachment of the
few blocks away. “Gentrification” to the local changelings
Hedge on the mundane spreads from the market, as
and hobgoblin has a different meaning than it does in
a Fairy Lord seeks to gentrify this part of the mortal
the mundane world, as the limen attracts the Others and
world for their decadent delights. Fighting back and
their agents. Each day the local trods grow darker, and
forcing the Hedge back may risk the existence of the
Huntsmen and their entourages claim the local Hollows.
market too.
It is only a matter of time before the Gentry claim the
market itself as their playground. Bourse: Mundane, Static, Suspicious
Story Hooks Lien: Treasures
Inventory: Medium (Assistance, Contracts, Informa-
• The local mortal gangs have escalated their clashes
tion)
with the hobgoblins and changelings that patrol the
market. This fight for territory and exclusive rights to Vendors: Familial, Tough, Streetwise
deal drugs and arms threatens to reveal the market,
and in turn changelings, to mortals who would hunt
their kind.
Markets in the Hedge 95
“You’re a storyteller. Dream up something wild and improbable,” she pleaded.
“Something beautiful and full of monsters.”
“Beautiful and full of monsters?”
“All the best stories are.”
—Laini Taylor, Strange The Dreamer
The moon rides high over the Dreaming Roads, light- rapidly sliding out of their control. A path that appears as
ing changelings’ ways and throwing their shadows long bars of music opens onto a dream where everyone sings their
across the landscape. Following one of the branching arter- dialogue, or where earworms are real, life-sized horrors.
ies or meandering country lanes leads travelers not to Earth, Goblins offer sleep aids and stimulants at roadside
but to humanity’s dreams. Other creatures live here — both stands. Scavengers collect fragments of dreams — sheet mu-
Hedge denizens and beings unique to the Dreaming Roads sic to the song a dreamer hummed, the sensation of flying,
— offering shelter and items for trade or preying on unwary the sunlight in grandma’s kitchen, the teeth that fell one
wanderers. Connected to the Hedge, but not necessarily by one from the dreamer’s mouth — and sell them from the
of it, the Dreaming Roads lead those who strike out along backs of trinket-laden carts.
them to adventure, danger, and mystery.
Never Lonely
Walking the Roads on the Path
Hedge walkers who pass through the Gate of Horn Hobgoblins and the Lost aren’t the only travelers on
(Changeling, p. 217) cross onto the Dreaming Roads. Like the Dreaming Roads. Some entities escape from the sleep-
other paths in the Hedge, a Dreaming Road’s appearance is ers’ Bastions and roam free, reveling in their newfound
psychoactive: It may manifest as a pleasant country lane, a lives. Powerful eidolons, grown bigger than the dreams that
six-lane superhighway, a glittering rainbow arc, a burbling birthed them, set up shop along the Roads. They’re guides,
stream, a moonbeam, a swipe of paint, or anything that re- trainers, informants, and innkeepers, wearing faces from
flects the dreams and travelers along its ways. their clients’ dreams. Nightmares break out of their Bastions
The Bastions branching off from a Dreaming Road as well, chasing oneiromancers through the Gate of Horn
share some of its qualities, though they’re not always imme- or latching onto visiting changelings’ shadows. Unleashed
diately obvious. Exits off the superhighway can lead to the on the Dreaming Roads, they lurk along unlit stretches and
dreams of a harried businessperson; the PTA parent trying prey on those who pull off onto the shoulder to rest.
to do it all; or a high school senior overwhelmed by class- The Gentry walk the Dreaming Roads sometimes, the
work, extracurricular activities, a part-time job, and a social way a nobleman might take a stroll along the beach. The
life. Icy roads lead to a dreamer who doesn’t let anyone in, murmur of dreams is like the sound of the sea to them, im-
someone who feels frozen out, or those who feel a situation ages and emotions crashing like waves and leaving fragments
Walking the Roads 97
on the shore for the Kindly Ones — or their servants — to out on the Dreaming Roads and never wavered from the
pick up. Some seek the dreams of those changelings who’ve path. Resisting all distractions and never stopping to rest,
escaped them, combing through broken pieces of dreams she came — after many months’ journey — to the place the
like a beachcomber seeking out shells. They tuck a Hunts- trail petered out. There, surrounded by the trees of an an-
man’s heart into a human dreamer’s Bastion, or peer in on cient forest, she found the remnants of the very first Bastion,
those unfortunates whose bright dreams call to them — and the remnants of humanity’s oldest dream. Her rivals reject
who may soon join their courts. the idea, insisting she must instead have happened upon
Feelings creep along like fog, obscuring the Road until some Hunterheart’s retreat, or left the Roads entirely and
travelers get lost within. Melancholy, fear, giddiness, regret, happened upon another realm, since everyone knows Bas-
and more suffuse the area, coloring the emotions of those tions crumble upon waking. Other wanderers agree that a
who breathe it in. Caught off guard, motleys make decisions Bastion sits at Road’s end, but that whatever lies dreaming
based on what hangs on the air. A pea soup of paranoia within it isn’t human — that there, perhaps, the Earth herself
shattered the Last Laugh Brigade’s formerly unshakeable slumbers, or some other vast entity.
camaraderie as small indiscretions took on new, sinister Some believe the Dreaming Roads must end, as all
meanings with every step. Two of the Bronze Starlings, on dreams do, with a wakening. Though what kind of cosmic
the other hand, watched as moonlight made silvery tendrils force might watch over that place — and the Contracts it
of affection glow all around them, and finally admitted to might be willing to offer — remains unknown.
what their friends had known for months: They were in The landscape surrounding the Wayward Paths is as
love. Nightmare fragments often lurk near fogs of negative varied as the Roads themselves. Silver-sanded deserts stretch
emotions, eager to ensnare changelings who flee in terror or for miles on either side. Cities gleam in the distance in some
storm off angrily. places, while wine-dark waves lap on either side of a nar-
Systems: Characters affected by the fog gain an ap- row sandbar in others. Tempting sights lure travelers off the
propriate Condition, such as Frightened, Guilty, Paranoid, Roads, which can be as dangerous here as venturing out into
Swooned, or another of the Storyteller’s choosing. the Thorns is in the Hedge. Dense forests crowd right up to
Other aspects are larger and more tangible. Human fan- the shoulder, their branches sprouting money rather than
tasies solidify as inns or roadside motels, their interiors tak- leaves, or blossoms redolent with an ex-lover’s perfume.
ing on their thematic aspects. They want travelers to stay for- Nightmare creatures called witherclaws lurk just out
ever and change themselves to encourage this. Some become of sight, waiting to ensnare those who go wandering. Their
homey, with comfortable nutshell beds and hot home-cooked claws catch on a victim’s clothing and leave furrows in her
meals served by sweet-faced grandmothers or woodland crea- skin, though the Icons left behind are not pieces of the
tures in striped pajamas. Others, rather than lull guests into changeling’s personality or memories, but the very fabric of
wanting to stay, force the issue: Doors disappear, stairways her dreams and ambitions. Icons created in this way become
lead nowhere, and windows open onto brick walls. Change- props in dreams. Goblins sell them to customers in need of
lings must be careful and clever when seeking shelter along inspiration or Gentry looking to collect them and display
the Dreaming Roads, ensuring they rest at a vetted hobgoblin them for their courtiers to admire. A changeling who leaves
establishment rather than stepping into such a trap. a piece of herself behind here returns to the waking world
feeling listless and fatigued, unable to muster enthusiasm for
Strange Geography old projects and lacking the will to take on new ones.
Speculation for what lies at the ends of the Dreaming
Witherclaws
Roads abounds. Passing through the Gate of Horn doesn’t
place a traveler at the start of the Road; once through, a per- “Come see what awaits you off the path. It won’t hurt at all.”
son standing on it sees the Road stretching out both before Background: Dreaming Road denizens say the first
and behind them, leading some to believe that the Roads witherclaw sprung from the cutting of a rosebush an oneiro-
have no end or beginning. Some believe each individual mancer transplanted from the Hedge. The thorns that grew
Dreaming Road loops around onto itself like an ouroboros weren’t quite the same outside of the Hedge, but they caught
or a Möbius strip. Others insist the Dreaming Roads all lead travelers’ skin, tasted their dreams, and became something
into one another, connecting but never ending. In Tumble- else entirely. They creep close to the Dreaming Roads with-
down Market, the Wizened Artist Seohyun sells maps she’s out stepping foot on them, always on the lookout for travel-
created of the Roads she’s walked, which resemble beautiful, ers who stray from the Wayward Paths.
twisting fractals. Description: Witherclaws take many forms, but they’re
Yet the Dreaming Roads are trods, which means they always tall and gaunt. They slip into shapes appropriate to
ought to have set endpoints, though few travelers have fol- the traveler they’re hunting: looming, skeletal trees; a hungry
lowed one all the way to its terminus. The Three Sisters panther stalking the woods; or a melty-faced version of one’s
Freehold tells the story of their Summer Queen, who struck eighth grade history teacher. No matter the form, the wither-
98 Chapter Five: The Dreaming Roads
claw’s hands, paws, or limbs end in long gnarled fingers with forms shifting to match the tenor of the Road: an all-night
sharp-tipped claws. diner, a cozy pumpkin cottage, a truck stop. Goblin Markets
Storytelling Hints: Witherclaws prefer to stay hidden, along the Roads appear as cheap souvenir shops or flea mar-
though they mimic human voices to help lure their targets kets that sprawl across a summer field. Some milestones re-
off the Road. They may sound like a loved one calling the semble roadside attractions, with signposts advertising their
target’s name, a person in distress, or a strange animal. Once draw: Come see the Museum of Forgotten Days! Briarwolf Petting
the target leaves the Dreaming Road, the witherclaw gives Zoo, 10 miles. Bristlebalm’s Rare Books and Fine Grub — Serving
chase, attempting to drive her even farther away from safety. Red Hettie’s Faerie Peach Pie! A few enterprising hobgoblins set
up shop outside recurring Bastions, selling gear that might
help those who venture within. Others put out their shingles,
Virtue: Cruel offering services as guides, bodyguards, or dream interpreters.
Vice: Clever As idyllic as milestones might appear, they’re not neces-
Aspiration: To feast on lofty ambitions. sarily safe. Trod trolls extort protection money from shopkeep-
Mental Attributes: Intelligence 2, Wits 4, Resolve 3 ers and passersby alike. Bridge-Burners intent on destroying
Physical Attributes: Strength 2, Dexterity 4, a human’s dreams find new targets in their fellow travelers.
Stamina 4 The Thousand Stairs motley warns against anyone pausing
Social Attributes: Presence 3, Manipulation 4, too long at the cheery campfire the hobgoblin Mister Delravin
Composure 2 tends. Warm your hands, listen to a tale, but refuse the mugs
of spiced cider he offers, as the apples it’s made with are goblin
Mental Skills: Investigation 3
fruits that drive the imbiber to acts of reckless charity.
Physical Skills: Athletics 2, Brawl (Claws) 4, Larceny
Huntsmen ride along the Dreaming Roads, seeking the
3, Stealth (Sneaking) 4, Survival (Tracking) 4
quarry the True Fae set them after. Though the verderer’s du-
Social Skills: Intimidation (Terrify) 4, Subterfuge (Mimic) 4 ties may carry him past the Bastion where his heart lies again
Merits: Acute Senses, Fast Reflexes 2, Fleet of Foot 2 and again, he never guides his steed toward its entrance — in
Willpower: 5 fact, he never sees the Bastion at all, unless an oneiromancer
Initiative: 6 shows him the way. The human on the other side of this con-
Defense: 6 nection dreams of strange hunts and hears hounds baying at
the edge of all her dreams, as long as she plays host to the
Armor: 0/0 Huntsman’s heart. What a Huntsman rarely knows is that
Size: 5 the conduit flows both ways.
Speed: 9 Over time, symbols from the human’s life and dreams
Health: 9 seep into the Huntsman’s appearance. His attire shifts subtly
Wyrd: 4 to incorporate imagery from her dreams. Though his pano-
Glamour/per Turn: 9/4 ply is unchanging, a Huntsman whose host is a mechanic
smells of engine oil and rides a motorcycle rather than a
Contracts: Light-Shy, Paralyzing Presence, Trapdoor
horse. Another, whose host is a chef, carries a cleaver at his
Spider’s Trick
belt alongside his sword. When the dreamer dreams of high-
Dread Powers: Hypnotic Gaze, Jump Scare, Know stress corporate takeovers, the Huntsman wears an impec-
Soul, Regenerate 2 cably tailored business suit and carries a fountain pen in her
Weapons/Attacks: breast pocket. Maybe she’s reaching for that, or maybe she’s
reaching for the silver-plated revolver in her shoulder holster;
Type Damage Dice Pool either one can be deadly. The Huntsman’s herald, too, might
Claws 2L 8 take the form of an animal dear to the dreamer, or one that
appears as a frequent eidolon in their dreams.
Notes: If the witherclaw deals 2 or more points of lethal Within the Hedge, a changeling can elicit sympathy
damage, it takes a piece of the changeling’s dreams, which from the Huntsman chasing her. His heart is close by,
becomes an Icon. The changeling gains the Ravaged Condi- though he doesn’t know it. Along the Dreaming Roads,
tion (Changeling, p. 344) until she reclaims it or until the the clamor of the True Fae’s cravings lessens in his chest.
end of the chapter, whichever comes first. Additionally, ful- Though he can’t hear his own heart beating from its hiding
filling or replacing an Aspiration costs 1 Willpower while place within the human’s Bastion, it sings with the dreamer’s
she suffers this Condition. hopes, fears, and desires that surround it. Those seep into
the Huntsman’s personality.
Hail and Well Met? System: While on the Dreaming Roads, the Huntsman
Milestones along the Dreaming Roads offer respite to gains an Aspiration that matches that of the dreamer. He
weary travelers. Some are literally places built for rest, their also acquires a Virtue and Vice based on the human host’s.
Walking the Roads 99
These don’t replace the ones he already has from the True Dreamers Inside
Fae he’s sworn to, but exist alongside them. They don’t allow
the Huntsman to track down the Bastion where his heart is
the Dream: Fetches
or give him insight into the human it’s attached to. However, Changelings used to believe that fetches couldn’t dream. It
a changeling who notices the changes in the Huntsman’s de- made sense in theory: They’re constructs built from garbage and
meanor might tuck that knowledge away for later, using it Glamour. Their hobgoblin cousins don’t have souls or Bastions.
to find the dreamer and their Bastion. Storytellers may con- If you believe that dreams rely on brains and mortal biology or
sider these as Clues in an investigation (Changeling, p. 194). the presence of a soul, then why would a scarecrow dream? This
Even mortals can walk the Dreaming Roads, if mostly theory was discarded long ago, as more changelings discovered
by accident. On occasion, a person’s dream self finds the Bas- the truth: The bits of soul that the Gentry use to make fetch-
tion’s exit and slips through. She might latch onto an oneiro- es do let them dream. But just as a fetch’s connection to their
mancer as the Bastion crumbles, unwilling to let her dream changeling does not make them that changeling, neither are their
end. Mischievous hobgoblins or a Good Cousin’s servant pull dreams the same.
them out onto the Roads to see what happens. The dream self Fetch dreams are obvious constructs, often from much the
feels solid as it steps out on the Wayward Paths. On first glance same material as the fetch herself. A fetch who doesn’t know she
it’s easily mistaken for a regular human traveler, though its ap- isn’t “real” doesn’t realize that she’s not an ordinary mortal based
pearance shifts frequently. Sometimes it’s as subtle as a chang- on her dreams alone, but her dreams contain clues. The dreaming
ing color or pattern on their clothing, but other aspects of the world of a fetch constructed from natural material will be peopled
dream self change as well: height, hair color, even the person’s by dryad-like eidolons living in a world of redwood skyscrapers.
apparent age. The Roads’ psychoactive effects respond eagerly A fetch who was made from trash looks through windows made
to the dream self, and denizens like nightmare fragments from broken beer bottles and skips down streets of Styrofoam.
draw close, clamoring to influence the naïve traveler. Fetches dream inside of Bastions, like true mortals, but with
While the dream self wanders, the human goes about her a twist: Their Bastions are accessible only to the changelings they
day, though she spends much of it daydreaming. When she dupe, and their eidolons treat them as enemies in the bargain.
sleeps, her Bastion appears, though it’s empty and dull with- A changeling entering his fetch’s Bastion cannot bring anyone
out the dream self to occupy it. Eidolons go through their mo- inside with him who doesn’t also look like him, and the intrusion
tions, or putter about listlessly, waiting for scenarios to start. automatically alerts the dream’s eidolons to the changeling’s pres-
The person gets no restful sleep until her dream self returns. ence, regardless of Fortification rating. As a result, many change-
System: Mortal dream selves on the Dreaming Roads use lings hesitate to enter their fetches’ dreams. There are stories that
the Hedge ghost creation rules and powers (Changeling, p. if the fetch didn’t already know what it was, the changeling’s en-
246). As long as the dream self wanders, the person it belongs trance will wake both the fetch’s true nature and its thirst for
to gains the Confused, Distracted, Fatigued, or Lethargic Con- vengeance. Others say that changelings can become permanently
dition while awake, and can’t regain Willpower from resting. If trapped inside fetch dreams, allowing the fetch to truly take over
the dream self loses all its Corpus, it cannot reform again until the changeling’s life. In system terms, the Dream Assailant Con-
the person sleeps for at least six hours, during which it reappears dition (Changeling, p. 336) applies to any changeling entering
inside her Bastion. The mortal gains the Dissociation Condition. into a fetch dream.
Other trods intersect with the Dreaming Roads from time And what of a fetch whose relationship to her changeling is
to time, creating a crossroads or even sharing a few miles at a an amicable one? Fetches cannot seal pledges, so even in a scenario
stretch before branching off elsewhere. The beings who walk in which a fetch and her changeling are friendly or working togeth-
these roads aren’t always human or fae, and both their origins er (or the fetch is setting a trap), the fetch cannot issue an active
and destinations are places beyond the world most changelings invitation to the changeling. This makes it dangerous for change-
know. Some claim to be adventurers from far-off planets and lings to enter their fetches’ dreams for even friendly purposes.
explorers from other dimensions. Changelings even encoun- The other aspect of fetch dreams that sets them far apart
ter denizens of the Lower Depths, Deep Dominions, and Hisil from changelings is that their Bastions are permanent. Wheth-
when their realms overlap the Wayward Paths. The Nightingale er awake or asleep, fetch Bastions stay in fixed places upon the
Lane motley tells the wild tale of meeting their mirror-selves (p. Dreaming Roads. They are visibly constructed of the same ma-
133) out on the far reaches of the Dreaming Roads. terials that the True Fae used to craft the fetch, and they don’t
crumble even if the fetch is destroyed or reclaimed by his change-
Strangers In a ling. The eidolons disappear and the props blow away, but the
Strange Land structure remains, like an abandoned theme park. Until the end
of time, the Bastion simply sits empty, waiting for the dreamer to
Changelings might consider themselves caught between come home.
two worlds, but they aren’t alone in that in-between. As fae trav- Though these Bastions are empty, they remain fertile. A
el along the Dreaming Roads, they find not just the Bastions of changeling may attempt to claim an empty Bastion as their own
ordinary mortal dreamers, but of fetches and fae-touched too. by visiting the Bastion on three consecutive sleeps.
100 Chapter Five: The Dreaming Roads
Systems: If the player succeeds on three contested rolls of either doesn’t appear to the changeling, or it is visible from
Manipulation + Subterfuge vs. Bastion’s Fortification, the change- the Dreaming Roads but lacks an entrance.
ling may convince the Bastion that they are the fetch who once Call Off The Hounds (Wyrd 3): Though the fetch
dreamed it, and they begin to dream inside the Bastion as well. cannot cease to automatically impose the Dream Assailant
The Bastion remembers its creator and continues to construct Condition, this ability allows her to call off the eidolons af-
dreams accordingly. ter the changeling has entered for a number of turns equal
Because fetch Bastions are permanent structures, paradigm to their combined Wyrd. The Condition is not resolved
shifts enacted by changeling visitors suffering the Dream As- for the duration, but the changeling doesn’t risk waking
sailant Condition affect Dream Health instead of the Bastion the dreamer with additional paradigm shifts. Interactions
(Changeling, p. 216). The successes spent to enact a paradigm with important eidolons or props reduce the number of
shift are also taken out of the changeling’s Dream Health track, turns before the Echo is resolved by one per interaction.
and if the changeling wakes as a result, they suffer the Soul The changeling must be within sight of the fetch for this
Shocked Condition (Changeling, p. 345). ability to work.
Daydreaming (Wyrd 4): The fetch enters her own Bas-
New Echoes tion while awake, which allows her to rearrange the props
Doppelganger (Wyrd 1): Upon entering her change- inside it to manipulate her next dream. The first change is
ling’s dream, the fetch may take on the changeling’s vis- free, but the fetch must spend one Glamour point per impor-
age. The eidolons treat her as invisible or even as the tant prop to continue to use this ability. Unimportant props
dreamer herself, though the dreamer recognizes the fetch are always free to change.
for what she is. Ex Nihilo (Wyrd 5): When the fetch wakes from a
Consequence of Sleep (Wyrd 2): A fetch whose dream dream, part of his dream comes back with him. The item de-
has been invaded by her changeling may impose the Flesh pends on the fetch’s nature: A fetch made of garbage might
Too Solid Tilt (Changeling, p. 329) at will. decide to bring a broken bottle back to the waking world, for
Shrouded Sleep (Wyrd 2): The fetch can block his example. Whatever the item, it materializes from the fetch’s
changeling from gaining entry to his dream. This Echo must own body, represented by points of bashing damage equal to
be reactivated whenever the fetch goes to sleep. The Bastion the item’s Size. An item may not be larger than Size 5.
Strangers In a Strange Land 101
False Dreamer (Wyrd 5): The fetch, upon entering their harder it becomes to get out. Their dreams reflect this slow descent
changeling’s dream, takes over the role of dreamer. The change- into irrevocable sleep: The longer they live apart from their promise-
ling is relegated to an eidolon’s role. As if trapped in sleep paral- bound, the harder it is for anyone other than that changeling to wake
ysis, the changeling is stuck, unable to impact the fetch’s activi- them, and the more appealing the tendrils of the fae world become.
ties or the eidolons. They may still use oneiromancy as if they Systems: Changelings in the dream of a fae-touched
were in someone else’s Bastion, but all subtle shifts behave as who is not their own Avowed benefit from this appeal: To
paradigm shifts for the purposes of triggering Shift Conditions trigger any Shift Condition takes three paradigm shifts, and
unless the changeling spends one point of Willpower to block in a contested roll between a changeling with the Dream
this for one turn. The changeling also receives a +1 die bonus to Assailant Condition and a dreamer, the dreamer must win
Finesse rolls when manipulating eidolons. The Storyteller may three contests in order to wake.
also spend a point of Glamour to turn the Dream Assailant
If the Avowed has inherited her promise from a family mem-
Condition against the dreaming changeling.
ber, the ability to share dreams can be a boon, allowing her to
Heartsworn (Wyrd 5): Usable only if the changeling has an understand this link. It can also be a curse: The dreams start
Avowed. Fetches do not normally have oneiromantic links to the the moment the original Avowed dies, which can mean that the
changeling’s promise-bound mortal, as a changeling’s fetch is cre- fae-touched grows up not just with a pull toward the Hedge but
ated and left behind before a mortal connected to the changeling with dreams she doesn’t understand. Some of these fae-touched
has the opportunity to enter and leave the Hedge. A fetch with attempt to blot out their dreams, haunted both in sleeping and
this Echo has her own link to the changeling’s promise-bound waking by someone they’ve never met or believe to be dead. And
mortal and is able to use the Gate of Ivory to find and enter the thanks to their strong link to the Hedge, many fae-touched who
Avowed’s dream. The fetch may use any other Echoes in the die before they can reunite with their promise-bound leave be-
Avowed’s dream as if they were in their changeling’s dream. hind Hedge ghosts when they go. Those ghosts live on and are
pulled like magnets to the Bastions of the dreamers who have
Dreams of Paradise: taken over their promises. Hedge ghosts who think their heir is
Fae-Touched neglecting their promise may go to terrible lengths to persuade
the dreamer to take up a duty for which they never volunteered.
Birdsong echoes through the clearing where two lovers
meet. On the stoop of the house that burned decades ago, New Merits
a mother caresses her daughter’s hair, black again instead of
snow-white, her face unlined by age. Sinking to their knees The following Merits are available for fae-touched char-
on the bloodied earth, the knight claps her lady on the back, acters. Changelings and mundane humans should not pur-
another battle for unlosable honor fought and won. Dreams, chase these Merits without approval from the Storyteller.
all of them, but real in the ways that count.
Dream-Tripper (•••)
Other than their inhabitants, the dreams of the fae-touched
appear as any mortal dream. They are strange and wondrous, gen- Prerequisites: Fae-touched, Dream Shaper, Dreamsteps
erated within short-lived Bastions and peopled by eidolons. But Contract
the Hedge is ever-present in the background, making dreams just Effect: Your character is not only able to use dreamweav-
a little bit stranger. They’re easier for oneiropomps to manipulate, ing actions in her own dreams, but she’s also able to exit her
but doing so makes many changelings nervous. After all, even Bastion onto the Dreaming Roads and affect someone else’s.
forgotten oaths have a way of coming back. If she has entered a stranger’s Bastion or that of someone hos-
For many shared dreamers, dreams are a way to inject tile to her, even if she doesn’t know about that hostility, she
the world as it once was with the new magic of what it has gains the Dream Infiltrator Condition (Changeling, p. 337)
become. The changeling can look mortal as he once did; the immediately. This does not apply to the dreams of her prom-
Avowed can be youthful again, as she was when her lover ise-bound or those who know and feel fondly toward her.
was taken so long ago. Dreams like these are bittersweet,
Dream Ghost (••)
and they come with risk. Using dreams to return to the past
can make it hard to live in the present. Stories are told of Prerequisites: Fae-touched, Lucid Dreamer
those who fell asleep forever, living inside their dream as Effect: When your character and her promise-bound are
their physical body withered from neglect — or some who re- asleep at the same time, the Avowed can enter her promise-bound’s
entered the Hedge in the hopes of constructing a permanent dream, no matter how far apart they are, by getting three successes
Bastion that could hold the sweet promise of eternal spring. on a roll to enter the Gate of Ivory (Changeling, p. 216). If she pos-
Even if their promise-bound never makes it back from Arca- sesses the Dream Shaper merit, she can perform dreamweaving in
dia, once the fae-touched enter the Hedge, in a way they never really the changeling’s dream but can’t enact paradigm shifts. Otherwise,
leave again. When the fae-touched gets back to the mortal world and she falls into the role of an eidolon, though can spend a point of
finds themselves alone, truly alone, the Hedge settles like quicksand Willpower to speak out of turn to the dreamer. The sentence is
around their feet. The further they slip into the other world, the vague, like normal dreaming dialogue. If she carefully considers her
102 Chapter Five: The Dreaming Roads
words, she may be able to pass a message via interaction with the Effect: Your character possesses an oneiromantic link to
dream itself — perhaps by posing as an actor in a commercial play- her promise-bound’s fetch. She is able to use the Dreamer’s
ing on a background television and delivering a message about the Gaze Merit to watch the fetch’s dreams.
perils of selling washing machines or inserting riddles into books
in a vast library that lead the changeling to the message if solved. Bastions
Dreamer’s Gaze (•) Changelings journey the Dreaming Roads, through Bas-
tion gates and into mortal dreams. Once there, the Lost find
Prerequisites: Fae-touched themselves able to shape dreams and minds. Skilled oneiro-
Effect: Spend a point of Glamour. The Avowed uses a pomps find new ways to reap Bastions’ harvests, matched
reflective surface to gaze into her promise-bound’s dream. only by the True Fae as masters of dream.
The fae-touched cannot shape events inside the dream, but
she can watch over her changeling. If she has the Dream- Finding Bastions
steps Contract (Changeling, p. 144), she can spend another The organization of the Dreaming Roads does not con-
point of Glamour to be led to the Gate of Horn, from which form to proximity or sympathetic connection. Instead, Bas-
she can find her way to her promise-bound’s dream. Enter- tions cluster by dream logic and aesthetic along paths that
ing the dream requires a successful contested roll of Intel- take on characteristics seeping from those dreams.
ligence + Empathy vs. the Bastion’s Fortification.
Dreams manifest from dreamers’ minds, a thousand tiny
Endymion’s Dream (•••) details that come into focus with attention. Bastions reflect
the content of the dream and the mind of the dreamer, and
Prerequisites: Fae-touched, Lucid Dreamer
the Lost can read those small details to identify the dreamer.
Effect: Make a Resolve + Occult roll. On a success, your
System: Finding a particular Bastion on the Dreaming
character stays asleep. Attempts in the physical world to wake
Roads presents the same challenge as all navigation through
her do not work, and she is immune to being woken by para-
the Hedge (Changeling, p. 200). After finding and passing
digm shifts. No matter how long the dream lasts, the dreamer
through the Gate of Horn, state a known dreamer’s Bastion
stays in the same Bastion, with the same props and eidolons.
as the desired destination, and include the following target
When she uses this Merit, she wakes with the Dissociation
number modifiers in the total successes required. Remem-
Condition (Changeling, p. 338), which is resolved the next
ber that the Dreaming Roads always count as a trod with a
time she sleeps without interference or infiltration by others.
rating between 3-5.
Twice Shy (•••)
Circumstance Target Number
Prerequisites: Fae-touched, Dreamer’s Gaze, change- Modifier
ling’s fetch is alive
The changeling has −1
previously visited the
dreamer’s Bastion
When The Dreamer
Doesn’t Sleep The changeling holds the −1
Bastion’s key
Wise oneiromancers ensure their targets The changeling holds a −2
will be sleeping before setting foot on the bauble stolen from the
Hedgeways that bring them to the Dreaming dreamer
Roads. In many circumstances, the modifier The changeling shares a −2
that increases successes required for suc- pledge with the dreamer to
cessful Hedge navigation when under a time allow entry to the Bastion
limit applies to changelings trying to reach a
Bastion before the dreamer wakes (Change- The dreamer is one of the −3
Changeling’s Touchstones
ling, p. 201). If the target is not sleeping or
is unable to dream, navigating the Dreaming The changeling doesn’t +1
Roads to find their Bastion results in an auto- know the dreamer
matic failure, delivering them to the Bastion of personally
a dreamer with similar qualities. The changeling has never +2
met the dreamer
As a Storyteller, don’t punish you players Bastion contains a +1 per 2 dots of the
assuming they’ve taken reasonable efforts to Huntsman’s Heart Huntman’s Wyrd (max +3)
verify that their quarry is asleep.
Strangers In a Strange Land 103
Sample Bastions sea where mermaid guards herd trespassers at trident-point.
In all its forms, the dreamer reigns, whether she’s a benevo-
Below are some sample Bastions and eidolons for use lent ruler or a bloodthirsty tyrant.
in your game. They’re intended to be tailored toward your
characters and scenarios — feel free to change an eidolon’s Crystal gates bar the way into the palace from the Dream-
traits as needed. The example Keys listed for each align with ing Roads, guarded by knights wearing the dreamer’s crest. At
the Bastion’s themes, but Storytellers should adjust them to lower Fortification ratings, the crystal is brittle or in a state of
reflect the specific dream and dreamer. disrepair, the guards lax in their duties. Moats and drawbridg-
es surround better Fortified palaces, with a battalion of guards
The Bastions’ Fortification ratings provided are the de- walking the ramparts, ready to defend against invaders.
fault; increase them to reflect tougher scenarios, or decrease
them for dreams that present less of a challenge to enter. Common eidolons: Castle guard, scullery maid, king’s
Shift the rating by 1 point for minor changes, or 2 points advisor, visiting nobles
for major ones. For instance, a dreamer who experienced
The Haunted Forest
a disturbing encounter while awake goes to bed wary. Her
eidolons patrol the dream’s edges, shoring up the defenses. Fortification Rating: 6
The Storyteller increases the Fortification rating by 1. Con- Key: A red hooded garment, a pocketful of white stones,
versely, if the dreamer trusts the oneiropomp implicitly, the a fingerbone, a woodcutter’s axe
dream’s gates open at her touch, reflecting a 2-point decrease Description: The trees in this Bastion grow thick and
in the Fortification rating. close, their brittle branches reaching out to scratch and snare.
Creatures rustle in the undergrowth, keeping pace with the
The Crystal Palace dreamer and herding him toward an ambush. Nightbirds
Fortification rating: 10 call warnings to one another while predators’ howls split the
Key: The dreamer’s favorite song, a ring made of the air. Roots trip those who don’t watch their steps, and while
same material as the palace some paths lead to safety, others end in cottages where a wolf
Description: The palace rises above a field of flowers, wears your grandmother’s cap and nightgown and begs you
its spires touching the sky. Facets gleam in the sunlight, to lean in just a little closer.
dazzling all who approach. It’s made of amethyst, ruby, sap- The forest is a Bastion straight out of fairy tales. Elves and
phire, or other precious gems, and vibrant hues tinge all that mythical creatures roam the woods. Here, dreamers aren’t sur-
stands in its shadow. In this place, the dreamer is a crys- prised to find a unicorn drinking from a crystal clear stream
talline monarch, issuing decrees from her diamond throne. or a crone peddling poisoned apples. Dreams can be flights
Her staff and advisors flutter about, seeing to her every whim of fantasy or a dive into the horrific, and just as it happens
and whispering secrets in her ear. Guards stand close by, in fairy tales, things aren’t always as they seem. The twisted
swords at the ready, on watch for any petitioners who might tree trunk is a cozy home for a family of talking squirrels. The
mean her harm. owner of the gingerbread cottage isn’t a witch at all, but the
Here, she passes judgment over all manner of concerns. dreamer’s elderly neighbor who watched over her after school
Subjects lay baskets overflowing with fruits, jewels, or plump, while her parents were at work. Conversely, the sweet little
roly-poly hedgehogs at her feet, awaiting her approval of the songbird sings insidious lies, and that clear pool has no bot-
harvest. They plead their cases in verse or birdsong, asking tom — if you drop your heart in it, it’ll sink forever.
for justice or revenge, or beg her to intercede with the moon. For many fae creatures, the forest reminds them
This is a Bastion where the dreamer is not only in charge, strongly of Arcadia. While it grants changelings a degree
but wields immense power. In the waking world, she may have of familiarity — even if they don’t know all the dream logic
very little, but here in dreams she can set right the world’s here, they’re pretty good at rolling with it — it can also be
wrongs and make decrees her underlings leap to enforce. She a harrowing experience. A spun sugar thicket is delightful,
may be a warrior-queen, intent on fighting for her cause, or a sly unless you were the Playmate who had to bear a Keeper’s
negotiator, wining and dining her rivals. As a literal queen bee, sticky-sweet hands perpetually tangling in your hair and
the palace becomes her hive: Its amber walls drip with honey, yanking it out in hanks.
and her bee-faced drone guards hover with stinger-swords at the The forest’s gates are a tangle of thorns (though not
ready. The palace provides whatever she requires: an armory, a Thorns) and brambles twenty feet tall. At lower Fortifica-
feast, a dungeon in which to throw her enemies. tions, the branches are brittle and easily pushed through.
The palace may instead be a glass-and-steel skyscraper, At higher levels they’re stronger and grow back nearly as
the throne room replaced by a board room. Guards and ad- quickly as they’re cut. Eidolons guarding the forest are
visors become building security and underlings in designer woodcutters and wolves, who form an uneasy alliance
suits, and the dungeon a windowless room in a sub-base- against unwanted visitors.
ment. It could be a castle on the moon, looking down on the Common Eidolons: Woodcutters, wolves, witches, talk-
Earth from beneath an airtight dome, or a palace under the ing animals
104 Chapter Five: The Dreaming Roads
The Lonely Bastion
Fortification rating: 2 Can’t Get There
Key: An item forgotten by its original owner, a toy from From Here
a previous era The lonely Bastion is extremely rare, and pos-
Description: Wind whistles through the lonely Bastion. sibly unique among the Bastions along the
Once, it was a vibrant place, full of a dreamer’s familiar al- Dreaming Roads. It should be used sparingly,
coves and unexplored fears. Its streets bustled with eidolons as something characters encounter only once
playing their parts, and every room was full of props waiting in a chronicle. Getting to it can be as weird
for the dreamer to pick them up. Now it’s grown quiet — or coincidental as your story requires —
though not entirely empty. perhaps a character’s had the Key on them
The dreamer’s long gone, but somehow the Bastion
all along, an item they picked up along the
way and forgot was at the bottom of their
still stands.
backpack. If the player dramatically fails an
It’s crumbled in places, rooms that were only a thin ve- Escape Hatch or False Morning roll (p. 112),
neer of dreamstuff fallen into rubble. Without a dreamer to the motley may find themselves in the lonely
impose a semblance of order, structures become feral, recon- Bastion instead.
figuring themselves and borrowing features from other parts
of the dream. The twisted forest grows wild and riotous, and
ever more sinister creatures roam within. Eidolons still carry
out their duties —they haven’t been dismissed. Many are hol- The Maze
low-eyed and tired; others have shaken off their old duties Fortification rating: 5
and formed their own community within the Bastion, and
they’re not fond of outsiders. They’ve had long years to learn Key: A paper ticket from a country fair; a ball of twine
how to defend themselves — when the horrors come boiling Description: Walls rise above the dreamer, blocking
out of the forest, the eidolons fight back. Like the landscape, their view of any potential landmarks. Each stretch ends in
the eidolons are stranger versions of their old selves, adapt- a choice: left, right, or back the way they came. Several paths
ing and modifying themselves without restraints. Every it- are dead ends, requiring the dreamer to retrace their steps.
eration becomes stranger, farther from human experience. Some deposit the explorer all the way back at the beginning.
Visitors know only that something happened to the Only a few paths lead to the exit; fewer still to the truth hid-
dreamer, but not what. The only certainty is, she didn’t sim- den in the maze’s center.
ply wake. Her absence makes the Bastion’s entrance difficult Mazes take many forms, depending on the dreamer’s
to find; with no dreamer, oneiropomps have no sleeping tar- experiences and state of mind. A hall of mirrors reflects dif-
get to seek once they’ve passed through the Gate of Horn. ferent versions of herself or shows her events from different
Most stumble into the lonely Bastion accidentally — a Hunts- angles. A funhouse maze can be a delightful diversion or a
man chases them off the Dreaming Roads onto a barely vis- terrifying trap — who gets kissed in the middle? Who gets
ible path; a battle with another oneiromancer sends them killed? Sometimes the Bastion turns mundane locations
tumbling from dream to dream; an act of dreamweaving into a maze: the identical rows of a cubicle farm, hospital
goes horribly awry. corridors, dark alleys in a crowded city, or the sewer tunnels
Echoes of the event haunt the Bastion, offering glimps- beneath it.
es of what might have been. Visitors encounter pockets of The maze might belong to a dreamer whose waking life
memories and overwhelming emotions. The sharp taste of is full of choices, all of which feel momentous. Which deci-
strange magic sits heavy on the air and affects those who sions will make things better? Which will only make her feel
come too close. Even for a dream, everything feels a little more lost? Some dreamers are looking for the exit — need-
bit off. Danger lurks throughout, as eidolons, props, and the ing to burst free of the claustrophobic walls and see the sky
cataclysm that created this place try to drive explorers out... yawning wide above them. Others want to achieve the cen-
or assimilate them into the unending dream. ter, viewing the Bastion instead as a traditional labyrinth,
Common eidolons: The mayor, faceless parental fig- the setting for a spiritual or meditative quest.
ures, wandering horrors Labyrinths are often home to minotaurs. Clowns stalk
System: To represent the lonely Bastion’s strangeness, the halls of funhouse mazes. Shadowy creatures turn the
the Storyteller might declare that changelings enter it with corner just ahead of the dreamer, never giving him a good
the Dream Infiltrator Condition in place (Changeling, p. glimpse of their faces. And just about any horror might be
337). Additionally, paradigm shifts cost an additional suc- waiting in the corn under a Halloween moon.
cess to enact. An oneiromancer, the dreamer herself, or the eidolons
who maintain the maze can weaponize its layout. They lead
Strangers In a Strange Land 105
enemies into traps or use hidden corridors and false walls to the windows, or the dreamer races through rooms looking
pop out in unexpected places. They dash around a corner of for an exit that’s never there. Sometimes it can be both at
the hedge and duck behind reinforcements in the form of a once — a dreamer flees from a nightmare creature and finds
pack of playing-card soldiers on patrol. the cardboard-and-tinfoil sword tucked into her childhood
The maze’s walls double as its Fortification. At lower closet has become a gleaming steel blade. The dream shifts
ratings, they could be made of thin plaster a changeling can from horror to heroism with her newfound confidence.
smash through, or hedges easily defeated by a pair of sharp A fence rings the Bastion, keeping intruders out. It may
clippers. A higher Fortification might yield a maze made of be made of white picket, chain link, or wrought iron. At
concrete blocks, or mirrors that shatter into thousands of lower Fortification ratings, it could be little more than a rope
sharp fragments. Eidolons on guard outside may take the strung across two trees with Keep Out! scrawled on a piece
form of Cretan warriors with horns on their heads, cube of scrap wood. Bastions with higher Fortification ratings
farm floor managers, or hulking carnival workers. might have eidolons patrolling the perimeter in the form of
Some changelings bring a can of spray paint or a ball security staff or guard dogs, or that older cousin who always
of string to mark their way. It’s helpful not only while they chased the bullies away.
navigate the dream, but also to find their way back to the exit Common eidolons: Parental figures and other fam-
when the Bastion collapses. The maze’s corridors, not bound ily members, frequent guests, unexpected visitors, neigh-
by real-world constraints, still shift around the motley, mor- bors, burglars
phing from a towering hedge, to sewer tunnels, to a house
of carefully-balanced playing cards. The markers change, The Otherworldly Bastion
too — one moment a ball of string, the next a shining steel Fortification rating: 7
handrail, the next a keen-nosed tracking hound — guiding Key: A leaf from a prehistoric forest, a canopic jar,
the traveler to safety. something not of this world
Common eidolons: Mirror self, minotaur, carnival clown Description: Nothing in this Bastion feels familiar.
The Old Homestead Its structures have walls and windows, but its architec-
ture doesn’t match anything in the history books. They’re
Fortification rating: 3 smooth-walled chthonian caverns whose physics don’t quite
Key: A plain-looking house key on a souvenir keychain sync up with human experience, or they’re sprawling hive-
Description: Everyone grew up somewhere, and this Bas- complexes under a sky that hangs too close. All the angles
tion takes the dreamer’s strongest memories of their childhood here feel wrong, the air tastes strange, and eidolons speak in
homes and recreates them. Maybe it’s the sprawling farmhouse an indecipherable tongue.
that’s been in the family for 200 years or the cramped apart- This Bastion contains the dream of a creature that is
ment where they were always tripping over their siblings. Plenty neither mortal nor fae. Its experiences, hopes, and fears are
of kids grew up in several places: living with one parent during outside of human knowledge. Some things make sense only
the week and spending weekends with the other; moving from when glimpsed out of the corner of the eye: This is an eleva-
military base to military base as a parent’s deployment changed; tor; that’s a doorknob. Eidolons’ speech is a jumble of un-
being shuffled around foster homes. Home might have been a familiar sounds and cadences, but a changeling who’s only
friend’s house that was safer than the dreamer’s own, the stacks half-listening might catch one word out of 20.
of the local library, or a tree fort in the woods. The Dreaming Roads around this Bastion are the first
The Bastion blends all these places together into one, com- clue changelings have that strange things lie within. The moon
piling the rooms into a layout with its own logic. The kitchen is still sits in the sky, but its familiar face changes — sometimes
the narrow galley where the dreamer’s favorite auntie made tea it’s the dark side showing, or the craters have moved, or colors
and listened to her school woes, but the bedroom is from the coruscate across its surface. Cities that spring up around the
house she lived in when she was six, and the creepy basement Bastion twist the eye with their impossible architecture. Bas-
from that place they only stayed in for a year. Other rooms can ap- tions with lower Fortification ratings may be unguarded in
pear as well: a locked door barring the dreamer from truths she’d an attempt to lure travelers inside. At higher values, they’re
rather not face, or a room she’s never seen before representing surrounded by smooth impenetrable walls and magical wards.
new opportunities or a need to make changes in her life. Panels slide back to reveal arcane weapons.
Often, the Bastion is a place of safety and comfort. These might be creatures from other Chronicles of
Here, the dreamer can discuss her current problems with Darkness games, visitors from other realities, or other Sto-
a long-lost trusted relative or work through the grief that ryteller inspirations. Chthonians and Kerberoi dream of
comes with missing them. On the other hand, the same Bas- order as imposed in the Underworld. An idigam’s dreams
tion can be a nightmare setting, allowing the dreamer to are, like the Formless themselves, ever-shifting and spiky
explore situations weighing on her. Shadowy figures peer in with hunger for revenge. The enemies of the Arisen, the
106 Chapter Five: The Dreaming Roads
mortals who became the Deceived share their souls with away when they get too close and escorting them from the
the shattered remnants of the Shan’iatu who created premises if they attempt to tamper with — or outright steal —
them — once divine artists, now inextricably tied to the the dreamer’s creations.
servants they betrayed, their dreams roil with madness. The Repository’s stately wrought iron gates give visitors
Even in their sleep, angels dream of carrying out the God- a glimpse of the grand building beyond, with its many wings
Machine’s plans, their Bastions awash in turning cogs and and towers. Eidolon gate-guards check for visitors’ library
the thrum of strange machinery. cards, sell tickets to the galleries, or unhook velvet ropes
Common eidolons: Inhuman guardians, ambassadors, when guests flash lanyards with backstage passes attached.
explorers At lower Fortification ratings, the Bastion is akin to a little
System: This Bastion’s strangeness imposes a –2 modi- free library or a Shakespeare in the Park performance, where
fier to all oneiromancy rolls. Eidolons are inherently suspi- all are welcome. More heavily Fortified Bastions resemble a
cious of intruders, and begin all social maneuvers with an museum’s special collections, with secure vaults, patrolling
average impression of the characters (Changeling, p. 192). guards, and alarm systems in place to keep intruders and
thieves out.
The Repository Common Eidolons: Concertgoers, librarians, musi-
Fortification: 4 cians, art gallery curators, actors
Key: Sheet music, the opening paragraph of an unfin- Road to Nowhere
ished novel, an artist’s sketchbook
Fortification rating: 5
Description: This Bastion’s many rooms and great halls
house brilliant works of art. The libraries, with their stacks Key: The key to a 1965 Chevy Malibu, a New Jersey
soaring to the ceiling, hold books beyond counting. Music Turnpike highway token
swells from the concert halls and thumps from speakers. Description: Highways and long country roads stretch
Galleries brimming with paintings and sculptures are open out in all directions within this Bastion. The destination is
at all hours for viewers to stroll through. always on the horizon — a big city, a convention, the Butterfly
None of this art exists in the waking world. Queen’s wedding to the Lady of Mists. Here, the dreamer’s
always on the move but never quite arriving. Sometimes the
The works herein simmer with potential. These are the
road is clear, and drivers can ride with the top down and radio
novels not-yet-written, the finished paintings an artist envi-
blaring. Other times bumper-to-bumper traffic impedes travel,
sions before ever setting brush to canvas, and the snatches
or a sudden watercolor rain washes out the road in a flood of
of a song that might rocket to the top of the charts — all the
primary colors. The way is full of impossibly steep hills, soar-
things people would create if they had but world enough and
ing bridges that touch the clouds, and dark tunnels through
time. In addition to her own works, this Bastion holds many
mountains. The cop who pulls her over is a badger, her fifth
other might-have-been opuses. Theaters run the movies that
grade soccer coach, or an entire boy band, and they cite her for
leave the dreamer teary-eyed on waking, starring actors that
driving a horse-drawn carriage in a trucks-only lane.
don’t exist. Venues host concerts for bands that broke up or
musicians long-departed. The Bastion’s dreamer longs for adventure and escape, a
way out of a stagnant situation, or a path toward a life-chang-
This Bastion brims with Glamour for dreamwalkers
ing opportunity. She’s pressed for time, and the distance be-
to harvest, as so many of the works hosted here reflect the
tween where she is and where she needs to be feels as wide as
dreamer’s emotions. The memoir holds her love for her
the country, or the world, or the gap between Earth and Jupi-
daughters between its covers. The diss track distills her hurt
ter. The road itself is often a prop representing the dreamer’s
and fury into one perfect three-minute song. The oil paint-
ambition, her need to get away, or the obstacles that block
ing captures the way the sunset caught the snow the day she
her from achieving her goals.
fell in love. Harvesting the Glamour from such a work re-
quires a paradigm shift and imposes a Shift Condition on Though much of the Bastion’s focus is on the roads
the changeling. Consuming it destroys its potential to ex- themselves, stops along the way hold their own significance.
ist in the waking world. Conversely, the oneiropomp might Dreamers pull into rest stops, chain hotels, and shoe-shaped
use abilities that cause the Inspired Condition (for example, cafés run by tired old women, each full of those who offer
Merits like Enchanting Performance and Contracts such as respite or further setbacks. Oneiropomps use such places
Spinning Wheel) to coax the dreamer to put pen to paper or to conduct business, meeting contacts a couple tables over
brush to canvas the next time they meet while she’s awake. from where the dreamer spills her woes to the sympathetic
eidolon-waitress.
Eidolons in the repository are both the talent and the
staff. Curators are happy to give context to the dreamer’s The dreamer’s journey might instead involve cross-country
works and show off the collections they manage. However, train trips or rush hour on crowded metro trains. She might
they’re also protective of those pieces, steering dreamwalkers be a horse racer trying to coax her pegasus across a finish line
Strangers In a Strange Land 107
the spectators keep erasing, or a snail jockey facing a salt spill in. They’re the reason you signal every turn and come to a
across the garden path. The obstructions aren’t traffic jams, but complete stop at every stop sign.
blocked tracks, medical emergencies, or lava-filled tunnels. If Description: The Authority Figure looms large in
she’s a frequent flyer, her dreams involve overbooked flights, dreams. Sometimes they’re physically bigger than others
lost luggage, and turbulence. The jumble of highway exits, con- around them, appearing impossibly tall or filling a room
fusing transit maps, and airport layouts can sometimes shift with their presence. Their footsteps echo down corridors
this Bastion from road trip to maze and back again. and their voice cuts through all other noise. Their clothing
Visitors to this Bastion must pay the fare at the toll and the props they carry signify their position, and often
booth guarding the entrance. At lower Fortification ratings, seem outsized: The professor’s red pen drips ink as thick as
the gates are up and an eidolon waves visitors through. Con- blood; the cop’s badge covers half his chest.
struction work, concrete barriers, and police officers guard Storytelling Hints: The Authority figure brooks no
more heavily Fortified Bastions. nonsense. They expect everyone they interact with to answer
Common eidolons: Rest stop employees, police officers, their questions promptly and obey orders quickly.
construction workers, passengers, hitchhikers, detours and
obstructions
Aspiration: “Make them obey.”
Eidolons Power: 5
Finesse: 3
Following are eidolons for use in your dreamers’ Bastions.
They represent a few common archetypes, and can be custom- Resistance: 4
ized to fit the story and dream they appear in. The Authority Willpower: 7
Figure might be the dreamer’s boss, the dean of admissions, Initiative: 7
or a detective. They might even be someone who doesn’t hold Defense: 4
a true position of authority but nevertheless wields power
Armor: 0/0, (1/3 for police officers or similar)
over the dreamer in some unofficial way: a math tutor, their
domme girlfriend, a blackmailer, or even simply the person Size: 7
who controls the radio station on a road trip. Storytellers Speed: 8
should feel free to add powers and raise or lower their traits as Corpus: 11
needed. While some eidolons may take on the appearance of Wyrd: 5
a Huntsman or the changeling’s Keeper, they don’t have those
Glamour/per Turn: 20/8
entities’ powers, and can only approximate them via Numina.
Influences: Fear •••
The Authority Figure Numina: Clarity Drain, Entrap, Emotional Aura,
“See me in my office.” Speed, Stalwart
Background: In every guise, the Authority Figure holds Notes: Sometimes the eidolon is an abstraction, repre-
power over the dreamer. senting the position rather than the person — dreams about
missing classes or forgetting to write a paper have little to do
They were the boss who heaped piles of work on your
with which professor’s about to fail you. In this case, they
desk, more than you could ever complete in a 40-hour work
become an extra. Their Wyrd drops to 1, and they have no
week. Never satisfied with your performance, every review
Willpower or Glamour to spend.
period was an exercise in humiliation. If their boss was un-
happy, the shit was absolutely rolling downhill and onto you. The Confidant
Simply seeing the boss’ number on their caller ID or name
on an email chain was enough to make your heart rate spike. “Let me make some tea and we’ll talk about it.”
They were the professor determined to fail you. They Background: In every guise, the Confidant is someone
had an uncanny knack for springing pop quizzes on the days the dreamer trusts implicitly.
you hadn’t studied and never granted extensions on a paper. They were the aunt who understood you better than
They sent you to the principal’s office more times than you your parents ever could. Maybe they were a blood relation,
could count and threatened to get you yanked off the sports or maybe just a good family friend. Either way, they’re the
team. You’d have dropped their class, but you needed the one you ran to when you couldn’t be at home anymore, and
credit, and they knew it. who stood up for you when you couldn’t stand up for your-
They were the beat cop who harassed you and your self. They offered you a couch to sleep on and a shoulder
friends. The one who showed up no matter where you were, to cry on. If you got in trouble, they were the first person
performed searches you knew were illegal, and were actively you called — didn’t matter the hour, they’d come get you, no
disappointed when they couldn’t find grounds to bring you questions, no judgment.
108 Chapter Five: The Dreaming Roads
They were the friend who truly got you. You exchanged from the underbrush and the shadow moving in the corner
friendship bracelets and had a secret knock. As you got older, of your eye that disappears when you whip around to face
they read your bad poetry and told you that boy was going to it. It’s the thing that chases you and never tires, breathing
break your heart, but they’d support your choices. When he down your neck and nipping at your heels. No matter where
inevitably did, they were there with tissues and ice cream. They you hide, it sniffs you out.
knew when to tell you the things you didn’t want to hear, and Description: The Dreamstalker takes the form that best
when to tell you it’d be okay, even if they couldn’t see how it fits the dream. In the woods, it’s a wolf slinking through the
could. Maybe you lost touch. Maybe they’re sleeping beside you. trees. In the city, it’s a thief with a knife lurking in the alley. In
They were the teacher who believed in you, the one who saw all forms, it’s most often a shadow that slinks, staying out of
your potential and pushed you toward it. Sometimes their sup- sight until the very end. Victims observe the Dreamstalker in
port was simple words of encouragement. Sometimes it was a box flashes. Red eyes glow in the darkness. The moon shimmers
of new pastels when your family couldn’t afford them. They knew off its teeth or a blade. Its putrid breath blows on a bared neck.
when you phoned it in, but rather than failing you, they asked It has too many limbs, or rows of sharp teeth, and its unnatu-
what was going on at home. Their classroom was a refuge from ral movements make victims’ stomachs churn.
bullies and bullshit, and some days you wish you were back there Some Dreamstalkers take the form of a creature the
among the smell of chalk dust and musty textbooks. dreamer fears: dogs, spiders, millipedes. Others are a hodge-
Description: The confidant resembles someone from podge of shapes, shifting to match whatever it can sniff in
the dreamer’s life who cared about them. In dreams, they its victims’ terrified scent. They can also appear as a person
appear as the age they were when the dreamer needed them whose very presence made your life a nightmare, such as the
most. They may be younger, stronger, softer, or more beau- playground bully or a backstabbing coworker.
tiful than their waking-world counterparts. Comforting Storytelling Hints: The Dreamstalker exists for the
scents cling to them — a specific soap or perfume, pipe to- thrill of the chase. Catching its victims is secondary to herd-
bacco, an old leather jacket, etc. ing them across the dream’s landscape and instilling them
Storytelling Hints: The Confidant listens carefully to with fear. It toys with them, backing them into a corner only
what others have to say. They advocate first and foremost for the to let them get away and run some more. Some Dreamstalk-
dreamer and refuse any requests that might bring their charge ers work in tandem with other eidolons, acting as their loyal
harm. Should the changelings’ actions in the Bastion threaten hunting hounds.
the dreamer, the Confidant quickly acts to protect them.
Aspiration: “Make them run. Make them hide.”
Aspiration: “I wish you could see how wonderful you Power: 5
are.”
Finesse: 4
Power: 3
Resistance: 3
Finesse: 5
Willpower: 7
Resistance: 4
Initiative: 7
Willpower: 9
Defense: 4
Initiative: 9
Armor: 1/3
Defense: 3
Size: 5
Armor: 0/0
Speed: 9
Size: 5
Corpus: 8
Speed: 8
Wyrd: 5
Corpus: 9
Glamour/per Turn: 20/8
Wyrd: 4
Influences: Shadows •••
Glamour/per Turn: 15/7
Numina: Blast, Clarity Drain, Dematerialize, Dement,
Influences: Calm •• Entrap, Speed
Numina: Emotional Aura, Entrap, Sign Weapons/Attacks:
Dreamstalker
Type Damage Dice Pool
[rustling in the trees]
Claws 1L 10
Background: Every nightmare needs its horror. The
Bite 2L 10
Dreamstalker revels in the hunt, terrorizing the dreamer and
all who dare walk through its domain. It’s the beast growling
Strangers In a Strange Land 109
The Storm ing a dreamer through an ancient city. Another they were
[thunder rumbling] a bodyguard hustling a rockstar and her fans backstage.
They’ve been warriors and scribes, fairy handmaidens and
Background: Most dream storms are merely props, candy shop owners. They’ve been the evil queen and the
a bit of setting complicating the dreamer’s journey or re- kindly woodsman.
inforcing the mood, but in the end they’re plain old rain
and snow. This storm, however, is bigger than its effects. The one thing they’d never been was free.
It represents the dreamer’s own internal conflict or a de- When visitors came to the dream, the eidolon
structive force in her waking life. It’s the cloud of emo- kept careful watch, making sure they didn’t disturb the
tions waiting to burst, the white-hot anger ready to strike dreamer. When the oneiropomps started trouble, the ei-
like lightning, or the reckless whirlwind set to lay waste to dolon took up a sword made of dreamstuff and joined
everything around her. the army chasing them out. The Bastion crumbled be-
Description: The storm can take several forms: a vio- hind the fleeing intruders; the eidolon kept up with
lent thunderstorm, a howling blizzard, a cataclysmic tempest them until they were well out onto the Dreaming Roads.
rife with fire tornadoes and forked lightning. It can unleash By the time the changelings were gone, so was the way
a torrent of stranger objects as well: frogs, cotton candy, back into the dream.
scraps of paper covered in love poems. Darkened skies and The Wanderer set off along the Dreaming Roads, taking
sudden drops in temperature or pressure herald its arrival. odd jobs at Goblin Markets and offering their services as a
Storytelling Hints: The storm drives those caught guide for motleys. They ventured into other dreamers’ Bas-
within it toward a certain action. A blizzard might trap tions, but never returned to the one they escaped, for fear of
characters together in a house, forcing them to confront being trapped within.
their differences. It might hit instead when characters are Once, they were whoever their dreamer needed them
stranded outside, making them work together to survive to be.
or discover their strength and ingenuity. Lightning strikes Now, they’re whoever they want to be.
can lay waste to the landscape or illuminate truths the Description: The Wanderer prefers to keep a human
dreamer’s been denying. The storm isn’t a force that can form of average height with a stocky build. Most often, they
be reasoned with or targeted by social maneuvers, but char- wear sturdy clothes for adventuring, though they carry a
acters can learn its Aspirations by observation or using ap- knapsack full of dreamstuff ready to turn into an outfit for
propriate Contracts. any occasion.
Storytelling Hints: The Wanderer is affable and eager,
Aspiration: “Make the dreamer confront her fears.” happy to sign on with adventuring motleys. They’re skilled
Power: 5 at infiltrating dreams and getting back out and know how
Finesse: 3 other eidolons behave and react. The character can be either
an ally or an antagonist, joining the team for a dream heist,
Resistance: 4
or double crossing them at the end.
Willpower: 9
Initiative: 9
Aspiration: “Experience something new.”
Defense: 4
Power: 3
Armor: 0/0
Finesse: 5
Size: 8
Resistance: 4
Speed: 8
Willpower: 9
Corpus: 12
Initiative: 9
Wyrd: 6
Defense: 3
Glamour/per Turn: 20/8
Armor: 0/0
Influences: Weather •••
Size: 5
Numina: Blast, Clarity Drain, Entrap, Emotional Aura,
Sign, Speed Speed: 8
Corpus: 9
The Wanderer Wyrd: 6
“The world is bigger than any one Bastion. I have so many Glamour/per Turn: 20/8
dreams to explore.” Influences: Dreams •••
Background: The Wanderer has played many roles in Numina: Blast, Entrap, Emotional Aura, Hallucination,
many dreams. One night they were the tour guide lead- Rogue Dream, Speed
110 Chapter Five: The Dreaming Roads
Coneironautics
All the Lost can apply their particular talents to oneiro-
mancy and any motley benefits from mutual aid achieving
cooperative feats of dreamweaving. The best oneiropomps
approach their task as both art and science, calling them-
selves coneironauts and their practice coneironautics. Such
teams coordinate their dreamweaving to achieve results no
lone changeling could accomplish, intricately drawing to-
gether dream threads to reinforce changes to the dreams-
cape. While coneironauts build up a mystique around their
skills, any group of changelings can accomplish the same
results working together.
Coneironautic Tactics
Coneironautic tactics grant additional benefits to coor-
dinated oneiromancers using the following rules:
Tandem Dreamweaving: Coneironautic tactics grant
an additional benefit to a dreamweaving roll. Coneironau-
tics requires the cooperation of at least three oneiromancers
to weave multiple dream elements together.
Teamwork: One changeling is the primary actor, and
the other oneiromancers support them as secondary actors
using the teamwork rules (Changeling, p. 190). If the tactic
requires resolution of a shift condition, the primary actor
must have the shift condition.
Planning: Coneironautics require a plan to perform.
Create a plan using the build equipment rules (Changeling,
p. 196). All actors gain the bonus equipment dice for the
plan, including for teamwork actions. If unexpected twists
disrupt the plan or the team didn’t start with a plan, any
changeling may attempt a jury rigging action to establish a
new plan (Changeling, p. 197).
Initiative: During an action scene, all secondary actors
must complete their actions before the primary actor rolls,
which may require the primary actor to delay their place in
the initiative order.
Timing and Requirements: Some maneuvers are
only relevant under particular circumstances. For example,
False Morning only works when the dreamer is waking up.
Changelings may have to work to set up the circumstances
to make their plan viable.
Action: Coneironautics are an extension of dreamweav-
ing, and all actions are instant.
Dice Pools: Like all dreamweaving actions, the actors
use attributes and skills appropriate to their place in the on-
going narrative of the dream.
Roll Results: The roll results apply to the roll of the
primary actor only. The effect of a success or exceptional
success is an additional benefit to the dreamweaving roll.
Secondary actors follow the usual rules for teamwork. On
a dramatic failure, the primary actor suffers a −4 dice pen-
alty to their roll, cumulative for each secondary actor’s dra-
matic failure.
Strangers In a Strange Land 111
Rote Actions: No coneironautics roll can become a rote
action; coordinated dreamweaving is too variable to ever be-
come routine.
Designing New
Coneironautic Tactics
Cultivate Eidolon Coneironautic tactics add options to dream
Each changeling works to create ties between an eidolon weaving. Tactics should not replace existing shift
and other elements of the dream, embedding it in the dream- results, Shift Condition resolutions, Contracts, or
er’s subconscious. Such eidolons are predictable once formed, Merits, but they may overlap with such effects. In
giving the coneironauts a predictable element to pull into that the examples presented here, tactics offer three
dreamers Bastion as a potential ally or practical foil. Occasion- types of bonus effects. First, they offer a bonus
ally, if left untended, such eidolons become dreamborn. effect on top of whatever dreamweaving action
the changelings are performing. The second type
Roll Results offers new options for spending successes on
Success: The eidolon becomes an important eidolon rep- a paradigm shift. Finally, a few offer a bank of
resenting some aspect of the dreamer’s relationship with the points to spend on future dreamweaving actions.
Lost who created it. The changelings may introduce this eido-
lon into future dreams with a subtle shift costing 1 success.
Failure: You fail to create a recurring dream element. Roll Results
Success: Bank successes from this roll as bonus dice for
Draw Heat any member of the team to use for a dreamweaving action to
As changelings push the contents of the Bastion to the find the Bastion’s exit.
desired shape, the subconscious recognizes them as an out- Failure: You fail to lay an escape route and must find
side threat. Eidolons become suspicious and hostile to the the Bastion’s exit as usual should it collapse.
dreamweavers’ actions. Working as a team, the oneiromanc-
ers draw hostility away from their lead so she can more easily False Morning
accomplish the team’s goal.
When the dreamer stirs and the Bastion begins to col-
Roll Results lapse, a skilled team bridges moments of wakefulness to
Success: The primary actor takes a penalty to peaceful their next dream. They step briefly to the Dreaming Roads
interactions and acting unseen equal to the penalties of the while holding tight to the threads of the dreamer’s Bastion
Shift Condition of another member of the team. That team to remain within as it reforms.
member does not suffer from that penalty until after their Roll Results
next dreamweaving action.
Success: Spend 3+ successes on a paradigm shift to
Failure: Their team members continue to suffer the full make the dreamer believes they have woken up. Remove the
penalties from their Shift Conditions. Shift Conditions from all oneiromancers acting as part of
the team. Lucid dreamers roll Composure + Resolve + Wyrd
Entrapping Bastion Collapse or Supernatural Tolerance – (successes spent on False Morn-
Taking advantage of the end of dreams, canny onei- ing) to realize they are still dreaming.
romancers cast their enemies into the Thorns or beyond. Failure: The dreamer continues to wake.
Sometimes called the mind trap, oneiropomps draw on the
fluid nature of dreams, shifting the Bastion around their tar- Forge The Key
get to delay escape as the Bastion collapses.
Working with the dreamstuff of the subconscious, the
Roll Results oneiromancers create a resonant Key that will allow entry to
Success: For each success, the target loses one turn of that dreamer’s Bastion in the future.
action to escape before the Bastion collapses. If this reduces Roll Results
the remaining turns to zero, they may roll a chance die in a
Success: Spend 4 successes on a paradigm shift to twist an
final attempt to reach an exit.
important prop into a Key to that dreamer’s future Bastions.
Failure: The action does not delay the target. The key dissipates back into their subconscious after use.
Escape Hatch Failure: The contents of the current Bastion cannot
produce a Key.
Given the delicate nature of dreams, Bastion collapse
is an ever-present risk that could send coneironauts into the Subtle Influence
Thorns or worse. Cautious changelings secure their route
Oneiromancers may leave subtle cues to ease manipulat-
out of the dream before attempting great changes.
ing the dreamer. Coneironauts working together may share
112 Chapter Five: The Dreaming Roads
the dreamborn to existence beyond the Bastion, and
Dreamborn and the most react with cautious hostility or curiosity. Such first
Wishing Roads encounters often drive the dreamborn to fortify their
dream-realm or seek escape to the Dreaming Roads. The
The eidolons who dwell in the unmoored immediate hostility of a dream guardian who recognizes
Bastions of the Wishing Roads are not intruders or a lurking nightmare waiting to pounce may
dreamborn, though some may undergo the catch unwary changelings off guard. Likewise, oneiro-
same transformation. Other dreamborn could mancers may sway such eidolons to their cause, convinc-
travel there through the rare Bastions that ing the dreamborn to fend off lesser eidolons who inter-
connect to both the Dreaming Roads and the fere with a particularly challenging dreamweaving.
far reaches of the Hedge, but such connec- Most dreamborn cannot escape to the Dreaming Roads
tions are fleeting and may very well be a on their own. Those who wish to depart erode their Bas-
one-way trip. For more about the Wishing
tions, offering easy egress to oneiropomps, and bargaining
Roads and Outer Hedge, see Kith and
Kin, p. 16.. for escape with any who enter. Once they cross the bound-
ary to the Dreaming Roads, the dreamborn raid dreams and
barter with other dream travelers. As creatures of dream,
they cannot pass the Gate of Horn into the Hedge, but their
such cues as they work the dream, so that each may take ability to harvest Glamour from dreams lets them thrive at
advantage of such hooks. the edges of its strange economies.
Roll Results Systems: The dreamborn use the rules for Hedge ghosts
Success: After resolving a Shift Condition to gain bonus (Changeling, pp. 249-251) with a few additions:
dice on Manipulation-based rolls against the dreamer, spend • Dreamborn have a Crux instead of a Needle, which
4 successes on a paradigm shift that allows all participants describes the themes of their nature and limits their
to draw on the bonus dice from Shift Condition resolution. dreamweaving.
Failure: Only the primary actor gains the benefit of the
Shift Condition resolution. • Dreamborn do not share the common powers of
Hedge ghosts. As dream beings, they may never gain
The Dreamborn the Reach power. They may gain the other common
powers as Numina.
Eidolons are fleeting things, shadows the subconscious
casts to fill dreams with people. When an eidolon returns • Dreamborn cannot leave the Bastion of their origi-
as a recurring dream, they are simply the shadow of the nal dreamer without help or the Rogue Dream Nu-
same thought, alike in form but of different substance. But men. Any oneiromancer may help them escape with
sometimes, a scrap of fae magic infuses an eidolon with a pledge that allows the dreamborn to follow them
enough Wyrd to persist, retaining their identity and re- from the Bastion.
turning each time the dreamer sleeps. The Lost call such
eidolons dreamborn. • Dreamborn are capable of dreamweaving. At Wyrd
1-2, they can make subtle shifts that resonate with their
Dreamborn differ according to their dreams of origin,
Crux. At Wyrd 3-4, they can create paradigm shifts
from protective dream guardians to horrific nightmares.
that resonate with their Crux but are capable of pro-
Some hobgoblins know the trick of their creation, and they
ducing any subtle shifts. At Wyrd 5+, dreamweaving is
will trade that secret to the Lost. But few changelings believe
no longer limited to Crux, but dreamweaving effects
their actions could account for all the dreamborn. If hob-
that align with their Crux gain the 8-again quality.
goblins can create them, so too could the True Fae, so most
changelings are wary when they encounter the dreamborn. • When a Bastion collapses, a dreamborn dematerial-
Some dream scholars suggest that the dreamer’s trauma or izes into the dreamer’s subconscious and reappears in
obsession could take shape as a persistent dream, and hawk- her next Bastion.
ers in Goblin Markets occasionally offer shriveled bulbs they
promise will grow into ideal dream guardians if planted in • Dreamborn have Influence: Crux and cannot have
the right Bastion. other Influences.
For a time, most shape their dreamer’s Bastions,
• Dreamborn cannot leave the Dreaming Roads
ensuring peaceful sleep or furtive nightmares depend-
through the Gate of Horn. Other paths out of the
ing on their nature. They slowly sculpt the dreamscape,
Dreaming Roads may be possible, but they would ir-
influencing the dreamer with no understanding of the
revocably change their nature.
waking world. Intrusion from the Dreaming Roads alerts
The Dreamborn 113
fest as imaginary friends or childhood heroes. Dreamers who
ROGUE DREAM benefit from the presence of a dream guardian often wake feel-
ing well rested and secure, even if they can’t explain why.
The dreamborn escapes the Bastion of their birth to wander Examples: Zev, a large golden furred feline, hunts
the Dreaming Roads. They may enter other Bastions and per- dreams for treasures hidden within and delights in any
form dreamweaving according to the limitations of their Wyrd. adventures to find them. His origin as a child’s imaginary
friend and catlike mentality means his idea of treasure
New Goblin Contract: doesn’t always meet changeling expectations. Bulletproof is
Birth of the Dreamborn a masked avatar of strength who seeks out disturbing Bas-
tions to drive out the nightmares found within. They take a
The changeling bought a spark of independence from a confrontational approach with other dream travelers to as-
goblin — it’s better not to think about where it came from. certain fair or foul intent, and then stand against perceived
The changeling empowers an important eidolon with that villains. The Painted Caracara weaves dreams with a flourish
spark, allowing it to persist within the dreamer’s Bastion that appears like impressionist paintings within the dream-
each time they dream. scape. She cultivates peaceful dreams and responds with
Cost: 2 Glamour harsh hostility to any who disrupt the tranquility.
Dice Pool: Composure + Wyrd − the Fortification rating
Greater Nightmares
Action: Instant
Duration: Instant Whether awakened by trauma or a malevolent oneiro-
pomp, greater nightmares torment the dreamer with bad
Roll Results dreams. Some of these dreamborn pursue blatant torment
while others lurk in dreams, disrupting the dreamer’s rest
Success: The eidolon becomes a dreamborn. The onei-
and siphoning away mental fortitude. Greater nightmares
ropomp defines a theme for the dreamborn’s Crux. The next
are fiercely territorial and often vindictive toward change-
time the dreamer sleeps, the dreamborn forms in their Bas-
lings who disrupt their dream-haunting.
tion.
Examples: The Thousand Scuttling Horrors is a shift-
If a changeling uses this contract within their own Bas-
ing mass of arthropods swarming over each other as an ag-
tion, they must pay 1 Willpower dot in addition to other
glomerate mass. The nightmare takes the direct approach,
costs unless they invoke the Contract’s loophole.
swamping terrified dreamers or oneiromancers with its com-
Exceptional Success: The dreamborn starts with an ponent forms. Ominous Barb hides in the Bastions of her
impression one level higher toward their creators and the victims, slowly twisting the familiar to the dire to produce
changeling counts as having one open Door for future social uncomfortable dread. She appears as uncanny visages on in-
maneuvering with the dreamborn. animate objects that most onlookers attribute to face pare-
Failure: The eidolon does not become a dreamborn. idolia. Cuckoo’s Child preys on the parental need to protect
Dramatic Failure: The eidolon becomes dreamborn, children, creating a nightmare around itself and the dreamer
but their Crux and nature are inimical to the changeling’s and crying out for protection. It is hostile to oneiropomps,
intent, and they gain the Rogue Dream Numen. who it fears will dislodge it from its comfortable dream host.
Loophole: The oneiropomp leaves the dreamborn’s Stranger Dreams
Crux and nature to the dreamer’s subconscious imagination.
Any attempt to categorize dreams runs aground on the
A Taxonomy infinite capacity of human imagination. So too with the var-
ied nature of the dreamborn. Thus, any such beings that do
of Dreams not fit the common categories fall into the clade of strange
Each dreamborn is a unique combination of the traits and miscellaneous dreams.
they adopt from their dreamer’s imagination and their cir- Examples: Mnemides reshape themselves with bits of
cumstances since their formation. Autumn Court scholars stolen dream memories. They delve into dreams, seeking se-
use a loose taxonomy to categorize them. crets and passions to pilfer for trade to hobgoblin brokers.
Dreamlures shape dreams to attract their hosts to sleep,
Dream Guardians developing a dependent bond with their dreamer in their
Dream guardians oppose invaders manipulating their hunger for connection. They can be boon companions to
dreamer’s Bastion. They often take an appearance idealized oneiropomps who frequently visit the Dreaming Roads, but
by the dreamer, whether as a projection of self or an avatar of most become covetous of the Lost’s ability to travel beyond
strength. Guardians that reflect the dreamer’s self-expression dreams. Instigators are among the few dreamborn with ob-
cut away barbs and insecurities, portraying the dreamer as vious focus on the waking world. They ply their dreamers
they wish to see themselves. Dream guardians may also mani- with suggestions, compelling uncharacteristic behaviors that
114 Chapter Five: The Dreaming Roads
often have wider and unexpected impact. How such dream
beings know what actions to initiate remains a mystery, and Bauble Rules
cautious changelings fear the involvement of the True Fae.
Baubles allow changelings to use dream-
Relics of weaving effects in the mortal world as long
Stolen Dreams as the effect resonates thematically with
the bauble’s Crux. The changeling’s player
Many goods for sale at Goblin Markets have unknown spends 1 Glamour and rolls with a pen-
provenance, but shoppers and proprietors alike cannot claim alty equal to (6 − the bauble’s dot rating).
such ignorance for baubles. Each one represents a pillaged The player can spend excess successes on
mortal dream, carried back to Arcadia and forged into what- subtle shifts, whose effects fade at the end
ever form suited the fancy of the True Fae. Each that finds its of the scene. Double the Willpower recov-
way to market comes traded from the True Fae or was stolen ery time through sleep for each bauble a
by their servants and captives. Hence, the rarity of baubles changeling owns.
and their ability to bring the power of dreams into the wak-
ing world drives the price high for changelings seeking them. For complete bauble rules, see Oak, Ash,
and Thorn, p. 51.
Paradigm Shifts
in the Waking World
Changelings warp reality within the Hedge and in dreams, of the bauble. This paradigm shift destroys the important ei-
but the mortal world is not so malleable. Infused with the in- dolon or prop. If successful, the bauble gains one additional
tentions of the True Fae, baubles let the Lost bring the logic dot. This paradigm shift accrues Shift Conditions as usual
of dreams to the waking world in subtle ways. But desperate and always risks waking the dreamer as if enacting a paradigm
changelings may reach beyond subtle manipulations to release shift while suffering from the Dream Assailant Condition.
the wild logic of dreams into the world. Shattering a bauble The added dot fades at the end of the story unless the player
allows a changeling to call the True Fae’s tyranny over Arcadia spends experiences to increase their dots in the Merit.
into the mortal world, enacting the dream logic of a paradigm
shift. Given the rarity of baubles, most changelings are reluctant Example Baubles
to destroy their treasures in all but the most dire circumstances.
Below is a list of sample baubles to use in a chronicle or
Systems: When a changeling rolls an exceptional suc- as guides when creating new ones. A bauble’s dot rating rep-
cess on the mundane action for dreamweaving in the mortal resents a mechanical effect but also reflects the importance
world, she may shatter the bauble to enact a paradigm shift. of the stolen dream to the dreamer. With the right narra-
A shattered bauble loses 1 dot for every 3 successes spent on tive justification, any bauble could have any dot rating in
the paradigm shift, which return at the end of the story. Any your game. However, baubles with higher ratings often have
changes wrought on the world return to their previous state harder catches to satisfy, so keep this in mind if modifying
at the end of the scene. any of the examples.
Forcing the blatant warping of a paradigm shift bends
reality around the changeling. They suffer a Clarity break- Freedom’s Feather (•)
ing point with dice equal to half the successes spent on the The Kindly Ones spun this beautiful blue feather from
paradigm shift, rounding up. a joyous dream of soaring above the ground. Grasping it
makes the holder feel light.
Tempering Dream-spun Relics
Crux: Wind and joy offer the freedom and exhilaration
While only the Gentry can solidify the intangible con- of flight.
cepts of dream-stuff to preserve the fleeting feelings into
Catch: The changeling must remain off the ground or
something solid and powerful, the Lost have learned to re-
floor for the remainder of the scene or immediately pay the
inforce the dream-substance of the bauble, embedding ad-
Glamour cost.
ditional emotional weight. However, baubles only absorb the
resonant meaning of dreams spun from the Bastion of their Tooth Fairy’s Satchel (••)
original dreamer, so oneiromancers must track down the vic-
tim of the True Fae’s dream looting. This small satchel secured with a leather drawstring is
full of yellowed teeth the True Fae loosened and stole from
Systems: Within the Bastion of the bauble’s original the dreamer’s mouth.
dreamer, an oneiropomp needs to create a dream scenario in-
volving an important prop or eidolon that resonates with the Crux: Everything precious crumbles to dust and ashes.
bauble’s Crux. Then the oneiropomp must enact a paradigm Catch: The changeling destroys an object of minor sen-
shift costing twice the number of successes as the current dots timental value.
The Dreamborn 115
Feeble Fury Icon (•••) A motley may choose to create their shared Bastion by
The True Fae watched and laughed, siphoning away the carefully combining their own Bastions, by stealing an exist-
dreamer’s rage as he impotently screamed and flailed at the ing Bastion from another individual, or by locating an aban-
eidolon who provoked him, then poured the liquid fury into doned Bastion along the Dreaming Roads.
a clay mold that cracked to reveal a tiny demonic figurine. Systems: A motley’s members merely need to agree to com-
Crux: Violent intent strikes with no force. bine their own Bastions in order to form a shared Bastion. To
begin the process, each person spends a night hosting the oth-
Catch: The changeling voluntarily accepts a dramatic ers in their dreams, letting everyone — including the parties’
failure on an action for a physical or verbal assault. eidolons — grow acclimated to the arrangement. Stealing an
existing Bastion from a dreamer first requires locating the Key
Inexorable Acceleration
to that Bastion (Changeling, p. 221) if the dreamer is mortal.
Key (••••) The Motley must break into the Bastion for all other dream-
The Others forged this car key — the old kind without ers. Severing the Bastion requires a Clash of Wills between
an electronic lock — from the brakes of a dream vehicle the dreamer and each of the motley members; failure by one
speeding out of control. Holding it makes the owner feel like member restarts the entire process. Severing an individual’s
they’re standing on the precipice of immediate swift action. Bastion from their slumbering mind causes immediate dam-
Crux: Everything speeds on out of control despite desperate age: Changelings whose Bastions are ripped from them suffer
efforts to stop. a 5-die Clarity attack, and non-changelings lose half their Will-
power and do not regain Willpower until their minds construct
Catch: You allow some mechanism to careen out of con-
a new Bastion, which takes 10 – Integrity days. Supernatural
trol with potentially dangerous consequences.
victims are immediately aware that someone did something to
Lost Love’s Locket (•••••) them and may engage in a Clash of Wills with the perpetrators
to become aware of their identites. Even if the victim doesn’t
This intricate locket shows the picture of an eidolon know the perpetrators, she instantly recognizes them if she en-
kidnapped by one of the True Fae after a dream where the counters them again, no matter what face they wear.
dreamer fell in love. Anyone who sees the picture feels a wist-
ful tug at their heartstrings. Stealing someone’s Bastion is a 5-die breaking point
akin to brainwashing someone via repeated dream manip-
Crux: Love glimpsed but for a moment lingers wistful in the heart. ulation (Changeling, p. 106). Such an intimate violation
Catch: The changeling professes genuine romantic, pla- echoes the predations of the Gentry.
tonic, or familial love to a particular person for the first time. Taking over an abandoned Bastion poses far less Clarity
Shared Bastions risk but requires similar focused attention. The motley must
locate the Key or break into the Bastion as above, and then
While individual dreamers rest within shifting and tem- achieve a 9-success Paradigm Shift to transfer ownership
porary Bastions which fade away upon waking, the attentive to the motley. Once the Paradigm Shift is achieved, every
actions of the specific style of lucid dreaming undertaken by member of the motley spends a point of Willpower. If even
changelings can create permanent structures on the Dream- one member of the motley has exhausted their Willpower in
ing Roads. The focused actions of an entire motley create their oneiromantic efforts and cannot spend the Willpower,
truly stunning dream edifices with strong defenses, training the effort fails and must begin again the next night.
areas, or medical wards devoted to caring for those injured or The surreal and mutable nature of Dream architecture
changed elsewhere on the Dreaming Roads or in their wak- means the appearance of the Bastion shifts over time, but
ing hours. Motleys rarely permit outsiders into their Bastions; the Bastion’s security measures remain solid regardless of
the deep psychological bonds necessary to forge strong Bas- paradigmatic shifts undertaken by its members. The Merit’s
tions, and the vulnerability such emotionally intimate places purchase provides a greater bulwark against oneiromantic at-
require, make shared Bastions intensely private places. tack than possible via nightly oneiromantic manipulation,
Members of motleys who devote a significant portion and the melding of multiple lucid dreamers’ Bastions creates
of their energy to developing a well-rounded Bastion often a diverse and well-protected home which defends its owners.
acquire impressive skills at oneiromancy and the old art of While within a shared Bastion, motleys may construct
oneiromachy or Dream Combat (see “Advantages of Oneiro- dreams which allow them to heal one another, share memo-
mancy,” Changeling, p. 220). Many motleys conceal the fact ries, or even work out Conditions or Clarity damage. The
that they share a Bastion not just for security’s sake but to motley’s Bastion may take any shape the group desires.
keep secret their true oneiromantic prowess. While not ev- While the stereotypical form of a high-walled castle sticks
ery member of the motley must be a master of oneiromancy in the minds of many, Bastions may take the form of every-
for the motley to successfully construct a Bastion, motleys thing from mundane silhouettes such as a bamboo-floored
of like-minded oneiromancers create the most stunning and dojo or a high-rise condominium with a floor designated for,
extensive homes for their slumbering selves. and designed by, each member, to more fantastical forms
116 Chapter Five: The Dreaming Roads
like an upside-down galleon sailing motionlessly through any attempts to manipulate or occlude her destiny or future
the stars, a massive spiderweb strung with hollow crystals or invade her mind in any fashion suffer the Merit’s rating
carved from the motley’s tears, or a simple smooth walnut as a dice penalty.
shell large enough to comfortably fit the entire found fam- Only an individual whose Wyrd (or other Supernatu-
ily. The Bastion’s interior and exterior and the eidolons and ral Tolerance) exceeds the Merit’s rating may even attempt
props within change from dream to dream; the details of to force their way into a shared Bastion. Whether or not
the Bastion combine the dreams of all currently slumbering any of the owners is present at the time, any owner may in-
motley members. If none of the motley currently sleep, the stinctively resist attempts at intrusion via a Clash of Wills
Bastion’s default appearance and inhabitants appear based (Changeling, p. 126). If the would-be intruder fails the Clash
on the motley’s Oath. of Wills, he must wait a day and a night before he may at-
tempt another invasion.
New Merit: Shared Bastion
Lastly, while the changeling rests within her Bastion,
(• to •••••, Motley)
attempts to track her by any method — supernatural or mun-
Your character, or her motley, has devoted time to build- dane — suffer a dice penalty equal to the Merit, as her forti-
ing a shared Bastion. An individual’s Bastion never reaches fications occlude her presence in all realms. Those tracking
the strength and diversity achieved by the joint actions of her remain unaware of her willful obfuscation of her pres-
motleys working in concert: This merit requires group ef- ence; the ways of dreams are fickle and self-effacing.
fort. While Safe Place (Changeling, p. 125) represents a The Bastion may have any of the following features, up
secure mundane lair within the waking world, and Hollow to the dot rating of the Bastion:
represents a private stakehold in the local Hedge, a shared
Bastion is a permanent location within dreams. Buttressed Dreaming (•) The motley’s sturdy fortifica-
tions to the walls or other boundaries of their Bastion penal-
Motley members don’t need to find the exit or make ize an opponent’s Clash of Wills in attempts to force the
a roll to wake while within the shared Bastion. They have entrance to your Bastion by the Merit rating.
successfully synchronized their dreams enough to bypass
this requirement and wake as if they were within their own Fixed Doorway (•••) Prequisite: Hollow. The motley has
dreams. Further, when a changeling is within her Bastion, created a door to the shared Bastion within their Hollow.
The Dreamborn 117
Dreamweaving Quick Reference
Entering Dreams: Two Gates • A paradigm shift that spends successes exceeding the
Bastion’s Fortification rating
Gate of Ivory
• Enter the character’s own dreams with a Resolve + Com- • Narrative action to break into the Bastion. All rolls to do
posure roll (Changeling, p. 216) or another’s dreams so are contested by the Fortification rating as a dice pool
with the Dreamsteps Contract (Changeling, p. 144). unless contested by another character (such as an eidolon)
Bring sleeping guests in physical contact with the char- Eidolons populate dreams and function as Hedge ghosts
acter by spending one Glamour per guest, which can be (Changeling, p. 246) with the following modifications:
resisted (Changeling, p. 217).
• No frailties or common powers
• If the character leaves her own dreams, she does not
recover Willpower for that night of sleep. • Numina reflect their identity in the dream
• Manifest in dream form: Use social traits for Power, • Important eidolons, which represent specific strong
Finesse, and Resistance for Changelings or Mental emotions to the dreamer, have Wyrd equal to the For-
traits for other beings. Dream Health replaces Health: tification rating.
current Clarity + Attribute maximum for Changelings. • Eidolon extras have Wyrd 1 and no Glamour or Will-
Resistance + Attribute maximum for others. power to spend.
• If the character’s dream form is killed in her own Dreamweaving
dream, she wakes up. If killed in another’s dream or
the Hedge, she suffers the Lethargic Condition. If Engage with the ongoing events and symbolism of the dream
dreamweaving or fae magic kills her, she suffers the to make changes. Use equipment, shift effects, teamwork, and
Soul Shocked Conditions. planning to build bigger dice pools to generate paradigm shifts.
• All actions take a penalty equal to the dreamer’s
• If the character takes more damage than their Attri- Composure.
bute maximum from a single attack, excess damage is
applied to Clarity. • Successes exceeding the requirements of a mundane
action may be spent on dreamweaving effects. Spend 1
• The character can wake up at will from their own Glamour for a subtle shift or 2 Glamour on an exception-
dreams or from another’s dreams or the Dreaming al success for a paradigm shift. (Changeling, pp. 218-219)
Roads with a Resolve + Composure roll. The dreamer
may roll their Fortification as a contested action. • Paradigm shifts build up shift conditions (see below).
Gate of Horn Shift Conditions
• Enter dreams physically by navigating through the Oneiromancers can meaningfully interact with an impor-
Hedge and the Dreaming Roads. tant eidolon or prop to resolve Shift Conditions and enact ef-
fects on the dreamer. Changing someone with a Shift Condi-
Bastions
tion counts as a Clarity breaking point (Changeling, p. 106).
• Protected by Fortification (Dreamer’s Resolve + Su- • When the character performs a paradigm shift with no
pernatural Tolerance), which may be increased by +2 Shift Conditions, she gains the Dream Infiltrator Con-
by a changeling in their own Bastion by spending a dition. If she has Dream Infiltrator, gain Dream Intrud-
point of Willpower er. If she has Dream Intruder, gain Dream Assailant.
• To assess the Fortification rating, roll Manipulation + • Additional paradigm shifts when the character has
Empathy (Changeling, p. 221) Dream Assailant risk waking the dreamer. Roll cur-
rent Clarity + Composure contested by the dreamer’s
Entering Bastions requires one of the following conditions: current Willpower + Resolve. If the dreamer wins,
• An invitation from the dreamer in the form of a they wake up immediately.
pledge
• Changelings do not gain Shift Conditions in their
• The Bastion’s Key own dreams.
118 Chapter Five: The Dreaming Roads
Shift Condition Dream Infiltrator Dream Intruder Dream Assailant
Penalty* −2/−3 −3/−4 −5/−5
Impression Penalty One level Two levels Hostile
Dreamweaving cost +1 success for subtle shifts +1 success +2 successes for paradigm
shifts, no subtle shifts
*Shift Conditions apply a penalty to rolls to interact peaceably with eidolons (the first number) or to act unnoticed (the
second number).
Shift Condition Effects • Instill a subliminal command the dreamer will per-
Dream Infiltrator Resolution Effects (Changeling, p. 337): form within 24 hours of waking.
• Deliver a subliminal message • Manipulation bonus: roll Wits + Empathy + Wyrd.
• Manipulation bonus: Roll Wits and store successes as • Grant or remove a dot of any Mental or Supernatural
bonus dice for future Manipulation-based rolls Merit for the rest of the story. The dreamer must meet
the prerequisites.
• Impose or remove a Condition toward the character,
such as Swooned, Leveraged, Competitive, etc. • Inflict the Ravaged condition.
• Increase or decrease Fortification by Open Doors • Change one of the dreamer’s anchors or Aspirations
equal to the character’s Empathy toward a social goal or add one.
• Stop the dreamer from recovering Willpower for that • Inflict Flesh Too Solid Tilt on the dreamer’s dream
night’s rest form.
Dream Intruder Resolution Effects (Changeling, p. 338):
• Deliver a subliminal suggestion the dreamer to carry
out within 24 hours of waking; excludes self-harm or
breaking point actions. Dreams’ End
• Manipulation bonus: roll wits + Empathy. Bastions collapse when a dreamer wakes
and oneiropomps have (10 – the dreamer’s
• Impose or remove a Persistent condition that affects Willpower dots) turns to escape. Escape is
the dreamer’s mental state or attitude, such as Obses- possible by narratively finding the exit or
sion, Awestruck, Amnesia, Madness, etc. through a paradigm shift. In dream form,
a changeling may accept a Condition to
• Make a Clarity attack against a changeling dreamer escape: Lethargic if the dreamer wakes
with dice equal to Presence. naturally or Soul Shocked if woken by a
paradigm shift.
• Steal Willpower or Glamour up to the character’s
Presence + Wyrd. Failure to escape deposits the oneiromancer
elsewhere, at a location determined by the
• Increase or decrease one of the dreamer’s Social or Storyteller.
Mental Attributes or Skills by 1 for the rest of the story.
Dream Assailant Resolution Effects (Changeling, p. 336):
Dreamweaving Quick Reference 119
This permanent door functions as the Gate of Horn, those of the motley. These eidolons appear to be napping, and the
fractally-present doors to the Dreaming Roads which are, in individual within the Bastion leans over the representative ei-
the end, all one door. Each individual utilizing the Fixed dolon and whispers a short sentence (up to five words) in her
Doorway spends one Glamour before physically stepping ear. The waking member hears this message as if whispered
through from the Hedge into the Bastion; she may bring to her waking body; no one else can hear it by any means.
along a passenger for an additional point of Glamour. Un- Changelings at full Clarity know unerringly the source of
willing passengers trigger a Clash of Wills whether or not these whispers; changelings at less than full Clarity make a
they are conscious. Returning through the Fixed Doorway Wits + Composure roll to make certain they’re not hearing
requires the expenditure of a second point of Glamour. things or falling prey to someone’s attempts to befuddle their
Guardian Eidolon (•) Your character has created a sense of reality. Failure prompts a Clarity damage roll as if the
guardian-shaped container within her Bastion, into which Changeling had been subjected to her Seeming Curse.
different eidolons flow whenever the nature of the Bastion
shifts with dreams. This container may be shaped as an
New Merit: Calming
alarm clock, a parrot which shrieks warnings, or another, Eidolons (• to •••, Motley)
more surreal guardian such as a pervasive shimmering mist. Prerequisite: Shared Bastion
The details of this guardian change as different eidolons fill Having spent a great deal of time working together, the
it. A train eidolon filling a parrot-shaped container might motley has made the oneiromantic work they perform on
have a shriek that sounds more like a whistle and oversized one another much easier. The number of dots spent on this
eyes in the form of slowly spinning spoked iron wheels. Merit lowers the Composure dice penalty suffered by Subtle
A changeling wakes her guardian for a scene by spending a Shifts enacted by the owners of the shared Bastion in ques-
point of Willpower. As this guardian is woven into the Bastion tion. This merit cannot lower the Composure penalty below
itself and reacts noticeably to any sign of trouble, while within 1. The dreamer always resists, however subtly.
her Bastion with a woken guardian, a character cannot lose her
Defense due to surprise and the player adds the Bastion’s rating New Merit: Motley
in dice to all actions during the first turn of an action sequence. Awareness (• or •••)
Illusory Armory (••) The props within the Bastion come Prerequisite: Shared Bastion
to the character’s hands in moments of need. Once per chapter,
Spending a great deal of time in one another’s dreams
by spending a point (or more) of Glamour, the character may
increases a motley’s bond to truly uncanny levels. Your char-
immediately summon an unimportant prop to hand. The dice
acter and her motley mates pick up on each other’s moods,
bonus the equipment provides (Changeling, p. 191) is equal
finish one another’s sentences, and anticipate the needs of
to twice the number of Glamour spent to a maximum of +5.
their motley and its individual members. This sort of pre-
The changeling may summon an important prop by spending a
ternatural understanding may unsettle outsiders, but it feels
point of Willpower in addition to the Glamour spent.
natural to the motley.
Permanent Armory (•) Your character has traveled to
At the one-dot level, the changeling gains +1 to Social
her Bastion often enough through the Gate of Horn to store
rolls with other members of her motley due both to her abili-
physical items, including arms and armor, within its walls.
ty to read their body language and a subconscious awareness
Whether through a Fixed Doorway or the long way ‘round,
of her motley’s moods. All members of the motley receive
she’s carried physical equipment and can store it within her
this bonus as long as one member has the Merit.
Bastion without the eidolons messing with it, hiding it, or
misplacing it. In order to store non-mundane items, such as At the three-dot level, the motley’s bond becomes truly
tokens or goblin fruits, the Bastion’s owner or owners must intense. Regardless of distance, she knows the general mood
spend a Willpower point per chapter for each item so stored. of each of her motley members, whether or not they have the
Motleys sharing a Bastion may share this cost as they see fit. Merit, and becomes instantly aware of any substantial shifts
If the owner fails to maintain the Armory’s non-mundane in mood, positive or negative. She may utilize this awareness
stock, the Bastion absorbs it. Items represented by Merits to send messages of up to three words to her motley upon
lost in this fashion (such as a token) are subject to Sanctity which no one can eavesdrop by any means — the messages
of Merits. are encoded in the shared language of the motley’s dreams,
passing through their shared Bastion. In action scenes, this
Raised Defenses (•) When even one member of the
does not require an action, just like a character’s ability to
motley is within the Bastion, whether physically or as her
speak while also taking an instant action, but in such scenes
dream self, intruders or attackers suffer twice the Merit’s rat-
the changeling must choose between speaking aloud and
ing in penalties, to a maximum of 5.
utilizing this private communication. Replying requires pos-
Subtle Speech (••) Translucent and fixed eidolons rep- session of the Merit at three dots.
resenting each of the motley’s members remain always in the
Drawback: Regardless of distance, changelings with
Bastion and may be used to send messages to waking members
the three-dot version suffer the highest Clarity perception
120 Chapter Five: The Dreaming Roads
penalty of any member of their motley, even those without Somnia
the merit. This drawback only affects the Clarity percep-
tion penalty and not any other mechanics dependent upon Within Bastions, dreamers explore personal hallucina-
current Clarity such as kenning or Contracts. Merits or tory experiences. Dreams rarely consist of full memories, or
supernatural abilities which ameliorate such penalties only an exact recounting of the previous day’s events, unless the
do so for the changeling who has that Merit or ability. Feel- dreamer suffers from post-traumatic stress. Instead, dreams
ing another’s pain becomes frightfully literal when your are twisted versions of everything a dreamer knows, remem-
bonds get this strong. bers, fears, and desires.
New Merit: Somnambulation Dream Science
(••• to ••••) Numerous theories try to explain the purpose of
dreams. The “threat simulator” theory proposes that dreams
Prerequisite: Shared Bastion
prepare the mind to solve problems. Anecdotal evidence
Your character spends so much time in her Bastion that consists of instances when people have been stuck, trying
she has developed the need to have someone tend to her to solve some complex mathematical problem, only to wake
body’s physical requirements while she wanders the Dreaming up the next day with a solution. In the Chronicles of Dark-
Roads. Leaving an eidolon container she has shaped over time ness, this evolutionary advantage may not be just a defense
within her Bastion to tend to her bodily form, your character against predators in the mundane world, but also against
can rest assured that her body will not lie fallow; one of her ei- supernatural threats that mortals were more aware of in mil-
dolons flows into the container and takes over basic self-care. lennia past.
At three dots, your tending eidolon can maneuver your char-
Another theory emphasizes emotions and the role of
acter’s somnambulating body to the bathroom, make her body
dreams in helping people process related thoughts and urg-
drink water or eat pre-prepared food, and walk her around
es. A reduction in sleep quality, and subsequently in length
the living room for stretches and mild exercise. At four dots,
and number of dreams, diminishes a person’s ability to pro-
the eidolon can undertake basic mundane tasks, like making
cess complex emotional responses. Dreams provide a means
phone calls or carrying out the tasks of that at-home job you
to imagine and create new experiences that enable a person
said you could do in your sleep. The eidolon cannot do any-
to understand others better. Mortals’ ability to imagine new
thing which would require a dice roll and will strike anyone
vistas and emotional states in dreams is likely what draws
who encounters your character as odd, which may give your
the Others to their dreams.
character something to explain once she wakes up.
Recurring dreams tend to manifest during times of
Drawback: Your character needs dreaming sleep more
stress and feature distressing and negative situations. Rep-
than others. She’s so used to spending her resting time in her
etition of these simulated traumas represents the dreamer
Bastion that not doing so doesn’t just prevent her from rest-
incorporating these emotions into their psyche. Common
ing; it actively drains her. At three dots, if she goes more than
themes emerge from mortal society’s experiences, which
a day without REM sleep, she doesn’t just fail to regain Will-
makes specific shifts easier in these dreams. Manipulating
power, she loses one additional Willpower. At four dots, if your
the dreamer during their waking hours can induce emotion-
character falls asleep with 0 Willpower, roll her current Clarity.
al states and cause recurring dreams to emerge.
Failure inflicts the Comatose condition as if she had filled her
Clarity track with damage. These effects do not stack. Studying machine learning, such as how artificial neural
networks learn, predict, and adapt, has provided new insight
Storytelling Dreams into the role of dreams. If trained on data too long, a neural
network loses all predictive capabilities. It can only make
Mortals believe they are lone wanderers in dreams, but predictions for the exact cases in the training data. Injecting
changelings and fae creatures travel the Dreaming Roads, noise into the program prevents this. Perhaps injecting noise
entering dreamers’ Bastions. The network of moonlit trails into our own memories prevents the brain from replaying
that form the Dreaming Roads connect dreams with little only people’s daily experiences and helps them acclimate to
rhyme or reason; by traversing these paths, a dream traveler new situations.
may venture into the Hedge. But other creatures stalk the
Dreams can be partially controlled — either lucidly or
Dreaming Roads, capable of passing through thresholds no
through external stimuli — and feature recurring elements,
changeling may cross and into the Astral Realms. The Lost
themes, and motifs that are part of the dreamer’s shared
and the plethora of other fae creatures — Gentry, Huntsmen,
culture. Storytellers can draw on these well-known and oft-
hobgoblins — can stalk these night roads and enter these
repeated props, narratives, and archetypes and mix in the
creatures’ Bastions, presenting the opportunity for stories
strange — dreams follow their own logic, with no regard to
and scenes that defy logic and reason and plumb the depths
what makes sense in the waking world.
of the real and fantastical.
Storytelling Dreams 121
Storming the Gate of Horn can unveil truths to once hidden events or be predictive, as
Breaching a Bastion and blending in with the somni- the dreamer senses the path they are heading down.
al actors and eidolons allows an interloper to observe the
dreamer — typically over many nights — and witness pat-
Beyond
terns, symbols, and memory fragments that reveal profound Mortal Bastions
insight into the dreamer’s psyche. Piecing together dream Dreams of violent delights and saccharine torments fill
narratives unveils the dreamer’s inner thoughts and fears. mortal Bastions. However, these pale in comparison to the
Some observers capture portions of dreams so that they can dreamscapes created by the stranger denizens of the Chron-
watch these chimeral residues like butterflies in a jar, extract- icles of Darkness that walk the Dreaming Roads. Not all of
ing further information and insight. their dreams are horrific, but all have experiences that are far
A canny changeling can nudge dreams to trigger memo- beyond most mortals’ understanding. The frightening, the
ries or nightmares. Forcefully doing so abruptly tears the strange, and even the simple knowledge that the world con-
dreamer from their current narrative and endangers the en- tains far more than it seems seeps into their dreams, making
tire Bastion. Combining external stimuli, oneiromancy, and them both fascinating and perilous to explore. The rewards
masquerading within dreams as particular roles — such as for entering these dangerous places are perhaps even more sig-
friends, family members, or lovers — a motley can collectively nificant, given that many of these monsters wield powers and
steer a dreamer to form Bastions in desirable ways. Skilled abilities that would make facing such entities head-on in the
oneiromancers can convince even lucid dreamers that the waking world suicide.
manipulations are the dreamers’ own choices made mani-
fest. Secrets are much easier to obtain if the dreamer believes Beast: The Primordial
they should be revealing such information. The dreams of those on the path to becoming Children
For a lone oneiromancer, performing numerous dream are unsettling as they approach their Devouring. Their Bas-
shifts within one night is challenging. More dramatic shifts are tions, never feeling like those of other mortals, are filled with
nearly impossible unless a team works in concert to prepare the imagery of dragons, giants, and the children of Echidna. It is
dreamscape for such substantial changes. The motley must also almost as if the dreamscape will eat an interloper alive, and
deal with the dreamer’s eidolons, whether blending in with them the eidolons are equally predatory.
or eliminating those who become suspicious of the intruders. Would-be Beasts dream of titanic monsters hunting
Oneiropomps play on the dreamer’s fears, urges, and suspicions, and devouring them, but as the Beast nears their Devouring,
or work to instill trust in order to prepare the dreamscape so they the dreams invert. Now they’re the hunter, with the taste of
may plant or extract information and secrets. blood and marrow upon their lips. Such nightmares remind
With a dream narrative inserted, oneiromancers can bring the Lost of their plight and escape from Arcadia, yet there is
forward desires, aspirations, worries, and memories — even re- something more to these dreams — they feel primal, mythic,
pressed ones. However, the latter requires much more careful and ancient.
dream crafting, as traumatic dreams can shock the dreamer For the Lost, entering these dreamscapes is a danger-
awake. Detailed construction of dream narratives and recre- ous affair, as these Bastions open to a place beyond the
ating such acts over multiple nights embeds these changes as Dreaming Roads. A tunnel leads deep into the gestalt
recurring dreams, and, in effect, gives oneiromancers a more dreams of the world, a place where no changeling can walk:
extensive range of prepared eidolons and props to utilize. the Primordial Dream. Slithering out from this Astral
Weaponizing dreams, oneiromancers can terrify dream- Plane, the Beast’s Horror — a primal terror — emerges, seek-
ers night after night, inflicting mental stress and exhaus- ing to feast on the pain and terror in others. This night-
tion or inducing other traumatic conditions that impact the mare senses intruders within the Bastion and drives them
dreamer’s waking life. Guiding a dreamer into a nightmare, away, seeking to protect the Bastion as the Devouring ap-
the oneiromancer can bring the sleeper face to face with proaches. Such dream monsters and their designs upon the
fears and repressed memories, either allowing the sleeper to soul of the Beast invoke revulsion within the Lost, as they
work through their trauma or constructing a conducive en- recognize parallels to how their soul was ripped away by
vironment for the dreamer to confess their fears to eidolons the Gentry. Some Lost may even try to save the soul ofthe
wearing faces they trust. would-be Beast, seeking to break the cycle of pain that they
The proximity of the Dreaming Roads to the Hedge believe births these monsters.
and Arcadia means that Bastions are a place of revelations With the Devouring complete, the Beast, and in turn
and foresight. The dreaming mind makes connections be- their Bastion, is now a seat of power for the Horror. From
tween events, items, locations, and people in a way that the here nightmares infect those about the Beast as the Hor-
waking mind cannot. Reason gives way to the irrational as ror reaches out, seeking to feast on fear. The Bastion of the
the dreamer explores fantasies and hallucinations, recogniz- person that becomes a Beast is gone, now becoming a Lair.
ing patterns and tugging on the threads of fate. Such dreams
122 Chapter Five: The Dreaming Roads
Demon: The Descent their soul. The resulting Bastion of such a dreamer is an
Demons of the God-Machine are utterly inhuman, amalgam of these two entities. From the Dreaming Roads,
wearing a mask (not to be confused with changeling Masks) these Bastions are like those of other mortals, but they’re
called a Cover. Given their lack of a soul, the Unchained tainted by the manner in which the Sin-Eater died and the
don’t have Bastions fae creatures can invade. Do demons burdens that they carry.
even dream? Within these dreamscapes, Sin-Eaters fixate upon what
These entities can implant manipulative dreams into drives them — the goal, aspiration, or regret that upon death
the minds of others. Cog and machine-like imagery under- they couldn’t let go of. Some seek revenge, while others seek
pin these false dreams, and a canny changeling will notice to make amends. Their attitude to the dead further colors
that eidolons formed from these implanted dreams do not the Bastions. Do they wish to venerate the forgotten dead, or
move or behave quite right, as if glitchy. do they seek to bring justice for the restless spirits?
The Unchained piece their Covers together by taking The geist and the Sin-Eater are in a constant metaphysi-
portions of souls from mortals. The mortals’ Bastions are cal conversation, each changing the other, with the geist’s
filled with great black voids, signaling their missing dreams, own drives and symbolism bleeding into the Sin-Eater’s
memories, and emotions. Eidolons and props associated dreams. Geists are not simply ghosts, but ghosts that have
with these parts of the dreamscape are missing. grown past the original echoes of their mortal lives and
deaths, now embodying a particular concept of death.
In particular, stigmatics, and those plagued by autono- They’re monstrous beings twisted by their time in the Un-
mous memetic viruses, reveal their true nature within their derworld, and they bear a Remembrance — a symbolic image
Bastions, as their dreams are focused on machinations of of death that holds a clue to the details of their mortal life.
the God-Machine. Hazy visions of the grand schemes of that These memories, concepts, and ideals bleed into the dreams-
strange deity fill their dreams, particularly imagery of math- cape as the geist embodies eidolons to whisper their cravings
ematics and occult physics. Through these dreams, a change- to the Sin-Eater.
ling can piece together information regarding Infrastructure
and the plans of the machine angels if the goals of the God- As the metaphysical co-operation between the Sin-Eater
Machine ever threaten the freehold. and their geist strengthens, the Bastion displays greater har-
mony between their respective goals, urges, and memories.
Deviant: The Renegades Both entities are almost able to hold a conversation in the
shared dream space. A skilled oneiromancer can help or hin-
The Remade are humans touched by science, magic,
der this process, reinforcing or suppressing the geist’s alle-
or faith, through force or falsehoods, to become something
gorical symbols and disturbing the balance between the two
other than human. They are myriad, with little in common
entities sharing the same body.
except for the common set of circumstances that triggered
their Divergences. While commonalities exist, the Remade Hunter: The Vigil
are all unique, and so are their Bastions.
Hopping between the fantastical domains of dream-
Eidolons and props within a Remade’s Bastion often ers that dot the Dreaming Roads, a changeling likely would
embody the image of their Progenitors and the events sur- overlook a hunter’s Bastion. Externally they appear just like
rounding their transformation, occurring most frequently those of other mortals, but once within the dreamscape, it
in recurring nightmares. Their fear of being discovered and becomes apparent that these mortals have a fixation upon
ostracized by society at large fills their dreams with images the creatures they hunt. However, their dreams also reflect
of people, even their friends and family, selling them out to how some of these mortals descend into ever more vicious
the conspiracies that hunt them. Furthermore, the dreams fantasies, suspicious of friends and family, and fantasizing
of a Remade reflect their Scars — disabilities, wounds, and about elaborate plans to trap and torture their quarry. Such
afflictions that are the price of the powers the Remade wield sadistic dreams are as repulsive as those of the creatures they
— especially if those Scars are psychological. hunt, and in some respects, no different from those fantasies
Some Remade are masters exerting their willpower over of serial killers.
reality, allowing them to effect great acts and efforts. Their Hunters’ Bastions — which Autumn courtiers call Rev-
dreams are lucid and act as extensions of this drive to master erie Castles — are filled with chambers and theatres of the
the world about them, making these Bastions treacherous mind. These are dark places where the dreamer concocts
for those who enter them, as the eidolons are more keenly traps and novel means of dealing with the monsters they
aware of their presence. Deviants may also dream travel, fight during waking hours. Some sections are like trophy
making them another threat or ally on the Dreaming Roads. cabinets where the hunter reviews their kills. Observing the
activities in these Reverie Castles reveals the Code by which
Geist: The Sin-Eaters
a hunter abides and the rules they follow to preserve their
Sin-Eaters are beings formed when a spirit entity from sanity as go to any lengths to stop monsters from harming
the Underworld — a geist — resides in a mortal in place of the innocent.
Storytelling Dreams 123
Hunters’ suspicious natures makes entering their Bas- box might become wrapped in sturdy, golden chains secured
tions dangerous, as their eidolons react aggressively to any with a giant padlock.
actor in the dreamscape that is clearly an intruder. However, A mage who journeys further into the Astral proper
intruding upon a hunter’s dreams is perhaps the only safe through meditation or spell can bring changelings along the
way to gain insight into a cell’s plans, especially if its activi- same way they would bring anyone else, using Mind magic.
ties threaten the freehold. The Lost recognize the touch of the Hedge during this process,
Understanding how a hunter fixates upon their quar- though they can’t tell why. It’s also possible to end up catapulted
ry allows an oneiromancer to gently nudge the dreamer’s into the Astral Realms directly by remaining inside a Bastion
thoughts. Prolonged manipulations can eventually redirect as it crumbles, but no one has yet found any way to control
their focus towards other threats, such as privateers, Loy- where they might be flung, so the chances of doing so deliber-
alists, and hobgoblins. Planting clues, connections, and ately are extremely slim; a dreamwalker is just as likely to end
symbolism are all means by which a changeling steers the up in the Underworld or a pocket of Old Arcadia, or even more
hunter subconsciously. Using similar additions to dreams alien places. Changelings perceive Goetia as particularly pow-
can inject distrust within a cell, setting the hunters at each erful eidolons, but any dream-related powers the Lost possess
other’s throats. don’t work beyond the borders of the Dreaming Roads. The
use of fae magic in the Temenos tends to passively bring out the
Mage: The Awakening fairy tale associations in whatever Temenos realms they hap-
From the Awakened perspective, dreams are at the very pen to pass through, and many liken the experience to traveling
shallowest end of the Astral Realms, the only part accessible to through the Hedge’s strange, human-focused cousin — though
anyone who can dream at all. Any mage can dream lucidly via Hedge-related magic doesn’t work there, either.
meditation or spells, allowing Lost oneiromancers to interact Changelings who have the misfortune of ending up in the
with her directly. While a changeling sees a dreamwalking mage Dreamtime have no innate defense against the Ecstatic Wind,
as existing within the Bastion just like they are, a mage doesn’t a force of cosmic consciousness that inhabits the soul of the
sense the Bastion at all except as the dreamer Withstanding her universe itself and scours the very notion of identity and self
spell unless the changeling uses powers of their own to draw away from anyone who ventures there. Lost with low Clarity
her into the dream their way. As the Hedge is the barrier mages are particularly susceptible to its ravages. Suffering the uncaring
cross to reach the deeper Astral Realms, a changeling watching furor of the Ecstatic Wind may be as close an experience to a
the process would see the sorcerer’s dream form vanish into the changeling’s durance as he’s likely to ever get without returning
Hedge proper. to the Gentry, intensely traumatic in a way only his fellow Lost
Any Arcanum can manipulate what happens in a Bastion could ever understand.
through interacting with the eidolons, props, and scenery as if
they were in the waking world; coaxing a fire to burn out of con- Mummy: The Curse
trol is still the purview of Forces, Death can still communicate The Arisen are ancient entities that slumber for eons,
with corpses, and Fate still meddles with chance and inflicts awakening when the stars are right, when they are called
curses. However, Mind is best equipped for the job; mages who upon by their cult, or when their tomb is disturbed by would-
delve into the Mind Arcanum, especially those on the Mastigos be thieves. Arisen are no longer human, and their minds
Path, are some of the most powerful and dangerous beings a and dreams are now the possession of the lords of the Duat.
changeling can encounter on the Dreaming Roads. Mind spells However, even while they slumber, the dreams of their cult
can summon or command eidolons, directly control the form and victims are still domains which changelings can enter.
and direction of a Bastion and its dream’s narrative, force a Mummies can mentally harm others through Sybaris,
dreamer to awaken immediately or ensure they continue sleep- a primal fear which leaves victims with lasting nightmares.
ing indefinitely, and perform a host of other, similar feats. Such Recognizing the wounds within a Bastion enables dream
blatant overrides of a dreamer’s subconscious are often disturb- travelers to track down the immortal creatures who in-
ing for the Lost to witness, bearing a vague resemblance to ways flict them. Those Arisen who have learned the Utterance
in which their Keepers may have forcefully suborned their wills, Dreams of Dead Gods (Mummy: The Curse, pp. 135-136)
thoughts, or imaginations. can inflict twisted nightmares upon enemies and cultists,
Many Awakened spells that normally have no discern- though in a more controlled manner compared to Sybaris.
able effect to those without Mage Sight manifest physically and Individuals deemed by fate to be future allies and accom-
symbolically to a changeling here. For instance, if a mage uses plices of the Arisen receive prophetic dreams filled with clues
Mind magic to strengthen a dreamer’s Resolve, the Fortifica- and imagery tied to their prospective lord. Their cultists dream
tion of their Bastion also increases, and changelings attempting of messages from their slumbering master. Some of those drawn
to break in suddenly face more opposition of whatever kind fits by these dreams can be changelings, serving a particular role
best with the Bastion’s form. A concrete bunker Bastion might in such a cult as dream interpreters. The imagery of pyramids,
abruptly sprout laser security systems and thick doors of rein- sand, and the gods of the Duat fill cultists’ Bastions, especially
forced steel, while a Bastion in the form of an ornate jewelry when receiving visions from their undying master.
124 Chapter Five: The Dreaming Roads
Promethean: The Created tion’s borders to terrorize other dreamers and travelers along
Prometheans are liminal creatures, walking the road be- the Roads.
tween humanity and inhumanity. Their dreams reflect their Some elder Kindred Bastions become such iconic fix-
Pilgrimage — their journey toward becoming ever-more hu- tures of the dreamscape that they persist even after the
man or embracing their monstrous potential. vampire wakes from Torpor, making for fascinating but im-
Dreams of the Created are filled with alchemical im- mensely dangerous places for courageous Lost to explore.
ages. The landscape is ever-changing, reflecting their quest Such ancient cenotaphs contain secrets and stories long lost
to discover and attain their perfected self. A sense of discom- to time. Those that reach back far enough into — or beyond
fort pervades the Promethean’s dreams. Torment is a con- — history may even hold answers to riddles dating back to
stant companion in the waking world, preventing the Pro- Old Arcadia or hidden truths about the most untouchable
methean from ever being fully comfortable, whether due to Gentry Titles that could break them utterly if discovered.
their physical form or the feeling that they don’t fit in. Their Werewolf: The Forsaken
dreams reflect this constant unease, setting oneiromancers
on edge and giving them the feeling that even the most pleas- Werewolves are humans with the souls of wolves. As
ant dream might become a nightmare at any moment. creatures that shift form into pack hunters that travel be-
tween the mortal material world and the animistic dark re-
Many Promethean dreams incorporate input from the
flection known as the Shadow, their dreams are direct and
collective unconscious of all Created, which they call the Az-
focused. Outwardly, these Bastions appear wrapped in twist-
othic Memory. Such information feels more true and solid
ing thick vines and sharp stones, their walls decked in skulls
than other aspects of the dream, and attempts to alter such
of the werewolf’s kills.
thing require a Clash of Wills. Prometheans also experience
waking dreams called Elpis visions during their Pilgrimage, The dreamscape of these entities takes the form of their
which shows them — or at least hints at — the next steps hunting grounds. Dark gnarled forests and looming city
they need to take. This is an incredibly personal experience; spires are filled with all manner of props and eidolons that
many changelings view interfering with these dreams as vul- reflect both the menagerie of spirits that exist in the Shadow
gar. Once, the Keepers took them and molded them into and the inner struggle between the werewolf’s human drives
something else without their input; what right do the Lost and animalistic passions. The strain between these two
have to do that to the Created? manifests as eidolons fighting each other, each embodying
one side of the werewolf’s struggle. The balance waxes and
Vampire: The Requiem wanes as the moon moves through its phases, with balance
Vampires are driven by their unnatural hunger, a nature only taking hold when the moon’s phase is the same as that
that they refer to as the Beast. Within a vampire’s Bastion, under which the werewolf had their first change.
the Beast stalks the dreamscape, manipulating dreams and Of all the werewolf Auspices, those born under the
nightmares to suit its primal nature and to push the vampire gibbous moon, known as Cahalith in the First Tongue, are
towards ever more violent acts and bloodletting. It slips into blessed by the moon spirit Luna with powers of prophecy
the roles of eidolons, whispering dark desires and murder- and insight that come to them in dreams. These somnial
ous thoughts. MAs a vampire ages, their murderous actions, messages aren’t easy to interpret, but they can be a valuable
constant politicking, and the sheer volume of memories of resource when a pack hunts a motley or can be adjusted to
their inhuman life play themselves out during their slumber. set a pack on enemies. This is particularly true in the case of
Many vampires descend into a long sleep called torpor for werewolves of the Iron Masters tribe, who pass down skills
a time, whether due to injury or as a willing escape from and training regarding hunting all creatures that aren’t were-
the world. This form of sleep, where memories and dreams wolves or spirits. Those among their number who have had
twist and distort, is perhaps a requirement for such undead dealings with the Others and their minions are common tar-
predators to adapt. gets for dream manipulation.
When the Lost dare enter such Bastions, they walk on Spirits from the Shadow can cross over into our world,
blood slicked ground. Here, razor-like protrusions of sharp- possessing mortals and causing changes in their behavior
ened ivory threaten to catch and snare those who brush before claiming the mortal body and soul more wholly. At
against the Bastions’ Fortifications. BThe longer a vampire the early stages of the possession, the Urged have dreams
has been torpid, the more imposing and impenetrable their plagued by spirits, pushing them to perform acts that in-
Bastion becomes, and the less escapable it is once a change- dulge their alien needs and desires. Outwardly, there are few
ling does manage to get inside. Torpor nightmares make a changes to the Bastion of such mortals, but the dreamscape
grisly madhouse of it, where dread eidolons glutted on stolen becomes more aligned to the nature of the spirit over time,
power reenact the vampire’s worst memories over and over and the eidolons of the dreaming Urged become tools for
or engage in vicious competitions over territory within the the spirit to steer the mortal.
fortress — or without, for those who venture beyond the Bas-
Storytelling Dreams 125
126 Chapter Five: The Dreaming Roads
Faeries, come take me out of this dull world,
For I would ride with you upon the wind,
Run on the top of the dishevelled tide,
And dance upon the mountains like a flame.
— William Butler Yeats, “The Land of Heart’s Desire”
All kinds of people make their homes in the Hedge. on two incomes in New York City. Everything was fine, or at
From changelings who’ve given up most of their attachments least that’s what he told himself.
to the mortal world, to hobgoblins running small businesses, The Master of Hounds originally took him to be prey
to Hedge ghosts and fantastical creatures, the Hedge bustles for the pack. Michael was originally shaped as a buck with
with activity. an eight-point rack, a prize for any hunter. Ironically, his act-
Changelings
ing skills got more use here than in the mortal world. He
learned to hide in the brush, disguising himself as bracken
Most changelings visit the Hedge but maintain homes and bramble. When cornered, he bent his head and fought
and livelihoods in the mortal world. The following are char- for his life. The Master of Hounds was amused, at first, but
acters who largely operate within the Hedge, whether they then grew annoyed. The True Fae knew that the fun of the
live there full-time or simply have their preferred hang-out chase lay in the eventual, assured takedown, but Michael
spots among their hobgoblin allies. refused to be taken down.
Big Mike, as he is now known, insists that his Keeper
Big Mike, Proprietor threw him out. Perhaps the Master of Hounds thought he
of the Bramble Bar would be spoils for some other Other, or even a Huntsman.
No one knows the truth of it — merely that Big Mike was
I’m not playing when I say that’s a dangerous choice, but I like running for his life through Arcadia, then became tangled
your confidence. In fact, I might know a guy who can help you out. in the Thorns.
Background: Michael Burgess suffered from a specific His daughter, Clarissa, found him. She was the last per-
one-two punch in mortal life. As a shy, struggling actor who son he expected to see, covered as he was in antlers and bark
couldn’t network to save his life, Michael spent a lot of his and bearing a fearsome visage. He froze, terrified that she
time in bars, finding that alcohol greased the wheels of so- would run from him, but she knew. A hagstone, given to her
cialization. If you called him an alcoholic, he’d tell you he by a kindly hobgoblin, had revealed his location. She took
could quit any time he wanted. Besides, he’d picked up a his hand and led him home.
second part-time gig as a bartender; he controlled his crav-
Michael tried to make a go of it in the mortal world, but he
ings, not the other way around. His girlfriend and daughter
was simply too big — both in body and in spirit. His girlfriend
lived comfortably, or at least as comfortably as a family could
Changelings 127
had already moved on after his fetch was killed in a drunk driv- Willpower: 9
ing accident, and he didn’t want to bring more grief into her Current/Maximum Clarity: 7/7
life. He found he was far more comfortable in Shimmerrain. Initiative: 7
It reminded him of New York City, but with stranger pizza and
Defense: 4
worse storms. Eventually, he opened his own establishment,
Big Mike’s Bramble Bar, and it is here he remains. Armor: 1/0
Size: 6
Description: Big Mike is far taller than he was in his
mortal life. In his Mask, he’s about six-foot-eight with a wiry Speed: 11
build. His dark hair sits neatly styled, closely cropped to the Health: 11
head, with a green streak in front. In his mien, he’s at least Wyrd: 3
seven feet tall with a twelve-point rack of antlers and rough, Glamour/per Turn: 12/3
bark-like skin. Frailties: Must give sanctuary for a night to any member
Regardless of what shape he’s in, Big Mike is loud, sociable, of the Spring Court who asks for it.
and always willing to help. His booming laugh echoes through- Favored Regalia: Shield, Sword
out his small bar, but only an unlucky few mistake his good Contracts: Blessing of Spring, Cupid’s Arrow, Elemental
humor for pacifism. Big Mike takes his own mythos of being Weapon, Gift of Warm Breath, Might of the Terrible
kicked out of Arcadia for being a better hunter than his hunters Brute, Oathbreaker’s Punishment, Primal Glory
seriously, and he will fight to the death to protect his bar and Weapons/Attacks:
any Avowed or escaped changelings who seek his company.
Storytelling Hints: Big Mike is as boisterous as any Type Damage Dice Pool
owner of an Irish pub, if not more so. He likes meeting new
Brass Knuckles 0L 9
folks and hearing their stories, and sometimes he’ll use his
Spring Court powers to help them out. He rarely leaves his Crowbar 2L 6
bar, but when he does, he always brings back a lost Avowed
or some new Hedge fruit. His concoctions are never bor- Notes: Big Mike owns Big Mike’s Bramble Bar (p. 49)
ing, and his gossip is always fresh. Perhaps foolishly, he has and spends most of his time in the Hedge. His Avowed
no fear of the True Fae — at least, regarding his own life or daughter, Clarissa, lives in Brooklyn but occasionally makes
chance of recapture. He’s far more afraid for the safety of her way into the Hedge for functions. Big Mike’s motley in-
Avowed and newly-escaped changelings, and he will almost cludes Marshmallow (p. 130).
smother them trying to protect them.
Laila the Eel,
Seeming: Beast Head Guard of
Kith: Hunterheart the Sunken Market
Court: Spring “Compelling story. I like the part about your friend still being
Needle: Provider in a coma. Very captivating. Still a breach of Market law. Let’s go.”
Thread: Generosity Background: Laila grew up in one of the first kib-
Aspirations: Distill a new type of alcohol from inedible butzim formed by Jews fleeing Russia in the wake of po-
Hedge fruits, help rescue a changeling from the Master of groms in the late nineteenth century; she recalls this
the Hounds, defeat a famous privateer. portion of her life, when convinced to speak of it at
Touchstones: His Avowed daughter, Clarissa. all, with wistfulness and joy. Born on the kibbutz, she
Mental Attributes: Intelligence 2, Wits 2, Resolve 4 grew up aware of the tension her parents felt at events
unfurling outside of their island of quiet and relative
Physical Attributes: Strength 4, Dexterity 2, Stamina 4
safety, and she understood why her mother and father
Social Attributes: Presence 3, Manipulation 1, took turns driving their rickety old truck west. They re-
Composure 5
turned with friends or relatives every time. Shaken, wor-
Mental Skills: Athletics 2, Craft (Distilling) 4, Craft ried, and carrying whatever they could, the new arrivals
(Bartending) 4, Medicine 2, Politics 1 adapted as best they could.
Physical Skills: Brawl (Sucker Punch) 5, Drive 1,
And then Eema didn’t come home from a trip to War-
Survival (Hedge) 3, Weaponry 2
saw. Her mother’s disappearance shattered Laila’s father,
Social Skills: Animal Ken 1, Empathy 3, Intimidation 3, and they started taking long trips to the ocean for him to
Socialize 4, Streetwise 2, Subterfuge 2
brood and distance himself from all the work she’d put into
Merits: Contacts (Hobgoblins) 2, Giant, Grounded, the kibbutz. Laila didn’t mind! She liked the ocean a lot, and
Hedge Sense, Mantle (Spring) 3, Staff (Big Mike’s it made her an awful lot less sad.
Bramble Bar) 3
128 Chapter Six: Faces
A riptide dragged her down into the realm of The She wouldn’t have the first clue how to find one of her lost
Brackish King; she spent a bleary half-eternity chained up to cousins, let alone talk to them.
the rocks outside the octopoidal Gentry’s coral-and-shadows
palace as a decoration. Eventually, she won enough favor Seeming: Darkling
with Him to be assigned to border patrol, swimming with a
Kith: Swimmerskin
pod of fellow mermaids, hunting down those who tried to
escape. Don’t ask what she ate during that time, or why her Court: none
teeth are still so very sharp. Needle: Protector
She chased an escapee too far five years ago, and the Thread: Memory
cut of Thorns on her arms and tail woke her as if from a fit- Aspirations: Protect the secret of Tortuga. Form a
ful slumber. Laila dragged herself out of Arcadia and into a relationship with a living relative. Afford a token limb to
world too fast, too bright, too loud, and too full of a history make walking easier.
that she can believe far too well but cannot reconcile. After a Touchstones: Judaism.
well-meaning Winter from the Megeddo freehold in Jerusa- Mental Attributes: Intelligence 3, Wits 5, Resolve 3
lem provided her with evidence of her mother’s death during Physical Attributes: Strength 3, Dexterity 4, Stamina 4
the Warsaw Uprising — upright until the end with a rifle in Social Attributes: Presence 3, Manipulation 2,
her hands — Laila fled the whole matter of freeholds and Composure 3
courts, returning to the salt and quiet she understands. She’s
Mental Skills: Academics (Religion) 2, Crafts 2,
found meaning in protecting the great turtle called Tortuga, Investigation 4, Medicine 3, Occult 3, Politics (Goblin
the sole changeling in a pod of goblin sirens and mermaids. Markets) 2
Description: She looks like she’s in her mid-twenties: tall Physical Skills: Athletics (Swimming) 4, Brawl
— on the rare occasions when she emerges from the water — (Grappling) 3, Larceny 2, Stealth (Aquatic) 3, Survival
and broad-shouldered. Laila’s upper body shows its strength (Hedge) 3, Weaponry (Knives) 3
with a swimmer’s long, sleek muscles, but when forced to come Social Skills: Animal Ken (Pinnipeds) 2, Empathy 2,
ashore, she moves with halting steps on weak legs. Laila has Intimidation (Feral Mannerisms) 3, Persuasion 2, Subterfuge 1
Ehlers-Danlos Syndrome, and her joints occasionally dislocate, Merits: Acute Senses, Arcadian Metabolism, Diviner 3,
which makes walking even more difficult. Her skin is the flow Elemental Warrior (Water) 5, Goblin Bounty 2, Hollow
of abyss-dark waters, and her solid-black eyes — no visible pupil, (The Shoals: Hob Alarm, Luxury Goods, Hidden Entry) 4,
sclera, or iris — are ringed with silvery eyelashes which match Lethal Mien (Teeth), Market Sense, Warded Dreams 1
her glimmering white undercut. Laila swims by rippling her Willpower: 6
long eel-like tail through the water; the gills just beneath her Current/Maximum Clarity: 8/8
collarbones flutter softly with her subaquatic breath. When she
Initiative: 8
smiles, Laila reveals her sharp, numerous teeth.
Defense: 7
A subtle glowing spot appears to drift under the surface
Armor: 0/0
of her skin in the center of her forehead when she wishes it
to do so, and the tips of her forefingers likewise glow upon Size: 5
command. Swimming in deep waters, she blends in almost Speed: 12
entirely except for those glowing dots, drifting in the dark Health: 9
exactly like anglerfish lights. She wears a bandeau top craft- Wyrd: 4
ed from sleek black Hedge whale leather, an obsidian knife Glamour/per Turn: 13/4
strapped to her hip with a silver Star of David charm dan-
Frailties: Cannot consume plant matter (minor taboo);
gling from its handle.
cannot sleep on land (minor taboo)
Storytelling Hints: Laila loves to talk and cherishes the Favored Regalia: Mirror, Steed
company of non-privateer changelings, who form most of
Contracts: Blessing of Perfection, Chrysalis (Eel,
her usual changeling company. However, she detests change-
Dolphin), Know the Competition, Portents And Visions,
ling politics and doesn’t want to hear about the problems of Walls Have Ears, Riddle-Kith, Unravel the Tapestry, Talon
freeholds. She’s never had a motley, but she finds the con- and Wing
cept fascinating: If someone could offer her a home worth Weapons/Attacks:
leaving the Doldrums for and make sure she wouldn’t have
to fuss with politics? Laila just might leave. The mermaid
loves talking about Judaism and will latch on to anyone she Type Damage Dice Pool
even suspects of being Jewish. She wants desperately to find Knife 0L 7
a member of her living family and form a relationship with Teeth 0L 7
them, but walking hurts, and the modern world terrifies her.
Notes: Laila does not suffer movement penalties in water.
Changelings 129
Marshmallow, Nowadays, Marshmallow hangs out at Big Mike’s Bram-
the Nuclear Sneak ble Bar in Shimmerrain and takes odd jobs in the Hedge.
She acts as a tour guide of sorts, showing folks of all stripes
[crackling and hissing noises] “Oh, sorry, I was talking to my- how to get from one place to another, helping Avowed find
self. What’s up?” their changelings, and running messages between Hollows
Background: They call her Marshmallow because she and Goblin Markets. Sometimes she comes back with tokens
was roasted over an open flame until her skin crackled and or even Icons. Big Mike knows better than to ask where she
turned to ash. At least, that’s what Marshmallow says. She got them.
doesn’t remember much about her life before Arcadia. She It takes time to learn how to pass as a mortal, but in the
knows she had two fathers and went to school somewhere Hedge, few entities question your quirks. Marshmallow is
fancy. The smell of campfire smoke in the Blue Ridge Moun- most comfortable in this liminal realm, free from the social
tains (how did she know that?) brought her back to the mor- norms she sometimes struggles to re-learn. It’s a process.
tal world, hissing and coughing and poisoning everything Storytelling Hints: Marshmallow feels disconnected
she touched. She must have liked camping at some point, from those around her and constantly, desperately search-
but these days she prefers more urban areas. It’s easier to es for camaraderie. She is deeply in love with her wife
blend in among the alleys and abandoned buildings. and very touchy about insinuations that it was “only” an
Big Mike found her when she escaped. He was her first internet relationship before her durance. She might ask
changeling friend, and he remains her best friend to this odd questions or laugh at inappropriate times, but she’s
day. She clung to him like shadows cling to sycamore trees at not malicious. The Becquerel is very happy to do jobs for
night, and he taught her how to walk the Hedge. Even more player characters, so long as they tell her a secret or prom-
valuable, though, he taught her how to enjoy life. Marsh- ise to visit her and her wife. She’s an excellent source of
mallow initially joined the Summer Court, feeling the anger information, and if she can’t find something, she’ll know
towards the Gentry flaring beneath the coals of her flesh, someone who can.
but in time, those flames gentled and turned cozy. While
she maintains a good relationship with her local Summer
Seeming: Darkling
Court, Marshmallow is now all in with Spring.
Kith: Becquerel
There are pieces of her past life still in existence, how-
Court: Spring
ever. Lana McDowell, Marshmallow’s mortal wife, knew
her before the Kindly Ones burned her memory away. Lana Needle: Dynamo
knew Marshmallow from the forums and chat servers they Thread: Friendship
both frequented, but she never knew her real name. The two Aspirations: Become the Spring Queen. Remember her
only met in person through luck and Big Mike’s interven- original name. Learn to speak ASL fluently.
tion. Marshmallow is fiercely devoted to Lana, who remains Touchstones: Big Mike’s Bramble Bar, Lana McDowell
one of her tenuous links to feeling like a person. Mental Attributes: Intelligence 3, Wits 4, Resolve 3
Description: Marshmallow was taken in her early 20s, Physical Attributes: Strength 1, Dexterity 4, Stamina 3
but it’s impossible to tell what age she is now. In her mask, Social Attributes: Presence 1, Manipulation 2,
she’s a small woman with olive skin and dark eyes, with a Composure 2
blunt-cut dark bob. In her mien, however, she’s a coal-black Mental Skills: Computer 1, Investigation (Cyphers) 3,
shadow of herself, sliding across the wall and leaving ashes Occult (Hedge Lore) 3, Politics 2
in her wake.
Physical Skills: Athletics 2, Brawl 2, Firearms 1, Larceny
Deeply insecure, Marshmallow knows she’s forgotten (Concealment) 2, Stealth 4, Survival (Hedge) 3
huge swaths of what it means to be human and not a burn Social Skills: Empathy 1, Expression (Hedge Shaping)
mark on a wall. She tries to surround herself with Avowed 3, Subterfuge 2
and mortals as much as possible, and she likes having long Merits: Anonymity 2, Arcadian Metabolism, Court
conversations about nothing at all. Sometimes she asks odd Goodwill (Summer) 1, Danger Sense, Hedge Sense,
questions or seems a bit blunt, but she’s never cruel. Mantle (Spring) 1
For a very long time, she forgot how to speak, as her Willpower: 5
voice was roasted out of her in Arcadia. With help from her Current/Maximum Clarity: 5/6
new court, however, she regained some of her original voice
Initiative: 6
and learned rudimentary sign. Marshmallow now has very
Defense: 7
little problem communicating unless she’s stressed or partic-
ularly emotional — she sometimes loses words altogether and Armor: 1/0
reverts to the hissing, crackling vocalizations of her durance. Size: 5
Speed: 10
130 Chapter Six: Faces
Health: 7 Storytelling Hints: The truth is, this dragon’s hoard
Wyrd: 2 is people, and she has no intent of dislodging them. She
Glamour/per Turn: 11/2 does, however, take action if an inhabitant or tribe of the
castle seems likely to kill off the hoard in large numbers,
Frailties: Cannot touch uranium glass (minor bane)
or prevent its numbers growing. She also takes an interest
Favored Regalia: Mirror, Steed in any opportunity to bring new people to settle in her
Contracts: Boon of the Scuttling Spider, Gift of hoard. Often the methods she uses are too large in scale
Warm Blood, Glimpse of a Distant Mirror, Know the to be fully understood, appearing as seismic activity or
Competition, Nevertread, Pathfinder, Read Lucidity, other events on a truly massive scale, but sometimes she
Riddle-kith
speaks to people.
Notes: Marshmallow is part of the Washington DC
freehold and is part of a motley with Big Mike. Lana Mc-
Dowell, Marshmallow’s Avowed wife, lives in Chevy Chase Virtue: Hoarding
and mostly keeps to herself and her computers. Vice: Inertia
Aspiration: Increase the hoard.
Hedge Ghosts Mental Attributes: Intelligence 10, Wits 5, Resolve 9
and Hobgoblins Physical Attributes: Strength 10, Dexterity 4, Stamina
10
Following are some Hedge ghosts and hobgoblins the Social Attributes: Presence 9, Manipulation 10,
characters might encounter on a journey through the Hedge. Composure 7
Mental Skills: Academics 5, Investigation 2, Medicine
The Castle Draconic 3, Occult 5, Politics (Sociology) 7
[Seismic rumblings] Physical Skills: Athletics 5, Brawl 5, Survival 3, Stealth
Background: It stretches from horizon to horizon, and 3
when travelers make their way to the center of it, the castle Social Skills: Animal Ken 3, Empathy 3, Intimidation
is all they can see in any direction. Less a building than a (Shake the Earth, Booming Voice) 5, Persuasion 3,
biome or a landscape, the castle’s towers, feasting halls, and Subterfuge 5
many crenelated walls are nonetheless instantly recogniz- Merits: Acute Senses, Allies (Castle Inhabitants) 5,
able. Looking closer, a visitor might notice that this castle Arcadian Metabolism 2, Encyclopedic Knowledge
has not been built but appears to have grown. The very soil, (Sociology) 2, Etiquette 3, Glamour Fasting, Hedge
the rocks and hills of the land have formed into some parts Brawler 2, Hedge Duelist 3, Lethal Mien 2
of the castle, blending seamlessly with trees and other plants Willpower: 16
which appear to have grown into the shape of a building Initiative: 11
elsewhere. Look even closer, and the visitor might notice Defense: 4
something more alarming. Armor: 4/5 (Scales)
Description: The castlescape is so huge that in many Size: 150
places there are miles and miles of uninhabited rooms and Speed: 25
corridors; however, numerous tribes of hobgoblins still make
Health: 160
their homes inside it, playing out their own little wars with-
out ever going outside. There is even a rumor that one Lost Wyrd: 10
freehold claims territory there. And all these people may be Glamour/per Turn: 50/10
living on borrowed time, because with patient observation Frailties: Gold (bane); cannot attempt to remove any
over hours, it is possible to see the shape beneath the cas- resident from the castlescape (taboo)
tle, the framework on which it has grown, which gives it its Contracts: Elemental Weapon, Murkblur, Paralyzing
shape and occasionally rises out of it as a tower which is not Presence, Summon the Loyal Servant, Trivial Reworking
a tower but a spinal ridge, or a wall which is not a wall but Dread Powers: Chameleon Horror, Immortal,
the curved tail of a massive, sleeping dragon. It seems that Influence: Seismic (5), Unbreakable
over centuries, soil settled over the dragon and plants grew
around her. She needs to breathe only rarely, which is fortu-
Weapons/Attacks:
nate, because her inhalations and the little ways she shifts in
her sleep, years apart, cause earthquakes in the castle. What Type Damage Dice Pool
will happen if she wakens, nobody knows. Bite 5L 15
Claw 5L 15
Hedge Ghosts and Hobgoblins 131
Dream Miners Virtue: Work Ethic
Vice: Family
“You better step aside, friend! I’ve got a quota to make.”
Aspiration: To make today’s quota, to pay off their
Background: What causes insomnia? Those who have debt.
travelled the Dreaming Roads often propose a magical, not
Mental Attributes: Intelligence 1, Wits 2, Resolve 2
medical, explanation. Many a dream traveler, running from
a foe, has given everything they have to reach the edges of a Physical Attributes: Strength 7, Dexterity 5, Stamina 5
Bastion, only to find a sign which says: Social Attributes: Presence 1, Manipulation 1,
Composure 3
Danger: Old Mine Workings
Mental Skills: Crafts (Mine construction) 3,
Should they enter the Bastion anyway, they find the Bas- Investigation (Locate Seam) 3, Occult 2
tion rapidly folding in on itself, props crumbling to nothing
Physical Skills: Athletics (Use pickaxe) 3, Stealth 2,
but gray dust. The exit behind them is immediately lost in
Survival 2, Weaponry 3
the murk, and rolls to find it again are made at a −3 penalty.
Social Skills: Intimidation 2
Dream miners are a kind of Ephialtes, but they come
Merits: Brownie’s Boon 1, Closed Book 1, Demolisher 3,
from the Hedge, and dream travelers sometimes see them
Good Time Management 1
stumbling home through the Dreaming Roads after a hard
night’s work. They mine a dreamer’s dreams themselves, Willpower: 5
stripping a Bastion bare, leaving the dreamer struggling to Initiative: 8
sleep for days, months or years. Defense: 2
Description: Tall, spindly people who sit, stand, and Armor: 0/0
even walk hunched over practically into a C shape, unfold- Size: 6
ing to a full height of between six and seven feet when using Speed: 12
their pickaxes. They are extremely pale, with no apparent Health: 11
eyes or need for them and glittering black rocks that appear
Wyrd: 3
to grow straight out of their skin, mostly in a cluster over
where their lungs would be. They do not seem to breathe Glamour/per Turn: 8/3
and work as fast as machines. They do not stop work for Frailties: Voluntarily downing tools before sunrise
anyone or anything. They cannot. (taboo)
Storytelling Hints: The Dream Mining Company Contracts: Fae Cunning, Hostile Takeover
is a parasite, but as much for the dream miners as the Dread Powers: Chameleon Horror, Conjure Dreams,
dreamer. Every single miner is a human or changeling Influence (Dreams) (1)
who accrued enough Goblin Debt to end up a hobgoblin
and eventually had it sold to the Dream Mining Com- Weapons/Attacks:
pany. They are in debt to the company store; their quo- Type Damage Dice Pool
tas are brutal and rise every night. The one independent
Giant Pickaxe 3L 10
thought each one has remaining is that they once had a
family who they could return to if they could pay off their Notes: Dream miners’ Power, Finesse, and Resistance
debt, but if it rises too high, the company will make their traits while in dreams are equal to their Strength, Dexterity,
families join them. and Stamina respectively.
The only way to stop the mining before they drain their
victim of Willpower, sleep, and one Aspiration, other than The Klaxon
taking the miners on directly, is to use dreamweaving to
“He is heeeeeereeee...”
make mining the Bastion such slow going they fear not meet-
ing their quotas and decide to move on. There is strength in Background: Not all changelings escape forever. Some
numbers, so an Entrapping Bastion Collapse (p. 112) may get taken back by Huntsmen, or even worse, by loyalists.
stand a better chance of success. These Lost are rarely, if ever, found again. The grief and ter-
ror of inhuman hands dragging them back to Arcadia snags
Or might there be a sliver of humanity left in a dream
on the Thorns of the Hedge, along the wide boulevards
miner, providing an opportunity for Social maneuvering? A
commonly used by the Gentry and their servants. Screams,
player character who hopes to challenge the apparent ruth-
prayers, and fruitless bargains not taken remain along the
lessness of a Dream Miner might try to use Crown contracts
paths, scattered like so many tragic leaves.
(Changeling, p. 128) to help keep a fight from breaking out;
or Know the Competition (Changeling, p. 136) to gain some Sometimes a dark wind comes along and sweeps up the
insight into the Miner. leaves, collecting them into its fearsome shape. The Klaxon
was never a person, or perhaps it was — some stories say that
132 Chapter Six: Faces
the first Winter King went willingly back to Arcadia to hide Vice: Myopic
from the Good Neighbors in their own realm, as it was the Thread: Surveillance
last place they would look. He left pieces of himself on that Aspiration: Acquire a body by taking a changeling’s
final journey, a warning to others who would follow. Other heart.
stories say a briarwolf collected ragged chunks of desperate
Power: 3
wails as cushioning for its lair, but so much abject fear col-
Finesse: 2
lected in one place gained a life of its own. One very dark
story suggests the Klaxon is the natural result of killing a Resistance: 5
heartless Huntsman in the Hedge — which suggests there Willpower: 7
are Klaxons, not just one Klaxon, wailing their way through Initiative: 7
the Thorns. Defense: 2
The Klaxon is one of several boogeymen changelings Armor: 0/0
tell stories about to each other in their Hollows and Free- Size: 5
holds. Many who’ve encountered the Hedge ghost prefer not
Speed: 5
to partake in these stories. Experiencing someone else’s to-
tal, terrified hopelessness loses some of its luster the second Health: 10
time around, especially when told through the mouths of Wyrd: 4
those who haven’t experienced the same thing. Glamour/per Turn: 15/4
Description: Changelings usually feel this Hedge ghost Frailties: Cannot abide the sound of church bells, cannot
rather than seeing it. Its Emotional Aura Numen cloaks Dematerialize in the presence of headphones
them in a crushing feeling of isolation and dread, and then it Influences: Panic 2
sets off its piercing aural Sign, filling their ears with a screech Common Powers: Path Through the Thorns; Reach;
that eclipses any fire alarm. It attempts to use its Entrapment Sense Glamour; To Market, To Market
numina to keep them in its area of influence for as long as Numina: Dematerialize, Entrap, Emotional Aura,
possible. Once the changelings panic, the Klaxon deploys its Keeper’s Calling, Sign
coup de grace: the Keeper’s Calling Numen. Notes: The Klaxon’s Sign always manifests as a wailing
To date, the Klaxon has not yet killed a changeling out alarm throughout the area of the Hedge it influences. The
of sheer terror, but that hasn’t stopped it from trying. The Sign can be heard from a distance and does occasionally
Klaxon wants a body of its own, beyond its corpus, and it draw in even more dangerous denizens of the Hedge.
thinks it can get one by stopping a changeling’s heart in
fright. Perhaps it hopes to switch its corpus with the change- Mirror People
ling’s heart, like a Huntsman. Whether or not this is true or “It’s a good deal. You don’t get caught, I get to touch some-
even possible remains to be seen. thing. It’d just be for a little while. All you have to do is say yes.”
Occasionally, a lucky changeling will bring headphones Background: The inhabitants of the Hall of Mirrors
with them into the Hedge, and the Klaxon finds itself cheat- (p. 41) are created in a person’s worst moments. They’re al-
ed out of an easy scare. It cannot dematerialize in the pres- ways watching and imitating, and sometimes, they’re eager
ence of headphones, earbuds, or other personal sound tech- to make an agreement with a changeling to swap places.
nology (even if that technology isn’t functioning properly)
and thus is stuck in its corpus. The Klaxon’s true form is a Description: You. Exactly like you. Except for your scar
patchwork human who appears to be slightly out focus and — it should be on the right, not the left. Or your watch, worn
is always, always screaming, even when no sound comes out on the right hand, not the left. And the expression on their
of its mouth. face, always frozen in whatever you were feeling, that time
when you couldn’t face yourself in the mirror.
Storytelling Hints: The Klaxon makes a cruel game out
of trapping changelings and forcing them to experience the Storytelling Hints: Not all mirror people want to get out
last moments of those who were recaptured. It prefers to re- into the world; some of those who do probably really mean it
main dematerialized while it plays games with its victims, when they promise to let the original back out of the Hall of
refusing to show its face unless absolutely necessary. Its true Mirrors soon, and not all of those who would try to steal the
power lies in the emotional and physical disorientation it in- original’s place would hurt anyone. It can be tempting to trade
flicts on those caught within its area of effect — and its favor- places with a mirror person. Some mirror people are danger-
ite weapon is the deafening siren-like wail it projects using ous though, and how would anyone tell the difference?
its Sign numina. The Klaxon should make player characters
who encounter it feel isolated, trapped, and very, very small. Virtue: Mimicry
It is nowhere near as powerful as a True Fae, but it loves to Vice: Sensation
pretend that it can destroy changelings just as easily.
Hedge Ghosts and Hobgoblins 133
Aspiration: To feel something, just once; or to take don’t trust him, of course, but he’ll be the first to tell them
someone’s place in the outside world permanently. that they shouldn’t, right before pouring them another cup
Willpower: 6 of tea and offering them a slice of cake.
Initiative: 7 Chaiwell’s Tea and Trinkets is a small bicycle pulled
Defense: 4 rickshaw. The exterior is brightly painted and plastered with
Armor: 0/0 writs of passage and customer reviews stapled over each oth-
er with all the finesse of advertisements on a telephone pole.
Speed: 15
Customers climb into the rickshaw and find themselves in
Wyrd: 3 a cozy tea shop stuffed with precisely the correct number
Frailties: Cannot leave the Hall of Mirrors unless one of of tables and chairs, decorated like a small town craft fair
their doubles in the outside world agrees to swap places exploded in all the nooks and crannies. The china service
with them (taboo) is a mix of chipped mugs and pots that run on nimble little
Contracts: Glimpse of a Distant Mirror, Mirror Mirror fingers to pour themselves. There’s always something of in-
Dread Powers: Home Ground, Know Soul, Maze terest to be found in the shop, and while prices tend to be
Notes: The Attributes, Skills, Merits, weapons, armor, unusually reasonable, there’s always just one more thing to
equipment, and other traits of mirror people not specified tempt a customer into staying a bit longer.
above are the same as the original had at the time the mirror Description: Nips usually appears as a tall and thin
person was created. phasmid that is always moving, bustling around with pots of
tea, nervous energy, and an obsession with all things mun-
Mr. Nips Chaiwell danely human. When the insectoid stick-bug hob stills, how-
“I read once that tea restores normality. Do you think it’s true? ever, his appearance shifts, mirroring back a slightly more
I should very much like to experience such novelty.” humanoid appearance that changelings instinctively find
more comfortable and familiar.
Background: Nips Chaiwell is the perfect host, brew-
er of the finest tea in all of Faerie and the Hedge. He is a Storytelling Hints: Mr. Chaiwell always does his utmost
friendly creature, welcome in nearly every Goblin Market, to put his customers at ease. He’ll chat warmly, ply them with
Freehold, and even some of the Faerie courts. The canny tales of his travels, and ask about current affairs in the mor-
134 Chapter Six: Faces
tal realm. Whether or not he sells the small Tokens and tea freed of the “trap,” but also the warding that kept the ghost
that are ostensibly his trade isn’t nearly as important to him as in check. Though the ill that follows doesn’t affect the one
gleaning fragments off his customers without them even real- holding the charm, the pithoi is now free to take their re-
izing it. He shaves off slivers of mannerisms, expressions, and venge on everyone that didn’t help them. Fruit rots, plants
conversational tone with most none the wiser or worse off for wither, and luck turns ill in their wake.
it. In exchange, his prices stay low, and if a changeling seems Description: The creatures are typically found as an in-
to be struggling to afford the overt price of their selections, substantial child sized ghost trapped by physical bonds. They
Mr. Chaiwell will usually make a small concession or even of- all appear to have suffered some great tragedy, sickness, or
fer to waive the price of their tea for ‘a hand around the shop’ other hardship that has made them less than they once were.
for a day or more. More careful negotiations may even add Once freed of its bonds, the pandora prisoner transforms,
provisions of unlimited tea and biscuits while helping. Reat- becoming larger and luminescent.
taching the hand afterwards may be problematic, of course.
Storytelling Hints: The pithoi aren’t terribly smart, but
they are cunning and wrathful, a curse upon land, change-
Virtue: Hospitality lings, and ghosts alike, which can make for strange allies
Vice: Curiosity when stopping one. It is possible to kill them, but physical
Aspiration: Gain enough humanity to explore the attacks generally aren’t effective. The best way to stop them is
mortal world. to trap them again with the warding charm of hope. A clever
Mental Attributes: Intelligence 2, Wits 4, Resolve 4 hero can trick them into accepting it again, or force it upon
them, but it is never willing or happy to be imprisoned.
Physical Attributes: Strength 3, Dexterity 4, Stamina 2
Social Attributes: Presence 4, Manipulation 6,
Composure 3 Thread: Revenge
Mental Skills: Academics 2, Crafts (Tea) 4, Occult 3, Aspiration: To take revenge and be free.
Politics (Goblin Market) 5 Power: 4
Physical Skills: Athletics 2 Finesse: 5
Social Skills: Empathy (Changelings) 2, Persuasion 1, Resistance: 2
Socialize 4, Streetwise 3, Subterfuge 4 Willpower: 7
Merits: Brownie’s Boon, Contacts (Goblin Markets, True Initiative: 7
Fae) 2, Etiquette 5, Fixer
Defense: 4
Willpower: 7
Size: 7
Initiative: 7
Speed: 19
Defense: 6
Corpus: 9
Armor: 0/0
Wyrd: 3
Size: 5
Frailties: Cannot harm or influence anyone wearing their
Speed: 12 charm
Health: 7 Influence: Decay 2, Luck 3
Wyrd: 5 Dread Powers: Clarity Drain, Emotional Aura (despair)
Glamour/per Turn: 10/5
Frailties: boiling water Scarlet Argiope
Contracts: Blessing of Perfection (Wizened), “I have just the thing for you, darling, but first I’m going to
Overpowering Dread, Shared Burden have to ask you for a little favor.”
Dread Powers: Chameleon Horror, Hypnotic Gaze, Background: Many hobgoblins gather by species, but Scar-
Know Soul, Lethe’s Embrace
let Argiope is the current mother of Weaver House and more
Pandora Prisoners than happy to adopt any with an eye for design and a talent for
sewing or Hedgespinning into her family. She runs an exclu-
“Please, help me. I’ve been trapped here for so long.” sive fashion house in the Hedge and doesn’t bother selling her
Background: The pandora prisoners, or pithoi, are a goods at anything so lowly as a market. Changelings must come
species of will-o-wisps or gaslight ghosts. Like their more lu- to her directly and be willing to pay dearly for the privilege.
minous kin, the pithoi lead travelers astray. Their voices call Weaver House’s power and influence hasn’t come solely
out piteously and any who follows them will find the pithoi from talent, however. It’s an open secret that the House will
trapped in some way. In return for their freedom, they of- sabotage, assassinate, and poach talent from their rivals to
fer the only thing they have — a charm of hope and ward- maintain their hegemony — and talented changelings aren’t
ing. If the traveler accepts the payment, the pithoi is not just exempt from their tactics.
Hedge Ghosts and Hobgoblins 135
Merits: Ambidextrous Brownie’s Boon, Contacts
(Mercenaries, Wealthy Hobs) 2, Hedge Duelist 3
New Token:
Willpower: 5
Ward of Hope (•••) Initiative: 8
The ward was forged from a pithoi’s very Defense: 6
last hope. It appears as a golden medallion Armor: 3/3
so old that all markings have softened into Size: 5
illegibility. Anyone holding the ward is im- Speed: 14
mune to all pandora prisoners’ powers and
begins with a “good impression” for Social Health: 7
Maneuvering. When activated, the Ward of Wyrd: 4
Hope replaces negative mental or emotional Glamour/per Turn: 10/5
Conditions or Tilts with the Steadfast Condi- Frailties: Torn clothing (bane)
tion. (Changeling, p. 345) Contracts: Blessing of Perfection, Summon the Loyal
Catch: The user must let go of something Servant, Tumult
terrible and speak aloud the last breaking Dread Powers: Miracle
point she caused- whether to herself or to
someone else. Selvans
In the Hedge, the line between flora and fauna blurs. Rock
Drawback: Holding the pandora pris-
oner’s hope forges a deeply sympathetic and formations with a lifelike profile gain a ponderous sort of sen-
emotional connection with the pithoi. She tience, a stretch of golden forest shivers and stretches in unison
gains the Swooned Condition when facing it. when nudged awake by an unwary traveler with an axe. Some
(Changeling, p. 345) individuals become so comfortable navigating the thorns that
their thoughts bend until they slowly become one with the Hedge
itself. These places and creatures become selvans — corners of the
Hedge with true sentience and will. The rest of the Hedge at large
Description: Scarlet appears to be an automaton with is no more a threat to them than a hand is to its owner.
painted ceramic features and eight delicate brass arms that
Each selvan is an individual, represented at their core
have been grafted onto her. These arms are continually
by all the enhancements and defenses of a Hollow. They may
working in concert, weaving, spinning, and stitching away.
also have access to other Contracts, Merits, and Dread Pow-
Storytelling Hints: Most Lost customers receive slightly ers as hobgoblins. Instructions for creating hobgoblins may
different service from Weaver House than hobgoblins. While be found in Changeling, p. 252. Additionally, selvans can
reigning monarchs receive all due deference, everyone else is always reshape themselves to suit their own whims. They roll
expected to provide some sort of favor just to be accepted eight Hedgespinning dice with 8-again, even on trods that
as a client. These favors may include kneecapping, property run through them, and may spend these successes on Subtle
repossession, or a dangerous hunt for Hedgespinning ingre- or Paradigm shifts.
dients. Alternatively, Scarlet will happily recruit changelings
As part of an ever changing psychoactive environment,
with a talent for Hedgespinning to her house. If her offer is
selvans are simply one facet of the Hedge. They have their
accepted, she will be a loyal (if controlling) “mother” and
own opaque goals and desires: They may allow travelers safe
ensure the Lost’s safety whether the Lost wishes it or not.
passage, leaving them blissfully unaware of the sapient nature
of the Hedge around them, or lead hobs and Lost alike into
Virtue: Creativity their hearts until they’re caught like a fly in a Venus flytrap.
Vice: Perfectionism
Aspiration: To remain without rivals.
Bugfruit
Mental Attributes: Intelligence 5, Wits 4, Resolve 3 “You ate me first, you can’t complain now that it’s the other
way around.”
Physical Attributes: Strength 3, Dexterity 6, Stamina 2
Social Attributes: Presence 2, Manipulation 3, Background: Colonies of bugfruit frequently live in the
Composure 2 thorns near goblin markets. They’re a much sought after speci-
men that lives in towering hive-hollows. Hobgoblins and Lost
Mental Skills: Crafts (Hedgespinning) 5, Politics
(Hobgoblins) 3 alike generally consider them a benign treat, and it’s not unusual
to find them being sold as snacks at the goblin market or hors
Physical Skills: Athletics 2, Brawl 4, Larceny 3
d’oeuvres during a Spring party. These are the worker drones,
Social Skills: Expression 2, Persuasion 4, Socialize 2 the eyes and ears of the queen of the selvan that is a part of every
drone, the hive, and its entire hollow. When a rare new queen is
136 Chapter Six: Faces
Frailties: Mold (bane)
The Deep Caves Contracts: Glib Tongue, Hedgewall, Summon the Loyal
Servant
There’s no telling whether there are many Dread Powers: Eye Spy, Much Depends on Dinner,
individual Deep Caves or just one entity that Numen (Drain), Pied Piper (Poisoned) 2
stretches out across an enormous territory. Notes: Pupating queens have access to Drain, Pied Pip-
This subterranean selvan has been known to er, and Skin-Taker Dread Powers until they take root and
make deals as well as simply devour those become fully adult. If the Bugfruit conjures poisoned apples
unlucky enough to be caught inside them
using Much Depends on Dinner, those apples apply the Poi-
(Changeling, p. 257)
soned Tilt in action scenes, and give them a Toxicity rating
of 4 outside of action scenes.
born, the old queen sends out a call, summoning some of those The Sleeper
who have tasted the bugfruit workers recently to herself — often “Make no fire, don’t touch the living wood, and step quietly now.”
an entire Motley or hob clan to ensure there are no loose ends
later. After they gorge on the unexpected bounty of Bugfruit, the Background: One of the ancient selvans sleeps at the
workers devour them from the inside out. In the end, there is very border of the mortal world at Fish Lake, Utah, though
only one survivor. One individual left to pick up the pieces and within the Hedge travelers passing through regions near the
explain the tragedy that occurred in the deep thorns. One left to Rocky Mountains risk encountering him. Warning signs are
seek out a safe place to settle and establish a new hive... frequently placed on trods and locations on the Dreaming
Roads where travelers have encountered the Sleeper, but oc-
Description: Bugfruit workers are deliciously adorable casionally young saplings sprout up to obscure them.
creatures that appear as living professional food sculptures
— caterpillars made of grapes, chocolate dipped strawberries For the past thousand years or more, the selvan has
decorated like ladybugs, or cherry tomato dragonflies with slept fitfully. Travelers risk rousing him with fire, harm to
cucumber wings. The queens begin life as tiny, unobtrusive the trees, or even simply too much noise. Wind through the
nymphs. Upon being devoured by her new host, she pupates branches whispers — mostly nonsense of the selvan’s passing
and drives her host to find a safe place, slowly takes over, and thoughts and daydreams, but careful and quiet travelers can
then roots into the Hedge itself as the heart of a new hive. glean ancient secrets by listening carefully.
Storytelling Hints: Bugfruit queens don’t tend to reveal Once, so long ago that only campfire horror stories re-
themselves to visitors, but they are fiercely protective of their main, an ancient freehold stood at the southern end of a
hive even as they send their drones out to scout for potential lake. The ruins of it are strangely preserved, as if the de-
hosts. They don’t wish to make enemies or risk a violent con- struction only happened a season ago, and ribcages are still
flict with the local population. Fae that are nurturing, kind, embedded in the wood of the trees, kept polished and pre-
and weak-willed are more likely to be welcome in the selvan served like jeweled necklaces. When The Sleeper struck out,
— and summoned back when a newborn queen needs a host. it reached through the Hedge gates into the mortal world
like a giant thrusting an arm through a tiny door after its
fleeing enemies. Pando, the great “trembling giant” aspen
Mental Attributes: Intelligence 4, Wits 2, Resolve 3 tree, is a scientific wonder and a dim reflection of the Sleep-
Physical Attributes: Strength 1, Dexterity 4, Stamina 3 er’s wondrous beauty. It is thankfully a quiescent thing now
Social Attributes: Presence 4, Manipulation 5, with no glamour or wrathful sentience left in it.
Composure 2 In the early 1900s, an Autumn courtier managed to ac-
Mental Skills: Crafts (Hedgespinning) 4, Occult 1 quire a living cutting of the Sleeper and kept it potted and
Physical Skills: Brawl (Swarm Attack) 3, Stealth 2 on display in his hollow in Pennsylvania. There are claims
Social Skills: Empathy 3, Subterfuge (Delicious Lure) 4 that after his death the sapling escaped and grew rapidly.
Merits: Hollow (Home Turf, Shadow Garden) •••• Lost investigations cannot confirm the report, as the burn-
ing Hedge surrounding Centralia is too dangerous to ap-
Willpower: 5
proach, and the only survivors of the freehold were not pres-
Initiative: 6 ent at the time of the conflagration.
Defense: 4
Description: The beautiful forest is alive; each slender
Armor: 0/0 white trunk is only one part of the whole, and the bright
Size: 15 golden leaves seem mundane until the wind rustles through
Speed: Immobile them; then one eye blinks open, then another, until the en-
Health: 18 tire golden canopy stares down at the intruders. Whatever
Wyrd: 4 roused the Sleeper’s ire against an entire freehold so long
ago, the Sleeper still expresses its fury when disturbed again.
Glamour/per Turn: 9/4
Hedge Ghosts and Hobgoblins 137
Fire can’t easily reach the shared heart of the golden aspen Contracts: Paralyzing Presence, Thorns and Brambles
wood, and no axe can destroy the trees quickly enough to Dread Powers: Immortal, Natural Weapons 2
make headway against a full arboreal invasion. Weapons/Attacks:
Storytelling Hints: The Sleeper is an eldritch creature.
It exists on the scale of millennia, and both hobs and the Type Damage Dice Pool Special
Lost are temporary irritants at best. It only desires to be
Impaling 2L 7 Armor
left to itself. There is a great deal the Lost desire within the
Growth piercing 2
Sleeper’s reach, from his dreaming whispers of prophecy and
power to rare tokens. Adventurers who move quickly and
quietly are unlikely to rouse the Sleeper, much less awaken it Traitorfruit
completely. The Sleeper may not immediately notice or be of-
[A gnawing pain in your stomach]
fended by subtle Hedgespinning shifts, but paradigm shifts
can often call its attention. However, even subtle shifts that Background: The wisest and most experienced Hedge
attempt to Hedgespin the physical terrain of the Sleeper will experts have a warning for new Hedge explorers: When you
provoke immediate retaliation. Those who harm the forest, are desperate, starving, injured, or badly in need of glamour
light fires, or disturb its dreams do not last long. and you find the very Goblin Fruit you are looking for, look
closely before putting it in your mouth.
Description: The Traitorfruit is a chameleon. It looks
Virtue: Steadfast
like whatever goblin fruit a character most needs at the mo-
Vice: Growth ment when he comes upon it and somehow has a trick of
Aspiration: I spread. growing just where he is most likely to pass by when he is at
Mental Attributes: Intelligence 4, Wits 1, Resolve 6 his wits’ end. All it wants is to be eaten. Once it has found its
Physical Attributes: Strength 5, Dexterity 1, Stamina 8 way to the pit of its victim’s stomach unseen, it opens a thou-
Social Attributes: Presence 4, Manipulation 2, sand tiny mouths of its own and begins to consume the flesh
Composure 3 of its host, growing inside of and slowly replacing him, until
Mental Skills: Occult (Ancient History) 3 he is nothing but a shell of skin filled with sugary fruit-flesh.
Physical Skills: Brawl (Tangling Growth) 2 Storytelling Hints: The Traitorfruit wants to disperse
Social Skills: Intimidation (Reputation) 4 its seeds. The more it consumes of its host, the more easily it
can control his body and stagger to a good place to plant itself.
Merits: Hollow (Size Matters) 2, a vast forest
The unfortunate would-be diner rolls Perception + Survival to
Willpower: 9 identify the plant by hairs, resembling the fur of a rat, which
Initiative: 4 he can find growing just out of sight, on the underside of the
Defense: 1 fruit or within crevices or folds. If a player’s character does
Armor: 0/0 eat a Traitorfruit by mistake, the Traitorfruit is treated as a
Toxicity 3 poison which inflicts damage once a day, whenever
Type Size its host first stands on the earth with no more than shoes be-
tween him and the soil. Some hosts have lived for a time by re-
The Sleeper Beyond Numbers maining indoors, and in places like Shimmerrain (p. 47) and
Young Growth 4 the Castle Draconic (p. 131), others have survived for years
Average Stem 15 with a Traitorfruit in their guts; but not everyone can live that
way. The need to go outside becomes a ticking clock. The ef-
Elder Trunk 25
fect lasts until death, or until the Traitorfruit is removed from
Speed: 0 the victim’s body by surgery or perhaps by other means.
Type Health Virtue: Propagation
The Sleeper Innumerate Vice: Satiation
New Growth 12 Aspiration: Acquire a host.
Mental Attributes: Intelligence 1, Wits 4, Resolve 4
Average Stem 23
Physical Attributes: Stamina 7
Elder Trunk 33
Social Attributes: Presence 5, Manipulation 6,
Composure 4
Wyrd: 8
Mental Skills: Intimidation 2, Medicine 3, Occult 2
Glamour/per Turn: 20/8
Physical Skills: Survival (Rapid consumption) 5, Stealth
Frailties: Axes (bane), Fire (bane)
(Safe to eat) 5
138 Chapter Six: Faces
sentences, and it can only pass for a person if it is assumed
The Forest to be very tired or injured — or perhaps a particularly stupid
hobgoblin. The eyes, too, are a tell, only able to turn to look
or the Trees in a new direction slowly, ponderously, as though something
The Sleeper is a monolithic selvan forest, but behind them other than the host’s own muscles are turning
it is also each individual tree. Trees within them. If the consumption has progressed significantly, tiny
the forest are not equal. Changelings may vine tendrils may be seen poking out of orifices and around
brave the forest to peacefully hear the wis- the eyes.
dom whispered beneath a particular Elder’s Storytelling Hints: Traitorskins are usually found wan-
leaves, but another motley may risk felling dering the Hedge looking for a good place to plant them-
Young Growth to Hedgespin arrows deadly selves, or letting fellow travelers lead what they think is an
enough to pierce the heart of a Huntsman. unfortunate injured person to safety. Some Traitorskins
even appear to have access to some of the host’s memories,
One enormous Elder Trunk dominates a hill, allowing them to seek out a changeling’s Hollow or freehold
choking out the potential for New Growth to
and play out a little charade of coming home, falling ill, and
take root beneath its canopy, while a nearby
valley only holds a few Average Stems and dying. Many a motley has buried a dear friend, and a year
swaths of Young Growth. The edge of the later, been moved to see a fruit-bearing plant, new life and
Sleeper may appear as a distinct wall of hope given physical form, growing from her grave. This is a
trees or the front of a more subtle invasion risky strategy for the Traitorskin, however. They can be sur-
as young trees take root amid the goblin fruit prisingly canny at passing for changelings for a few minutes
and thorns. Wherever they stand, none are or hours, using the few words they know at just the right
alone, but the Lost should also be careful not moments here and there. But the longer they remain among
to miss the trees for the forest. changelings, the greater the chance that they will betray
some fundamentally botanical misunderstanding of change-
ling life. To make this an even riskier prospect, the presence
of people the host knew in life can provoke impulses strange
Social Skills: Animal Ken 4, Empathy 4, Subterfuge
to the Traitorfruit, hard for it to understand or control, to
(Exactly what you need) 5
speak to the body’s friends, say things unsaid in life, and
Merits: Direction Sense 1, Good Time Management 1, perhaps warn them of the danger. Nonetheless, it is hard to
Hedge Sense 1, Patient 1
resist putting down roots in an area full of unfortunates who
Willpower: 8 are bound to get hungry at some point.
Initiative: 4
Armor: 0/0 Virtue: Propagation
Size: 1 Vice: Memory
Health: 8 Aspiration: Find a fertile place to grow.
Wyrd: 5 Mental Attributes: Intelligence 2, Wits 4, Resolve 4
Glamour/per Turn: 10/5 Physical Attributes: Strength 2, Dexterity 2, Stamina 7
Frailties: Rotten things (ban) Social Attributes: Presence 4, Manipulation 6,
Contracts: Paralyzing Presence, Thorns and Brambles, Composure 3
Trivial Reworking Mental Skills: Intimidation, 2, Medicine 3, Occult 2
Dread Powers: Hypnotic Gaze, Know Soul, Pied Physical Skills: Survival (Rapid consumption) 5, Stealth
Piper, Unbreakable (Skin wearing) 5
Traitorskins Social Skills: Animal Ken 4, Empathy 4, Subterfuge
(Don’t say too much) 5
“Hungry. Help.” Merits: Biokinesis 5, Direction Sense 1, Good Time
Background: A Traitorskin is what is left of a person Management 1, Hedge Sense 1, Iron Stamina 2, Patient 1
who has been mostly or entirely consumed by a Traitorfruit Willpower: 7
(see above) and is shambling through the Hedge under its Initiative: 5
less than graceful control, until it is satisfied it has found a
Defense: 2
good place to grow.
Armor: 0/0
Description: An apparently normal hobgoblin, hu-
Size: 5
man, or changeling, it walks a little strangely, as though its
body is a marionette being controlled by a novice puppeteer. Speed: 4
It may still be able to say a few words but cannot form full Health: 12
Hedge Ghosts and Hobgoblins 139
Wyrd: 5 broke a small promise to a mortal lover decades ago may
Glamour/per Turn: 10/5 be suddenly and swiftly murdered by a Geas while she’s
Frailties: Rotten things (ban) in her dotage. An Ogre who has the blood of his entire
freehold on his hands is left alone for the price of a vow
Contracts: Paralyzing Presence, Pathfinder, Thorns and
to live an honest life.
Brambles
Dread Powers: Hypnotic Gaze, Know Soul, Pied While their actions are compelled by the Wyrd,
Piper, Unbreakable Geasa do remember their lives before they became Wyrd-
Sworn — but they lose their emotional attachment to
Notes: Alternatively, for former Storyteller or player
those lives more and more as time passes. Those who are
characters, use the Attributes, Physical Merits, and equip-
not yet near-complete creatures of the Wyrd often urge
ment that character had when they died.
oathbreakers to better themselves so as not to end up like
Geasa them: watching their old memories slip further away, able
to recall the facts of their lives but not remember the emo-
The Swords of Bedlam. The Debtors’ Scales. The Wyrd- tions that made living worthwhile until they end up living
Sworn. Regardless of which, if any, of these nicknames forever as a husk.
they’re called, the Geasa are just a fable to the Lost. You’d Or is it forever? Some Geasa do believe they can trade
think changelings would know better, having lived through places with an oathbreaker and thus free themselves from
fairy tales of their own. They should know that most mon- the Wyrd, but none have dared such a trick yet... or at least,
sters really aren’t metaphorical. Most changelings hear these nobody’s heard about it, because why would someone brag
stories and think they’re fake, but it puts the fear of Wyrd openly about fooling the Wyrd? After all, that’s the kind of
into them anyway. Most. Not all. It’s a gambler’s arrogance hubristic thinking that got them here.
that leads any changeling to believe that they can escape con-
sequence, and eventually, the house catches up in the form Sworn to the Wyrd
of Geasa.
Geasa stand apart from other fae creatures by virtue of
Most changelings aren’t fool enough to believe they their relationship to the Wyrd. They retain enough of their
have an ounce of real control over the Wyrd, and fewer still individuality to remember that they were not always this way.
believe they can cheat it. But humans are nothing if not fal-
The ranks of Geasa include changelings, goblins, and
lible, and that doesn’t change with the durance. How many
fae-touched. Follow changeling (Changeling, p. 89) and
stories of loan sharks extracting payment in blood has any
hobgoblin creation rules (Changeling, p. 252), with excep-
given person heard? If the Wyrd is the shark, then a Geas is
tions below.
its enforcer: unyielding, uncompromising, frozen in service
by her own debts. They can be worked off, in theory... but Avowed Geasa are rare but do exist, and their prom-
the interest just keeps building. ise to a changeling should be linked in some way to their
broken oaths. Ordinarily, fae-touched cannot raise their
Geasa are similar to bounty hunters, albeit ones black-
Wyrd above 0, so a fae-touched who met the conditions
mailed into service. Their debts are too great to get away
to become a Geas would need to be more goblin than
free, but they can chip away at those debts by punishing
mortal. Create fae-touched Geasa as hobgoblins, with ac-
more minor infractions. Into this desire, jealousy seeps: It is
cess to the fae-touched promise Merits but otherwise us-
possible to cheat the Wyrd without suffering the fate of the
ing hobgoblin traits.
Geasa. The debt is still collected, with interest, but some-
times changelings who try to control or trick the Wyrd es- Concept
cape with a debt paid but their entire self fully intact. Dam-
age to Clarity and a Wyrd so high that mortality feels like a When creating a Geas, consider what kind of oaths
half-remembered dream are a key part of Geasa. Their wills they violated on their journey to becoming Wyrd-Sworn.
and personalities have broken down enough to let the Wyrd Was he an inconstant lover? Did she violate the fragile
in, and it comes at the moment of weakness. peacetime agreements between her freehold and another?
The Wyrd takes in proportion to what it gives, and while
Geasa track down and punish any infractions the Wyrd
it will use Geasa to any purpose, Storytellers should em-
sends them to, but those tend to be broken oaths similar to
ploy dramatic irony in deciding what kind of Geas shows
the ones that got the Geas to this place. A Geas who was an
up and why.
inconstant lover will punish the same, as the Wyrd’s way of
reminding them just how much they owe. One who prom- Use your discretion in deciding what the Geas wants,
ised to protect a freehold and betrayed it to the True Fae too. The Geasa are the Wyrd’s right hands, but the Wyrd’s
often meets with fellow deserters and traitors. response to a cheated oath can appear disproportionate.
When deciding how and why to deploy Geasa, consider the
There is no real discernible rhyme or reason to what
domino effect of a single broken oath: Anything can ruin a
infractions the Wyrd punishes, at least on the surface.
life, however minor it seems at the time.
There’s certainly none to the punishments. A Fairest who
140 Chapter Six: Faces
Becoming a Geas
Three conditions must be met for a changeling to become sworn to the Wyrd: two or more Persistent
Clarity Conditions (Broken, Delusional, Fugue, Numb, Sleepwalking); Wyrd 10; and Wyrd Debt at
10. The Persistent Conditions allow the Wyrd to bend the changeling’s will to its own; a maximum
Wyrd means the changeling has the magic necessary to carry out the Wyrd’s will; and where Wyrd
Debt is pooling, someone needs to pay.
Every time a changeling breaks an oath, whether deliberately or accidentally, while already bearing
the Oathbreaker Condition (Changeling, p. 343), he incurs one point of Wyrd Debt. Wyrd Debt
has no active impact on the changeling’s life or magic, and the character does not know it’s been
incurred — as far as he knows, he’s gotten away with cheating the Wyrd. Because he doesn’t know it
exists, he does not know whether it can be erased until it’s too late to do so and the Wyrd has come
to collect. Upon becoming a Geas, all existing Persistent Conditions clear.
If a player character becomes a Geas, the Storyteller should run a scene starting just before this hap-
pens. Show how the character’s will is breaking down as a result of the Persistent Conditions attached
to loss of Clarity. Show the snowballing consequences of the broken oaths that brought the change-
ling here, the people hurt and struggling because someone didn’t pay what they owe. Geasa are Lost
bogeymen, meant to illustrate the consequences of oathbreaking. Bring that home to the players.
That’s if you have to. It is purposefully difficult to become a Geas. Becoming a Geas renders a player
character unplayable, and it is functionally impossible to clear Wyrd Debt before it’s too late. It is
possible to free a Geas (whether a Storyteller antagonist or a former player character) from Wyrd
Debt, but this requires a near-impossible quest assigned by the Wyrd to the Geas’ chosen (or self-
assigned) champion: one that can plausibly be completed, but will require herculean levels of effort
beyond the labors of the typical wonder tale, so unlikely as to pass into myth itself. Think the Epic of
Gilgamesh, “The Death of Koschei the Deathless,” Journey to the West, or the Argonautica. Some
changelings say that convincing an oathbreaker to swap Wyrd Debt with a Geas would work to free
the Geas; others believe that it would require a Geas to willingly take on an oathbreaker’s Wyrd Debt
in addition to their own. Whatever the truth, it will involve sacrifice and Clarity breaking points, so if
you do want to involve such a quest in your chronicle, it’s best-suited to serving as an endgame or an
adventure for experienced, high-level characters.
Should a Geas be somehow freed from service, they lose their Dread Powers, and their Oath reverts
to a Needle. One would hope, too, that their experience as the Wyrd’s bondsman would scare them
straight.
Wyrd Single Willpower: Punish an Oathbreaker whose bro-
All Geasa have Wyrd 10. ken oath was dissimilar to yours.
All Willpower: Punish an Oathbreaker whose broken
Anchors oath was similar to yours.
Rather than a Needle, a Geas has an Oath. The Oath The Geas retains one long-term Aspiration from before
should relate to whatever driving force landed the Geas in her fall. This Aspiration is what keeps her from becoming to-
the service of the Wyrd. The Needle is a changeling’s true tally subsumed by the Wyrd and its will. If one of her targets
self, meant to act as a shield against becoming someone appeals to it, accidentally or not, it can have a real emotional
they’re not — but as servants of the Wyrd, Geasa do not be- impact on her.
long to themselves anymore. The Oath is how the Wyrd fills
the empty space it leaves behind when it rips the free will out Attributes and Skills
of the Geas. It starts as a seed, and it grows and grows until When the Storyteller assigns Attributes and Skills for
it has overtaken all but the last drop of individuality a Geas a Geas, do so while keeping in mind the Geas’ backstory.
possesses... but they do still have some. What kind of life did this character lead before she became
All Geas recover Willpower the same way: Wyrd-Sworn? Assume that she was considerably more expe-
rienced in life as a changeling, mortal or hobgoblin than a
Geasa 141
brand-new character would be. Distribute points according- nately how to traverse it. Geasa reduce the total successes
ly, and remember that a Wyrd rating of 6+ allows characters needed to win a navigation contest in the Hedge by one, or
to have more than five dots in any given Skill or Attribute. two among the Thorns.
Dread Powers and Contracts Dread Powers
Geasa may retain their existing Contracts, but they may Geasa have access to these new Dread Powers.
not learn new ones — why should the Wyrd make deals with
them now? They retain Court Contracts, but the Glamour Banshee’s Wail
cost to use any is doubled. The Wyrd does, however, bestow By spending a Glamour point, the Geas makes his voice
certain Dread Powers on its agents, given below. painful to the target for the duration of one turn. To ex-
Geasa who were originally hobgoblins may retain tend the effect, the Geas must spend an additional Glamour
their Dread Powers, superseded by Geasa powers where point. The target takes 2 bashing damage per turn.
applicable.
Conjure Dreams
Merits By spending 2 Glamour points, the Geas may warp its
All Geasa possess the Arcadian Metabolism Merit surroundings in the Hedge to resemble the setting of a tar-
(Changeling, p. 111) and must take at least one dot in El- get’s recurring dream. The intent is to trap the target, ei-
emental Warrior (Changeling, p. 113). ther by keeping them somewhere they don’t want to leave or
Geasa may not take or retain merits that interact with chasing them through someplace they can’t escape. Once per
changeling society, such as Court-related merits like Mantle, hour, the target may roll Wits + Composure + Supernatural
or any Human Merits that rely on access to the mortal world. Tolerance to see through the illusion, contested by the Geas’
Resolve + Wyrd.
Advantages and Frailties
Find the Oathbreaker
Geasa have the same frailties that they did as change-
lings and goblins, including cold iron. They also have four The Wyrd sends Geasa to those it wishes to punish, but
major and three minor frailties. All Geasa possess three spe- this power enables Geasa to go rogue, too. The Geas is able
cific major banes; the Storyteller chooses the fourth. to tell whether someone has broken their word, even a sim-
The first is broken oaths. Geasa know when they cross ple verbal promise, and have a basic understanding of what
paths with someone suffering the Oathbreaker Condition, the oath was and how it was broken. By touching the target,
and changelings with that Condition suffer a −3 to Social he can also plumb the depths of their dishonesty. The Sto-
actions involving a Geas. ryteller rolls Wits + Empathy + Wyrd to determine whether
the target has broken any promises in the recent past. Each
Second is disobeying the Wyrd. While Geasa cannot go success allows the Geas to go back by one day.
against the Wyrd when it commands them to do something,
they may spend one point of Willpower to change the terms Fleet of Foot
for the duration of one turn, and they can continue to do so
It benefits a Geas to be able to travel quickly through
until they are out of Willpower or have achieved the playing
the Hedge. By reflexively spending 1 Glamour point when
field they wanted. However, they also suffer one point of ag-
moving, the Geas can increase her Speed by +3.
gravated damage per turn.
The third major bane that all Geasa share is lies. Any Furies’ Whip
lie, no matter how minor or well-intended, automatically
Spending a Glamour point allows the Geas to imbue
inflicts one point of Wyrd Debt on the Geas who tells or
any weapon, including her fists, with the vengeance of the
hears it.
Wyrd. For the duration of the scene, the 8-again rule applies
Geasa suffer a minor bane related to the Oath they be- to any rolls involving the weapon. Only one weapon can be
trayed. Anything connected to that Oath, whether it’s the in- affected at a time.
dividual betrayed or the tool the Geas used to do it, inflicts
one point of lethal damage per turn. Hallucination
Geasa can leave the Hedge for the mortal world, but The Geas creates an illusion experienced by the target,
rarely do: They suffer the Distracted Condition (Change- pertaining to whatever broken oath the Geas has come to
ling, p. 336) if they spend more than a day in the mortal collect on. When meeting the target’s gaze, the Geas can
world and take a point of aggravated damage for every 24- spend 1 Glamour and roll Presence + Persuasion, contested
hour period passed in the mortal world. by the target’s Composure. If successful, the target gains the
While Geasa are not creatures of the Hedge, they’ve Frightened Condition.
spent enough time among the Thorns to understand in-
142 Chapter Six: Faces
Immortal his children. Alys eventually escaped, only to find that so
The Geasa cannot be killed except by a bane frailty. If much time had passed that her daughter was now middle-
the Geas takes aggravated damage in her rightmost Health aged, while Alys herself was just 30.
box, the Wyrd surrounds her in a cocoon of whatever can Alys returned to the Black Forest, unable to face her
be found in the Hedge environment. She leaves it when that daughter or the fetch that had raised her in Alys’ stead and
damage is healed. joined the Summer Court. Driven to distraction by her unre-
solved grief, Alys tried to use her anger at the world around
Kindred Spirits her to forge peace agreements between her freehold and their
Buoyed by the Wyrd, Geasa have special insight into the neighbors. Then a courtless changeling murdered her motley-
hearts and minds of changelings. By spending 1 Glamour, mate, and, believing a neighboring freehold was responsible,
the Geas learns their target’s Needle, Thread, Aspirations, Alys unleashed her rage, violating nearly every peace agree-
and current and maximum Clarity. If the Geas uses this ment she herself had crafted in the process. By the time she
knowledge against the target, they earn an exceptional suc- came out of her haze, it was too late to go back: The Wyrd had
cess on a roll of three successes or more. come for her, to collect on the debts she now owed.
Description: Beautiful, scarred, black-haired Alys does
Sense Vows not speak. She hasn’t since the Wyrd swore her to its service.
The Wyrd allows the Geas to know when it was invoked Though she’s in her 40s now, she still looks youthful: Her
to seal a promise. By spending a point of Glamour during Keeper viewed her as a sort of trophy wife and stepmother
an interaction with a target, he may determine whether that and kept her young even as time passed. Alys subsumes her
target made any promises, whether through sealings, oaths, anger at her lost years with her only living child with con-
or bargains, within the current story. He will also have a stant sword practice. She’s small but wiry, and she’s never
general understanding of what kind of promise was made seen without her sword, an opalescent estoc.
and what it entails. Storytelling Hints: Alys’ rage is reserved especially for
those who violate peace agreements. She does not speak due
Shadow Stalker to her terror of promising something else she cannot fulfill,
Although the Geas has become too fey to fully enter the but her emotions are palpable, written across her face. She
mortal world, he may still observe the target of the Wyrd’s has a soft spot for children and will not attack if youth are
punishment in it. By spending 2 Glamour points, the Geas around unless she’s being forced to by the Wyrd.
can open a temporary limen (p. 55). The limen is created
as a doorstop and does not grow larger. It also follows the Seeming: Fairest
Geas as he stalks his target. The limen lasts for the duration Kith: Bearskin
of one scene, then fades, taking the Geas with it back into
Oath: Impatience
the Hedge.
Thread: Family
Example Geasa Aspiration: Reunite with her children
The following are sample Geasa for use in your chronicle. Mental Attributes: Intelligence 5, Wits 5, Resolve 10
Physical Attributes: Strength 8, Dexterity 7, Stamina 8
Alys, the Iron Harvest Social Attributes: Presence 7, Manipulation 1,
[The sound of the wind through ancient trees, like a sob] Composure 2
Background: Alys grew up in an idyllic village on the Mental Skills: Medicine (First Aid) 2
outskirts of the Black Forest, then had the bad fortune to Physical Skills: Athletics 3, Brawl 1, Stealth 3, Survival
marry a Frenchman right before World War I ignited. Wid- 2, Weaponry (Swords) 7
owed and pitied, Alys returned to her native forest with her Social Skills: Empathy 2, Intimidation 3, Socialize
children, the only place that felt like home after the world (Children) 3
had been turned upside-down. A few years later, after an Merits: Acute Senses, Arcadian Metabolism, Dream
entreaty from her father-in-law, she took the children and Warrior, Elemental Warrior (Flame) 4, Fae Mount 2,
moved again to France, believing that it would be best for Hollow 1, Hollow (Escape Route) 1, Mantle (Summer) 3
them to have some connection to their father’s family. That Willpower:10
fall, her father-in-law hit an unexploded ordnance while Current/Maximum Clarity: 1/7
ploughing his fields — her son with him. Alys left her daugh- Initiative: 8
ter in her brother-in-law’s care while she walked through the
Defense: 6
only nearby forest, attempting to feel a connection to the
nature of her youth. As she sobbed, she stumbled into the Armor: 3/1 (Chainmail)
arms of a True Fae, who stole her away to Arcadia to raise Size: 5
Geasa 143
Speed: 18
Health: 13 Siderit
Wyrd: 10
Glamour/per Turn: 75/15
Siderit is an enormous fae horse that ap-
pears to be made of the same opalescent
Frailties: Broken oaths (major bane), disobeying the material as Alys’ sword. The horse, unlike
Wyrd (major bane), lies (major taboo), compelled to dig Alys, speaks. Siderit is not a Geas and acts
up anything buried (major taboo), compelled to guide independently of Alys, but it is bound to Alys
lost mortals to safety (minor taboo), the sound of gunfire
(minor bane), personal betrayed oath (minor bane)
and seems to understand her without words.
Favored Regalia: Crown, Sword Attributes: Intelligence 1, Wits 3, Resolve 3,
Contracts: Elemental Fury, Elemental Weapon, Strength 5, Dexterity 3, Stamina 5, Presence 3,
High Summer’s Zeal, Paralyzing Presence, Pipes of the Manipulation 1, Composure 2
Beastcaller, Red Revenge, Shared Burden, Spinning
Wheel, Vigilance of Ares Skills: Athletics 4, Brawl 1 (Kicking), Survival 2
Willpower: 5
Weapons/Attacks:
Initiative: 5
Type Damage Dice Pool Special
Sword +3L 15 +1 Initiative Defense: 7
Shield +0L 15 Concealed Speed: 19 (species factor 12)
(small)
Size: 7
Dread Powers: Fleet of Foot, Furies’ Whip, Immortal,
Sense Vows Weapons/Attacks:
Joy, Saint of Broken Hearts Type Damage Dice Pool
“Promises broken in secret always find their way into the open. Kick or Claw +2* 6
And yes, sugar, that’s a promise.”
*A successful strike from the creature’s Kick/ Claw
Background: As a mortal, Joy was a perpetual wall-
inflicts the Knocked Down Tilt (Changeling, p. 330)
flower, too nervous to ever shoot her shot with anyone she
liked. Her durance, doing literal back-breaking labor in her Health: 12
Keeper’s toxic mines, gave her a new perspective. If you
could die at any moment, why not be braver? Unfortunately, Special: Chatterbox, Hedgefoot
Joy took her new confidence way too far. She broke hearts
all over town, but worse, she broke the oaths she made to
her lovers. Confronted, she’d just shrug and move onto the
next. And one day, she disappeared. Her exes weren’t so sad might have expected physical violence from an Ogre. Joy pre-
about it, but her motley had no idea what had happened to fers to use her words, and if she must fight then she uses the
her. Some of the local hobgoblins have said they’ve seen a Hedge around her, rather than her fists.
masked Ogre who sounds an awful lot like Joy, armed with
arrows forged with cold iron, hunting Lost who have made Seeming: Ogre
the same mistakes she did, but no one can confirm the sto-
Kith: Lethipomp
ries. No one makes promises that can’t be kept to their lovers
anymore, though. Oath: Inconstance
Thread: Acceptance
Description: Joy’s six feet tall and stocky, with a quick-
silver smile that used to be a lot rarer. It’s emptier than it Aspiration: Shed the need for love.
used to be, though, more of a habit than a trait. She keeps Mental Attributes: Intelligence 2, Wits 4, Resolve 1
her head shaved and still wears the same patched-up denim Physical Attributes: Strength 4, Dexterity 2, Stamina 3
jacket that she did when she disappeared from her freehold. Social Attributes: Presence 6, Manipulation 4,
Storytelling Hints: Though she certainly regrets her Composure 3
broken oaths, Joy is still quite a flirt. She doesn’t make Mental Skills: Crafts 2, Medicine 1, Occult (Hedge
promises anymore, of any sort — she’s still cautious with her Lore) 3
words. She doesn’t say things that could be construed as a Physical Skills: Athletics 3, Brawl 3, Stealth 2, Survival
promise: no “see you later,” for instance. But she’s charm- (Navigation) 6
ing, and that’s disarming all on its own for changelings that Social Skills: Empathy (Hedge Shaping) 5, Expression
144 Chapter Six: Faces
2, Intimidation 1, Persuasion (Seduction) 4 target for the things they hold most valuable, and if that’s
Merits: Arcadian Metabolism, Elemental Warrior not good enough for the changeling, then Okropir will force
(Flame) 1, Hedge Brawler, Hedge Duelist 3, Hollow 1 them into a scenario where they have to take a deal.
Willpower: 4
Current/Maximum Clarity: 5/7 Oath: Misdirection
Initiative: 5 Vice: Humanitarian
Defense: 5 Aspiration: Create a doppelganger good enough to
Armor: 1/0 (Reinforced clothing) escape any pursuit.
Size: 5 Mental Attributes: Intelligence 4, Wits 6, Resolve 8
Speed: 11 Physical Attributes: Strength 4, Dexterity 4, Stamina 5
Health: 8 Social Attributes: Presence 3, Manipulation 8,
Composure 6
Wyrd: 10
Mental Skills: Crafts (Forgery) 10, Investigation 2,
Glamour/per Turn: 75/15 Medicine 1, Science (Alchemy) 8
Frailties: Broken oaths (major bane), disobeying the Physical Skills: Brawl 4, Drive (Sailing) 5, Larceny 4
Wyrd (major bane), lies (major taboo), may not eat food
originating in the mortal world (major taboo), personal Social Skills: Empathy 3, Intimidation 2, Persuasion 9,
betrayed oath (minor bane), may not hurt anyone who Socialize 5, Subterfuge 7
has offered her a gift (minor taboo), may not pass longer Merits: Arcadian Metabolism, Elemental Warrior
than one week in anyone’s company (minor taboo) (Metal) 2, Goblin Bounty 3, Hollow 3, Market Sense,
Favored Regalia: Shield, Jewels Workshop 2
Contracts: Changing Fortunes, Cupid’s Arrow, Fae Willpower: 10
Cunning, Paralyzing Presence, Pathfinder, Primal Glory, Initiative: 5
Shared Burden, Trivial Reworking Defense: 1
Dread Powers: Banshee’s Wail, Conjure Dreams, Armor: 0/0
Shadow Stalker
Size: 5
Okropir, the Golden Fool Speed: 8
“Trade you to leave you alone? I’ve gone straight, swear it, Health: 8
no tricks...” Wyrd: 10
Background: Golden-tongued Okropir used to be one Glamour/per Turn: 50/10
of the more notorious traders in the Black Sea’s Goblin Mar- Frailties: Broken oaths (major bane), disobeying the Wyrd
ket fleet. On his boat, you could change anything for gold… (major bane), lies (major taboo), must accept any offer of
that would then fade to ashes in its next owner’s hands, while hospitality (major taboo), personal betrayed oath (minor
Okropir amassed an ever-greater treasure. He had been hu- bane), pyrite (minor bane), whistling indoors (minor bane)
man once, before a hob took enough of a liking to him to Contracts: Glib Tongue, Hostile Takeover, Lost Visage,
drag him into the Hedge and train him as an apprentice. Over Mask of Superiority, Read Lucidity
time, Okropir shed his memories of mortal life, growing the Dread Powers: Banshee’s Wail, Bottle Glamour,
same tough pyrite skin as his hunched mentor. Unfortunately Conjure Dreams, Hypnotic Gaze, Immortal, Pied Piper,
for him, he couldn’t forget it all: The lingering hubris of hu- Regenerate 2
manity led him eventually to the idea of trying to cheat the
Wyrd, in service of ever-greater treasures. Since becoming a Weapons/Attacks:
Geas, Okropir finds himself hunting down the same type of Type Damage Dice Pool Special
con artists, those who cheat others in much the same way he
Brass 0 6 Uses Brawl
did his customers. Knuckles to attack
Description: Okropir has not been human for a long,
long time, but he still retains the shape of a man. His dark
eyes glitter like pyrite, and his rugged skin has a distinctly
Niniane, First of Their Name
golden sheen to it. He has an easy way with others, his sales- [eerie whooshing]
man patter making it seem as though he’s known you for Background: Those who have survived a meeting with
hundreds of years even when you’ve just met. Niniane tell stories of a being spun out of shadow, so dark
Storytelling Hints: Okropir shies away from violence, and terrible as to appear a black hole. They whisper that it
preferring to figure out deals that will allow his target to get was a True Fae they met with, a raging and terrible and hun-
the Wyrd off their back. All of Okropir’s offers squeeze the gry Keeper searching for those who left it. Those who have
Geasa 145
not survived a meeting with Niniane would have said much Merits: Arcadian Metabolism, Elemental Warrior (Wind)
the same, up until a gleaming golden arrow emerged from 5, Giant, Hollow 5, Promise of Love
the darkness, hurtling out on a path direct to the change- Willpower: 14
ling’s fickle heart. Current/Maximum Clarity: 1/9
Niniane is something of an avenging angel, even more Initiative: 11
so than the average Geas. They may not be the oldest Geas, Defense: 15
but they are certainly one of the Wyrd’s oldest agents. They
Armor: 0/0
are not one of the True Fae — they are the first Avowed to be
pressed into the Wyrd’s service, kept alive in a horrible sta- Size: 6
sis until their promise-bound might finally escape Arcadia. Speed: 16
Their promise-bound was unlucky enough to be taken by a Health: 16
Keeper with an interest in keeping him alive for as long as Wyrd: 10
possible. So far, that’s been long enough that he’s been en- Glamour/per Turn: 50/10
tirely forgotten… except by Niniane. Unmoored from their
Frailties: Broken oaths (major bane), disobeying the
sworn, Niniane had a disastrous entry into the life of a fae- Wyrd (major bane), lies (major taboo), direct sunlight
touched, giving in to their worst urges in an attempt to blot (major bane), personal betrayed oath (minor bane),
out the promise tugging them into the Hedge. When they promises of love (minor taboo), running water (minor
did enter, they became lost and were taken in by hobgoblins. bane)
They held onto their humanity for a long time, but the lon- Contracts: Cloak of Night, Elemental Weapon,
ger they stayed in the Hedge, the less they remembered other Light-Shy, Murkblur, Overpowering Dread, Paralyzing
than the tug of their promise. Now, Niniane spends their Presence
life in an amber Hollow, leaving only when deployed by the Dread Powers: Chameleon Horror, Furies’ Whip,
Wyrd to target inconstant changelings and promise-bound. Home Ground (Shadows), Immortal, Jump Scare, Shadow
Description: Niniane’s human body is shrouded in a Stalker
protective darkness. If they were to let it down, their targets
would see a reedy person with salt-white hair and olive skin Weapons/Attacks:
— but no one has seen that iteration of Niniane in a long, Type Damage Dice Pool
long time. Niniane rarely speaks, having almost entirely for-
gotten their humanity. If any Geas’ will is truly subservient Crossbow 2L 12
to the Wyrd, it’s Niniane’s.
Storytelling Hints: Niniane is less a person than a shell. Sekou, Trapdoor Trickster
Their original personality and humanity are accessible but “‘Come into my web,’ said the goblin to the fly...”
buried deep; it would take a concerted effort on the part Background: Sekou was once a professor of archaeology
of their promise-bound to remind them of their humanity, at the University of Bamako, and a professional chess player
and their promise-bound remains trapped in Arcadia. If to boot. He lived to explore the boundaries of knowledge, a
undertaking an effort to rescue Niniane from themself, use passion that got him taken by the True Fae while on a dig at
the stats below as clues to who they were before becoming Ounjougou. He made it through his durance by making Ar-
a Geas. cadia a new font of curiosity for himself, eventually escaping
alongside his paramour, a fellow captive. They swore to each
Oath: Forgetfulness other that they would always stick together, but Sekou’s mind
Thread: Devotion kept wandering, and eventually he began to break that oath,
Aspiration: Rescue their promise-bound from Arcadia. again and again, in the service of his academic pursuits. Now
that he’s sworn to the Wyrd, he regrets what he did to his lov-
Mental Attributes: Intelligence 10, Wits 5, Resolve 10
er, but he tries to keep an open mind about this new life of his.
Physical Attributes: Strength 4, Dexterity 7, Stamina
10 Description: Sekou is a fat and fit man who appears to
be in his early 40s, and to this day wears enormous glasses
Social Attributes: Presence 8, Manipulation 3,
Composure 4 despite no longer needing them. His eyes have a shining,
leonine quality to them. He’s kind, but obsessive and in love
Mental Skills: Academics 2, Investigation 4, Occult
with his own cleverness.
(Hedge Lore) 8
Physical Skills: Brawl 3, Firearms (Archery) 10, Stealth Storytelling Hints: Often deployed to punish infrac-
10, Survival 10 tions stemming from cat-killing curiosity, Sekou’s strategy is
to focus on puzzles and traps. Sekou has not been a Geas for
Social Skills: Animal Ken 2, Empathy 6, Expression 3,
Intimidation (Stare Down) 8, Socialize 2, Subterfuge 3 very long, and he enjoys playing with his prey rather than
just getting the thing over with.
146 Chapter Six: Faces
Current/Maximum Clarity: 1/5
Seeming: Wizened Initiative: 8
Kith: Riddleseeker Defense: 7
Oath: Answers Armor: 0/0
Thread: Knowledge Size: 5
Aspiration: Make an archaeological discovery that will Speed: 14
prove the Wyrd’s existence to mortals. Health: 11
Mental Attributes: Intelligence 7, Wits 3, Resolve 5 Wyrd: 10
Physical Attributes: Strength 3, Dexterity 6, Stamina 6 Glamour/per Turn: 75/15
Social Attributes: Presence 3, Manipulation 4, Frailties: Broken oaths (major bane), disobeying the
Composure 2 Wyrd (major bane), lies (major taboo), destroyed artifacts
Mental Skills: Academics (Archaeology) 5, Computer (major taboo), personal betrayed oath (minor bane), chess
2, Investigation (Riddles) 8, Occult 3, Politics 3 pieces (minor bane), impossible riddles (minor taboo)
Physical Skills: Athletics 4, Brawl 2, Stealth 3 Favored Regalia: Jewels, Mirror
Social Skills: Empathy 2, Expression (Lectures) 4, Contracts: Dreamsteps, Elemental Weapon (Water),
Persuasion 2, Socialize 4 Know the Competition, Pathfinder, Uncanny, Walls Have
Merits: Arcadian Metabolism, Elemental Warrior Ears
(Water) 2, Gentrified Bearing, Hedge Sense, Hollow Dread Powers: Conjure Dreams, Fleet of Foot
2, Interdisciplinary Specialty (Archaeology), Trained
Observer 3
Willpower: 7
Geasa 147
You heard about that briar wolf pack terrorizing the Wheeling Freehold, right?
That’s wild. Of course, I don’t think they’re acting on their own — there’s gotta be
something behind that. Something big. Let’s take a look.
While theologians ponder how many angels can dance
on the head of a pin, the Lost know that only one change- Origin Tales
ling can gallivant among the Thorns and not get hurt. The
Thorn Dancer is a light in the Hedge, a will-o-the-wisp lead- •The third landlord of the Zum Riesen in
ing those lost (and some Lost) in this liminal space to safety. Miltenberg was said to be a bit... odd. He
Or at least, that’s the hope — the Thorn Dancer entitlement watched the stars and claimed to be able to
does not require that she bring her charges to safety, merely tell if someone was a witch simply by looking
that she transports them through the Hedge. Past Thorn at them. While he hosted dukes and princes
Dancers have led tactical missions into the Hedge, while oth- from foreign lands, he also hosted a multitude
ers used their powers for ill, up to and including kidnapping
of witch hunters and allowed them to torture
and execute their catches on his property for
servants for the Others.
a small fee, possibly destroying a number
of his fellow Lost in the process. Was the first
Privileges and Duties Thorn Dancer a Bridge Burner?
The Thorn Dancer, in her element, is a traveler of the
Hedge and a teller of the stories she finds there. She isn’t •Before any of the first courts made their pledges
called the “Hedge Explorer” — it is her grace, her charm, with the seasons, Sweet Mara led the Swan’s
and her panache that get her through the tearing Thorns Favor deep in the Hedge. The Swan’s Favor, a
unscathed. Thorn Dancers make friends and enemies wher- Troupe of Fairest with low Clarity, provided sol-
ever they go. Some envy her, some hate her, some fall head ace for those who no longer felt at home in the
over heels in love with her. She makes an impression, and
mortal world. They fought off those to whom
that impression holds more power than the psychic tears left
Clarity is a mere game or illusion of practical-
ity. Rumors say that Sweet Mara flew above
by the Thorns.
the Thorns, both literal and metaphorical, on
Treatment of the Thorn Dancer varies wildly by court, Hedgespun wings as bright as the moon. The
freehold, Grove and Hollow. She moves through the Hedge wings on the Thorn Dancer’s Heraldry Token
at will without fearing things a normal changeling might, are said to be made from them.
and while some feel she doesn’t deserve this power, others
are grateful for her presence. If a Bridge Burner or Loyal- •Not all Helldivers benefit from a cut leash. Some
ist becomes the Thorn Dancer, all pretense at civility is off, don’t know anyone willing to cut the silver
as changelings who understand how dangerous this entitle- thread connecting them to their Keeper. The first
ment is in the wrong hands scramble to find her and relieve Thorn Dancer received his entitlement directly
her of her powers by any means necessary. from the Queen of Generous Whips, who
wished for her servant to travel through soul-
Of all of the courts, the Spring Court insists they have rending Thorns without damaging his beautiful
the strongest claim to the Thorn Dancer entitlement. Few mien. When he kidnapped the wrong Avowed
would ever admit it, but courtiers of Desire hold a deep and perished at the end of a Summer Court
grudge when the Dancer is from another court. Some may blade, his body snapped back to his Keeper,
even begin rumors about the Dancer’s loyalties in order to but his entitlement remained where he fell.
acquire the entitlement themselves.
148 Chapter Six: Faces
The True Fae seem to find this entitlement particularly Heraldry Token: Talaria
amusing. Some even treat the Thorn Dancer as a peer, let- (• to •••••)
ting her and her charges go free after a battle of wits or ex-
In their Mask, the Talaria are a set of old sandals, not
change of courtesies. Like anything involving the Others,
quite out of fashion but definitely something to wear only
however, this small mercy varies by encounter and only lasts
in casual spaces. In their mien, however, the Talaria are a
for as long as the Gentry delight in offering it.
pair of gladiator boots made of blooming vines that wind all
Mask and Mien the way up to the wearer’s mid-thigh. Small wings flutter at
the heels whenever the Thorn Dancer
The Wyrd demands perfection of the Thorn Dancer, moves.
for nothing less than perfection allows one to pass through In their passive state, the Ta-
the tests of the Hedge. Thorn Dancers must be beautiful, laria prevent environmental
clever, and quick. Even those who dress in simple, practical damage. The Thorn Dancer
clothing make sure it is immaculately tailored. Most take the is not affected by envi-
easier route and opt for flashy, sexy, or fantastical garb, the
better to show off the powers of their entitlement.
Once a changeling picks up the Thorn Dancer entitle-
ment, her mien sharpens. She seems somehow more in fo-
cus, brighter and more real than everyone else in the scene.
A Beast’s claws sharpen, a Wizened’s wrinkles seem to
form intentional patterns, and a Fairest’s beauty sits
in just the right light. The scent of petrichor and
fresh earth follows the Thorn Dancer, and her
footsteps mark the ground of the Hedge
for just a moment longer than those of
other Lost. Gentle breezes accompany
her wherever she goes, causing her hair and
clothing to billow in a beguiling manner.
Bequeathal
The rules for becoming the next
Thorn Dancer are deceptively simple: find
the Dancer and take her Talaria. She
may not give them up willingly, for
such a gift once given by the Wyrd
cannot be relinquished. The cur-
rent holder of the Talaria does
not need to be killed — the to-
ken may be lifted by theft, trickery,
blackmail, or other forcible means.
Death is simply the easiest way to ensure that
the former Dancer doesn’t seek vengeance
on the new one.
This doesn’t mean the Thorn Dancer
cannot choose her next successor — some old
and clever dancers have simply taken the san-
dals off and fallen asleep near those they like and
trust, hoping that the deserving will take what is
hers. The Wyrd acknowledges this as a viable means
of bequeathing the token and entitlement, since
there is an element of uncertainty and a great deal
of trust involved.
Heraldry: A winged sandal encircled, but not
pierced, by the vine of a rose.
ron-
The Thorn Dancer 149
ments of levels 1-3, and she doesn’t take damage from falls • The Thorn Dancer gains the Arcadian Metabolism
of less than 30 yards/meters (Changeling: the Lost p. 190). and Hob Kin Merits automatically, as the Hedge is
When activated with Glamour, as long as the Thorn Dancer her stage and she and her predecessors know it — and
is in the Hedge, the Talaria grant her immunity to Condi- its denizens — well.
tions inflicted by the Thorns (though Conditions inflicted
by creatures like hobgoblins and briarwolves still apply). She • Any Clarity attacks made against the Thorn Dancer
may spend one point of Willpower/person to extend this in the Hedge are down two dice instead of one.
gift to others. Touchstone: The first song that made the Thorn Danc-
Catch: The Thorn Dancer may choose to take the Reck- er cry after they took up the title.
less Condition instead of spending Glamour to activate the Curse: The Thorn Dancer is extremely susceptible to
Talaria. The Talaria do not blow up or otherwise suffer due Clarity attacks anywhere other than the Hedge. Any Clarity
to this choice, but the Dancer certainly does. attack suffered in the mortal world, Arcadia, or elsewhere
Drawback: A changeling moving through the Thorns adds damage dice equal to the ranks invested in this merit.
unscathed draws attention like a lamp draws moths. The Beat: The Thorn Dancer willingly helps someone cross
Thorn Dancer gains the Notoriety Condition every time she through an enemy-infested region of the Hedge without pay-
activates the Talaria in the Hedge. ment or oath.
Unscathed (••••) Legends
Additional Prerequisites: Socialize 2, Athletics 3, Ex-
pression 2, at least one specialty relating to movement (e.g., • Once, a Thorn Dancer snubbed a Spring King and
Wrestling, Parkour, Ballet, etc.) his whole court for a lowly drudge of a hobgoblin.
The Summer King prepared to punish the Thorn
This entitlement Merit grants the following blessings:
Dancer for her insults — until the Dancer told him
• Glamour gain: This Merit blessing lets the changeling the hobgoblin was his Avowed wife, trapped in this
regain 1 Glamour whenever she regains Willpower form after being lost in the Hedge for years. She told
through her Needle in direct pursuit of her role. She the king where he might find the locket with his wife’s
may spend the Glamour immediately on anything she heart trapped inside. When the King returned with
likes or store it in her heraldry token for later use. the locket, the Thorn Dancer was nowhere to be seen.
The token can store up to her Wyrd in Glamour. If
she can neither spend nor store it, it’s lost. All stored • Once, a Thorn Dancer was killed by her enemies,
Glamour empties at the end of the story. though who exactly on that long, long list did the deed
no one can say. Her motley found her body burned
• Enhanced New Specialty: This Merit blessing grants to ashes, but her voice wailed through their dreams,
hazy, passive memories of her predecessors’ encoun- singing a song of such sorrow that they all awoke in
ters, along with inherited expertise. Gain a new Spe- tears. They must find the fiend who destroyed her or
cialty relevant to the title’s duty, such as Expression be driven to madness by her voice.
(Song), Persuasion (Fae Haggling) or Athletics (Escap-
ing Bonds). Rolls made with that Specialty achieve • Once, a Huntsman fell in love with a Thorn Danc-
exceptional success on three successes. er, and they made a merry game of chase through
the Hedge. The Huntsman was sent by the Arsenic
• Additional Thread: This Merit blessing grants sudden Duchess, and perhaps the reason he remains in the
flashbacks. Once per chapter, the player may accept the Hedge is some fear that she will find out his failure:
Shaken Condition (Changeling, p. 344) for the char- that he was able to love even without his heart, and
acter to remember a terrifying or traumatic experience that made him weak. Perhaps, even now, he seeks
from a predecessor’s life as the title’s bearer and gain out the current Thorn Dancer to bring her back and
that predecessor’s Thread in addition to her own for the prove himself.
chapter. She must still abide by the usual limitations on
anchor-based Willpower gain (Changeling, p. 95).
150 Chapter Six: Faces
The internet never forgets.
Everyone loves an Oracle. The desperate and hopeful
both come in droves for a sliver of insight and pay dearly for
it. Changelings have ways of getting a glimpse of the future in
Origin Tales
dreams and auguries, but the Sibylline Fishers have the power The first Fisher set out to trawl a sea of data in
of secrets dredged up from the dark places of the Thorns, long the BriarNet, seeking to solve the murder of a
walks on the Dreaming Roads, and the endless depths of the mortal loved one. They swore to keep look-
BriarNet. Nothing is ever forgotten, and things which people ing for answers, and though the Fisher died,
deliberately hide want to be found again. The dirty secrets of the promise did not.
politicians, corporate conspiracies, and whispers of bargains
all take on a life of their own, and the Fishers collect the frag- One of the first secrets ever hidden by mortal-
ments in quantity. But all answers require a question, and all kind in millennia past fell in love with a fisher on
Fishers must be willing to accept the questions too. the waters of the Aegean and promised that the
fisher would one day catch her. The secret joy-
This entitlement is Legion, though while some may form fully led her on, seducing her into the depths so
an enclave to live and work together, others keep their distance. they could be together. The fisher and secret be-
Thieves, hackers, and gossips who collect and spend secrets like came one, and all Fishers uphold that kinship.
currency are all potential Fishers, though some detectives or schol-
ars come upon the title and find more than they bargained for. The Sibylline Fishers are much older than the
BriarNet itself. They originally went by a dif-
Privileges and Duties ferent and more powerful title until one of the
Secrets come to the Sibylline Fishers in bits and bytes
True Fae stole it. The Sibyl of Shattered Vision
claims the power and authority of the true
whenever they walk the trods of the BriarNet. A bird flutter-
mortal oracles, leaving frauds and fetches
ing by trills out that a boyfriend is abusive; the pebble that
in their stead. One of the Lost escaped by
works its way into their shoe pesters them about being thrown taking the Lady’s eye, and with it a fragment
at a girl in third grade on purpose instead of by accident; or a of her foresight. She and her Huntsmen are
Thorn that scratches and draws blood whispers of murderous blind to Sibylline Fishers, but she still seeks to
plans. Each secret is real, but without context they are rarely recover what was lost.
useful or timely. Though the most trivial of secrets come to
the Fishers whether they wish it or not, darker and more dan-
gerous secrets must be deliberately sought out. It is the Fisher’s
duty to connect the secrets they keep with those that need to
hear them. One Fisher flaunts his services as a mystical oracle
Mask and Mien
openly, while another makes their fortune as an information Sibylline Fishers cannot hide their title. There is no re-
broker on the web. Whatever their preferred catch, it isn’t prieve for the oracles. In the Hedge, secrets find them. In the
something that they can successfully hide for long. Mortals mortal world, they try to avoid them for a time, but their title
and other creatures often hear rumors that the Fisher is some- considers them on duty for those who seek answers. The title
one who knows things and might be willing to share for the marks each Fisher with the closed eye of the entitlement.
right price. Worse, True Fae and Huntsmen consult Fishers Mortals see it as a half-moon scar on the forehead, a tattoo
and frequently pay generously for the privilege, leaving them on the Fisher’s palm, or etched into any phone or device they
in peace afterwards as long as they get what they came for. use regularly.
Sibylline Fishers 151
The Fisher’s mien gains a third eye (or a new-to-them eye, Heraldry Token: Pythia Pro-
if they already have more than two). This oracle’s eye appears gram (• to •••••)
like their others, though if they peel the lid back it only reveals
A digital token, the Pythia Program is a construct of
a pitch black orb. The Fisher cannot hide or cover this eye. If
Glamour as much as a product of coding. The Fisher accesses
their hat or hair covers its traditional resting place on the fore-
it on any internet-capable device, regardless of whether it’s ac-
head, the eye may instead appear on the Fisher’s collarbone,
tually connected at the time. In its Mask it appears as a rather
outstretched hand, or in the signature line of an email.
bland and unpolished website or app. Upon activation, the
Bequeathal program sorts through the ocean of little secrets the Fisher
has run across when out on the Information Superhighway
Fishers find their titles the way a fisherman might land a and elsewhere in the BriarNet, providing enough immediate
once in a lifetime catch — luck and fate have a hand in it, though knowledge to speak concerning the past, present, and future.
persistence can land it too. It’s a well-respected and sometimes
feared title, though many prospective Fishers don’t realize just
how all-consuming it can be until they’ve already taken it up.
As a rule, the Fishers like to know who their fellows
are. They’re drawn together by a common bond and often
form motleys or working relationships. Secrets are cur-
rency between them, and rivalries run deep. Even when
there is no loyalty, they treat other Fishers with respect
and wary sympathy. All share a burden other change-
lings can’t fully comprehend, and there is no easy way to
release the title. Only death or the complete eradication
of every secret from the Fisher’s mind frees them — a
task that’s nearly impossible and incredibly traumatic.
There are six actual Sibylline Fisher titles
— a number the nobles don’t disclose — though
not all are necessarily active at once. Though
the titles are formally identical, each individual
Fisher tends to customize theirs with cultivated or
inherited identities and usernames, making it ap-
pear as though there are dozens of Fishers at any
given time. The Crystal Fisher, the Sibyl of Detroit,
and El Adivino des Espinas were all just different
titles for the same Sibylline Fisher.
It’s unusual for a legion entitlement to have informal,
undefined titles, but each Fisher defines their individual title
by the secrets they accumulate rather than based on fixed ar-
chetypes. The secrets one Fisher accumulates become part of the
title itself, and a newly titled Fisher inherits a great deal of wealth,
old Bargains, and even journals, notes, and instructions from their
predecessor. However, an individual chooses whether to take up the
old or forge a new path for themselves. Creating your own identity in the
information game can be difficult, and the Swiss bank account may be
temptingly full, but enemies may also be watching for any sign that the
Fisher who knows too much is still alive.
The titles hide when they’re not held, a secret buried and waiting for
someone worthy to discover them. An existing Fisher may name an heir,
but upon the Fisher’s death the heir must still claim the title. Claiming a title
without any previous exposure to the Fishers is possible. One particular title lay dormant for
years, only reclaimed when a brash member of the Crystal Web bragged he could hack into the
CIA’s ops servers and discovered a Glamour-filled file detailing the detainment, interrogation,
and subsequent death of the Fisher who’d encrypted it.
Heraldry: A stylized closed eye represents the Sibylline Fishers as a whole, and individual titles
incorporate their own personalized ciphers and symbols into or around the design.
152 Chapter Six: Faces
The Past: Each prophecy grants Investigation Clues or • No secret can stay hidden forever. The changeling au-
Social Maneuvering leverage equal to the token’s rating. The tomatically knows the precise wording of any fates or
Fisher may use this information as soft leverage, a bribe or destinies connected to those they meet. Any time you
payment, or hard leverage. make an Investigation roll to uncover a secret, you
The Present: While active, the Pythia Program also aids in un- gain the 8-again quality.
covering secrets and functions as Cracking Software (Chronicles • When in accordance with their duties as an oracle,
of Darkness, p. 271) with a dice bonus equal to the token’s rating their words have a gravity which cannot be easily ig-
against both mundane computer systems and in the BriarNet. nored. Make a Presence + Expression roll. A small
The Future: The Sibylline Fisher doesn’t just see what was group of listeners levies a −1 penalty, a small crowd a
and is, they can use the Pythia Program to shape what might be. −2, and a large crowd a −3. The Fisher gains the Con-
When speaking prophecy, the Fisher uses the Pythia Program to nected (Persistent) condition. (Conditional)
request a favor from the Wyrd itself — extracting a promise regard-
ing the subject that the Wyrd will fulfill in the future. The Fisher Touchstone: A mortal supplicant that keeps coming to
pays the debt to the Wyrd up front, accepting damage, a detrimen- the Fisher for advice since she took up the title. (Conditional)
tal Condition, or another appropriate price the Storyteller sets. Curse: The Lost suffers a Clarity attack when one of
Catch: The Fisher has been formally petitioned and has her own secrets is revealed, even when doing so voluntarily.
not received any compensation for it, nor do they expect to. Beat: The Fisher connects a secret to the individual that
Drawback: Other Hedge denizens recognize that the Fisher is trying to keep it hidden.
always knows a little too much. Gain the Notoriety condition.
Legends
Third Eye (••••) • There are only six Fishers, but rumor has it that there
Additional Prerequisites: Computer 3, Investigation 2, was a seventh among the first generation of modern
Wyrd 3 Sibylline Fishers. The Helldiver Fisher claimed to have
This entitlement Merit grants the following blessings: found a backdoor code in the BriarNet’s programming
that would let him dig for secrets across other realms.
• The changeling regains 1 Glamour whenever she regains He found interesting and unusual secrets in the Un-
Willpower through her Needle in direct pursuit of her role. derworld and Hisil, but then claimed he could access a
She may spend the Glamour immediately or store it in her version that would give him admin privileges. He never
heraldry token for later use. The token can store up to her returned from his planned expedition, but neither has
Wyrd in Glamour. If she can neither spend nor store it, it’s a seventh title ever been confirmed.
lost. All stored Glamour empties at the end of the story.
• Once, a Huntsman came for one of the Fishers and
• This blessing grants hazy, passive memories of her took her back to Arcadia. The other title holders came
predecessors’ adventures, along with inherited exper- together and found something to blackmail her Keeper
tise. Gain a new Specialty relevant to the title’s duty, with. The True Fae returned her along with an apol-
such as Computers (Security) or Streetwise (Black ogy and a favor owed. None of them can remember
Market). Rolls made with that Specialty achieve ex- precisely what they used to get her back, however.
ceptional success on three successes.
• One of the Fishers went rogue a few years ago. He found
• Once per chapter, the player may accept the Shaken a secret so heinous that he gave away all the wealth he’d
Condition (Changeling, p. 344) for the character to accumulated, hired hits on the other members of the
remember a terrifying or traumatic experience from entitlement, and then sold every scrap of his memories
a predecessor’s life as the title’s bearer and gain that at a Goblin Market so he could resign the title. He’s
predecessor’s Thread in addition to her own for the living a new life now, but his successor followed in his
chapter. She must still abide by the usual limitations footsteps within a year. There’s no telling if or when
on anchor-based Willpower gain (Changeling, p. 95). the memories of what they found will surface again.
Sibylline Fishers 153
We are the children of the in-between.
The Hedge is our home, and like us, it needs to be free..
The Spiderborn Riders crawled through the bramble
and out of the durance like most changelings, but it is what
they make of their scars that defines them. They believe that
Origin Tales
bowing to freehold monarchs or finding a day job can be • Escaping from the durance, a desper-
as binding and stifling as the edicts of their Keepers, and ate changeling found another bound in a
instead they choose to ride trods, sleeping in unclaimed cocoon. The changeling within, knowing her
groves under the starry sky and keeping the Hedge, their would-be savior’s attempts to be for naught,
one true home, safe for their fellow Lost. When privateers instead begged her to go and to live free for
roll into town, when a Goblin Queen grows too demanding, the rest of them. In doing so she passed on
or anywhere chains rattle to take and enslave, eventually the the first blazon of the Spiderborn.
Spiderborn arrive to do battle. Their unbending ethos and
uncompromising resolve are oftentimes a liability when di- • Estranged from her freehold, the change-
plomacy is required, but when the rubber meets the road, ling decided to try their luck in the Hedge.
the Riders can be counted on to do what they do best. She refused to bargain away pieces of her-
self in exchange for assistance. At her most
To be Spiderborn is to cling to the pain of what is left lonely, she found a grove where a vest hung
of the durance, to listen to one’s fellow Lost and internalize from a tree branch, shaking in the wind.
their pain until one thing coalesces with crystalline clarity:
never again. Their heraldry incorporates the spiderweb to • Distraught by his nightmares of the du-
represent the tyranny of the durance; the lightning striking rance, he drew the attention from a flickering
is the Lost themselves, fighting against the Gentry and their sky goddess. Taking pity on the poor misshapen
traps. thing, she asked if there was anything she could
Harmless, and even productive rules like no littering
do. He asked to be free, and so he was.
cause them anxiety and feel too much like a Keeper’s whim.
Interacting with law enforcement and similar institutions
can feel like the durance itself. The Spiderborn have left immediately wary of oaths that infringe upon their decision-
many Icons behind in their escapes, but to them glory lies making. A Spiderborn noble can offer anything in a bargain,
in embracing who they are now. With heads held high, they as any truly free being would be able to, but the moment they
ride to fight their boogeymen. All Riders know that their lose the ability to make their own choices the colors on their
journey inevitably demands the ultimate price, as they dare vest grows gray and dull, and fall from the fabric.
challenge the greatest dangers of the Hedge, but they ride A Rider never surrenders a fellow changeling to priva-
their way until that day comes. teers, or even a mundane criminal to earthly authorities.
They help anyone out of their chains if asked — whether that
Privileges and Duties bondage is a literal set of handcuffs or the rule of a tyranni-
The Spiderborn Riders roam like the wind and believe cal Goblin Queen. This often makes for heroic tales where
their free spirit is the one thing they can never lose. They a Spiderborn rides into a grove and fights a one-woman war
bow to no freehold and accept no master. They prefer to against a powerful hobgoblin. However, in their zeal the
kill an enemy rather than putting them in chains, and are Spiderborn can also be unpredictable, defying the orders
154 Chapter Six: Faces
of those they’ve aligned with and insisting on carrying out behavior, such as cavorting with Keepers or their servants,
their own plan of attack against a common foe. but such a thing happens from time to time. When one
such noble loses their colors, their vest crumbles and for-
Mask and Mien sakes them. A new one appears where a changeling who has
All Riders wear a vest, and every badge tells the story of proven their mettle can find it.
who they are. Patches show their victories and sacrifices, the At last, every Rider is welcome to make the decision of
people they have saved from predatory chain-bearers, and what to do with their lives, and if hanging up their vest is
fellow changelings they guided to safety. To those who know their wish, they may let go of the colors. Be it because they
how to read them, these insignias spell out their story. The have elected to marry, or have grown too slow to ride, or
noble is never without their vest. Once a Rider is in, they fly even due to ideological differences, a Spiderborn rides one
the colors until the day they die, or until they leave the title last time and then they are gone. The former Rider keeps
behind. their colors to bestow upon a prospect that comes knocking
In their mien, the Rider’s heraldry becomes part of their when the Wyrd finds it suitable to connect the two.
body, be it in the form of a tattoo, a patch on cloth-like skin, Heraldry: A blue web ripped to pieces by a lightning
or a pattern in their fur. The spider web and the lightning bolt. The web represents the tyranny of the durance, and the
are always apparent, proudly displayed in a place of impor- lightning stands for the Lost who will fight it.
tance.
Heraldry Token: The Colors
Bequeathal (• to •••••)
To earn their colors, a changeling must prove she’s will- Colors are worn by the Spiderborn Riders on cut-off
ing to give her all for another person’s freedom and right to vests to identify membership. Some call them insignias,
be who they wish to be. It’s said that any changeling who em- with badges also being a popular choice, but it all means the
barks on a quest to rescue another from chains, and whose changeling is flying the colors.
task takes them to the Hedge, can find themselves walking With a glance and a handshake, the Spiderborn may
the hidden paths and thorny roads that lead to the Spi- d e r- spend 1 Glamour to gain insight on all the oaths, pledges
born Grove. There, trophies and mementos remind and formal bonds another individual may possess. He may
visitors of past Riders and their do this a number of times equal to the token’s rating per
deeds, and if a worthy change- chapter. (Conditional)
ling finds her way there by The Rider’s player also adds dice equal to the token’s
way of Wyrd or whimsy, a rating to any Intimidation rolls made against the servants
vest awaits them. of the Fae.
Rarely is a Spider- Catch: Blessed with a life of freedom beyond the
born stripped of their durance, the Riders must be able to pass on their good
colors for traitorous fortune unto others. The Spiderborn may not spend
Willpower to boost their own dice pools
for the rest of the chapter unless
they are explicitly to the benefit
of others.
Drawback: The
character is afflicted by
the Shaken Condition
(Changeling, p. 344)
as his fears of the
durance and the
paranoia of re-
turning to that
state overtake
him.
Spider Born Riders 155
Breaker of Chains • When trying to find their way in the Hedge the Spider-
(••••) born may spend 1 Glamour to be led not where they
may want to go, but where they are needed the most.
Additional Prerequisites: Resolve 3
Touchstone: A mortal from before they took up the title
This entitlement Merit grants the following blessings:
who reminds the Spiderborn how much they have
• Regain 1 Glamour whenever the character regains changed, and why their true home is now in the Hedge.
Willpower through her Needle in direct pursuit of
Curse: Clarity attacks suffered while the Spiderborn
her role. She may spend the Glamour immediately on
has refused to assist another changeling in the Hedge or oth-
anything she likes or store it in her heraldry token for
ers add damage dice equal to ranks invested in this Merit.
later use. The token can store up to the character’s
Wyrd in Glamour. If she can neither spend nor store Beat: Whenever the character manages to free another
it, it’s lost. All stored Glamour empties at the end of from a dangerous bargain or make the Hedge a safer place
the story. for all Lost, take a Beat.
• The Rider gains hazy, passive memories of her pre- Legends
decessors’ adventures, along with inherited expertise.
Gain a new Specialty relevant to the title’s duty, such • Once, a Rider with no name took to the Information
as Drive (Motorcycles) or Intimidation (Stare Down). Superhighway to destroy the Highway Kings, and the
Rolls made with that Specialty achieve exceptional war he started turned the trod into a warzone. To this
success on three successes.. day they don’t know he’s taken the place of one of the
Kings and continues to sabotage them even now.
• Once per chapter, the player may accept the Shak-
en Condition (Changeling, p. 344) for the charac- • Once, a Rider died to defeat his own motley of Spi-
ter to remember a terrifying or traumatic experi- derborn to keep them from freeing a group of hob-
ence from a predecessor’s life as the title’s bearer goblins from the control of a Goblin Queen they wor-
and gain that predecessor’s Thread in addition to shiped. The Goblin Queen remembers this Rider and
her own for the chapter. She must still abide by the is indebted to him to this day.
usual limitations on anchor-based Willpower gain • Once, a Rider grew so paranoid about the extent of
(Changeling, p. 95). her Keeper’s power she began to believe she herself
• Gain the Indomitable merit. If the Spiderborn already was an instrument of their tyranny. Unable to trust
possesses the Merit she gains two additional dice to her own judgment, she exiled herself into the Hedge
resist supernatural mental influence. (Conditional) to destroy her own mind, so not even the True Fae
could control her. Some say she succeeded, and what-
ever is left lurks the Hedge.
156 Chapter Six: Faces