Local Hedge

From Dark City

The Hedge

"In the city that never sleeps, nothing is only a dream or a nightmare."

Hedge Locations

The Garden of Truth

There is a rumour that when you start from Manhatten and walk 1 hour to the east you find the Garden of Truth. A Sunflower Maze with different types of Sunflowers with an average of 6-8 feet tall. Apparently when someone can manage to go through the Maze they can find one Truth.

Hedge Anomalies

The Hedge of New York City is different from most Hedges alone due to the fact of being an Urban Hedge but that yet alone is not that rare. There are some other big cities out there that have the same phenomenon. But one thing that is vastly different is the fact that the Hedge evolves, the local Changelings believe it is due to the urbanity that mashes with the Wyrd and the Hedge then produces anomalies or other things that are dangerous to visitors and denizens alike.

  • Electric Storms

An anomalous formation about 10m/yd in diameter that accumulates static electricity in large quantities. When triggered, the anomaly bursts into dozens of miniature thunderstorms, causing electrical shocks that are almost always fatal to all living creatures.

  • Merry-Go-Round

Throws its victims into the air and spins them around. Victims who come into contact with the edge - far from the most effective zone in the centre - can escape the vortex with lighter injuries.

Hedge Denizens

  • Will-o'-wisps

Description: A Will-o'-wisp is the spirit of the dead who has sunk in a bog or swamp. But a Will-o'-wisp in the Hedge is not that different. They died a little bit outside of the Urban Hedge in the swamp areas of New York and travel to the City to lure unprepared travellers from the safe trods into the thorns with their seemingly aimless movements and their sometimes iridescent glow. Sometimes imitating something or someone familiar to the traveller.

Will-o'-wisp should not be confused with Pixies.

  • Pixies

Description: Small flying Hobgoblins, probably named as the English creatures from the folklore because they resemble them somewhat with their transparent little wings.

But that's the only thing that reminds you of the nice dancing creatures. These Pixies had horrible faces with pointed teeth, the swarms of them flying through the thorns and hedges while imitating Will-o'-Wisp by emitting colours. When they have found their victim, they imitate their victim's emotion in the colour of the present mood and pounce on it, trying to feast on it.`

  • Dark Rays

Description: Are one of the dangers you could encounter. You could easily become a victim of the triangular ray that glided gently through the water and had an eight-metre span. Its huge teeth swung like moving jaws in front of its gurgling maw. Surrounded by three red watery eyes. Around him, the water swirled in demonic currents. Cities on the seabed he hurls underwater floods and whirlpools. And anyone who tries to save himself on the surface is killed by the maelstroms he draws in circles around his victims.

Hedge Fruits

Autumn or markets

  • Amaranthine - Goblinfruit

A small eggplant in the soft red of compassion, amaranthine grows where despair colors the Hedge the most deeply, and smells like hope and cinnamon.

When eaten, it instantly heals a single point of aggravated damage. It is one of the most desirable goblin fruits, and fetches high prices at Goblin Markets.

  • Jack's Smile - Oddment

These interesting gourds are grown in massive size during Autumn in the Hedge, with a thick black and violet exterior and a twisted black stem. When carved and worn, these gourds offer:

+2 intimidation but -1 empathy for 24 hours.

  • Purgatory Lantern - Oddment

Small and lumpy roots of dull orange color, these subterranean oddments give off a faint odor that reminds one of smoky air. When carefully hollowed out and candlelit within:

it provides a source of unextinguishable light for 24 hours.

  • Slumberfruit - Goblinfruit

Round and inviting, these bright neon green fruits are easily plucked from trees within the Hedge during Autumn, this delicious, rotund fruit looks so tempting. Consuming this fruit leads to a deep slumber full of strange dreams.

+1 plot hint/tie in but inflicts Insane tilt upon waking up.

  • Ruby Gems - Goblinfruit

A thick casing of dark red holds the treasure of the Ruby Gems within. When cracked open, a small crystalline fruit pops out; when bitten into, it bursts into sweet juice. Eating this fruit gives you vitality but weakens your prowess.

Temporary +1 stamina, -1 strength for one scene.

  • Bleeding Hat - Goblinfruit

Growing out of the ground in a thick and gnarled stem, these navy-blue mushrooms sprout up all over the Hedge. When picked, a thick red ichor oozes from the caps.

When you eat one it heals 2 lethal once but inflicts the Sick tilt for 24 hours after consumption. Take 2L when eating another one of the Bleeding Hats within a 1-week period.

  • Burstberry - Goblinfruit

Small deep orange berries grown with the most delicate of skins. If you squeeze them in any capacity, they burst and stain your fingers for a week!

+1 to one occult or investigation roll but inflicts the Spooked tilt.

  • Cerynitis’ Hope - Goblinfruit

These clear, teardrop-shaped fruits are a rare find in the Hedge of Ephesus.

A changeling eating the fruit gains two additional dice on attempts to locate one of her Icons, with the bonus disappearing at the end of the scene. The Storyteller describes the Icons he planned for that character (their physical aspect, i.e. “a flower made of light,” though not what they represent) and the player picks one: Her character gains the modifier to locate that Icon.

  • Liar's Apple - Goblinfruit

Delicious, red, and round, liar’s apples grow only in the most deceptively pleasant groves within the Hedge.

When eaten, they taste of ashes and gloating, and leave the eater unable to tell the truth until the sunrise after the next — which also makes her immune to interrogation, but not to the consequences of her lies.

  • Ogre Peppers - Goblinfruit

Growing on tightly-wound, leafless coils of barbed wood, ogre peppers are small, jagged, and cruel-looking chilies formed from righteous wrath and well-earned guilt in equal combination. They are sour and spicy in the extreme, far beyond what most mouths can endure.

Consuming one leaves the eater’s mouth with bleeding sores, blood seeping out through the lips and down the chin, though it inflicts no damage. Ogre peppers leave the consumer fearless until the next midnight, provided she pursues a goal she truly believes in; she automatically succeeds on all attempts to contest or resist fear in its many variations, but suffers a two-die penalty on all rolls to maintain self-control.

From ogre peppers, changelings also extract red capsaicin, a liquid identical in appearance to blood that is many times stronger than mundane capsaicin oil.

Non Seasonal

  • Medusa's Hair - Goblinfruit

While there are rumours of entire fields of Medusa's Hair in the thorns, it is still relatively rare due to the difficulty in harvesting it. The "edible" portion, which resembles a ball of sickly green yarn, grows underground and is protected by its aggressive, grasping, poisonous vines above. When eaten, the consumer sprouts a tangle of writhing, snake-like tentacles from their head.

For the remainder of the scene, these vicious appendages give the user the equivalent of the Lethal Mein merit. Furthermore, the changeling may impose the Poisoned (moderate) tilt on anyone upon whom they make a successful brawl attack. At the end of the scene, the tentacles die and begin to decompose. This causes the user to suffer a -1 penalty to any social roll for an entire day. At any time, the user can choose to sever the tentacles with any sharp implement, and negate the social penalty, but this does inflict 1 point of lethal damage.

  • Artemisia’s Sorrow - Goblinfruit

This fruit grows at the Mausoleum, well-protected by its black vines. Plucking the pomegranate fruit requires a Dexterity + Survival roll to avoid the thorns lest they drain a Willpower point from the changeling.

Artemisia’s Sorrow tastes like tears and ashes when consumed. Nothing untoward occurs if the fruit is consumed in the Hedge, but in the mundane world, upon eating it the changeling is pulled into State of Twilight (Chronicles of Darkness, pp. 124–125). A jetty leading to the River Styx immediately extends before her — she may choose to ignore or walk it as she pleases.

She interacts with ghosts and shades as if she were one of them. This State of Twilight lasts until the changeling next sees the sun rise, or she spends a Glamour point and wills it so. If she has no Glamour to spend, she may spend a Willpower point instead.

    • NOTE - THIS FRUIT IS FOR ST USE ONLY AND MAY NOT BE FARMED

  • Colossus’ Bane - Oddment

This bush of interlocking thorns from Rhodes’ Hedge forms a chain just large enough to bind a person.

The chain cannot be broken by brute strength, requiring a success on a Dexterity + Larceny roll to wiggle free, or someone else (who must not be bound themselves) to release the captive by touching the chain and spending one point of Glamour.

  • Odinroot - Goblinfruit

Stark and strange, odinroot grows only out of bare rock where blood drawn by the Thorns has fallen. It has a stoic and untrustworthy look to it.

When it is chewed raw, the bitter flavor of realization allows the eater to recover a point of Willpower alongside the Glamour. She suffers a Clarity attack with a one-die pool

  • Faerie Peach - Goblinfruit

Plump and juicy, fragile to the point of transparency, faerie peaches feed on the radiance of the True Fae, and only sprout where the Gentry pass frequently by. That makes them dangerous to forage for, and a clear warning sign when one of the Lost stumbles across them. When she consumes one, her mien takes on the grand and terrible majesty of the Fae themselves, and the Hedge shies away from her.

She travels the Thorns as though they were normal Hedge and normal Hedge as though it were a trod, but all fae beings nearby sense her presence strongly and see her for what she is, and anyone who knows her face still recognizes her. This phenomenon intrigues the Gentry, and if the impostor is revealed, she can expect more Fae than just her Keeper to take an interest. The effect lasts until the changeling leaves the Hedge or for a day and a night, whichever comes first.

    • NOTE: THIS MAY NOT BE FARMED AND MUST BE AQUIRED VIA TICKET REQUEST

Entering The Hedge Outside ST Scenes

The Hedge is obviously a very large part of the Changeling The Lost experience. While there are obvious dangers from True Fae, Huntsman, Loyalists, Hob Goblins and even the Hedge itself, that shouldn't deny players access to a large part of the game when an ST is unavailable to run story.

Largely going into the Hedge without an ST should mean its mostly a setting place, but should you wish for a few things to happen, here are the rules:

  1. All scenes must have The Hedge tagged in The Setting of your log so they'll populate here. Scenes taking place in the Hedge that don't have this tag will not be recognized.
  2. If you wish to enter the Hedge, you may not go so deep that your PC finds themselves in the Thorns or worse back in Arcadia. Entering the shallow Hedge and exploring, using it for setting to house meetings, and so forth is perfectly acceptable. You may do this as much as you wish, though please keep with the theme of the game. This should still be dangerous in mood so make sure to play out being careful, quiet, and suspicious of unknown Trods and beyond.
  3. You may not go down Dreaming Roads.
  4. You may use the rules of Hedge Spinning or if it's a smaller scene, free hand the changes. It can be more narrative than mechanical, whichever you prefer, but keep in mind the general laws of the Hedge and how far the limits go.
  5. To navigate your way in the Hedge roll Wits + Survival if on a Trod. Roll Resolve + Survival if not. Hedge Sense applies. Should you fail these rolls, you're lost for 1d10 turns. If that amount of turns is higher than your current Clarity, you take a Clarity Hit. Please open a ticket. If you take damage, you also take on a condition after your return: Choose from Disoriented, Fatigued, or Frightened.
  6. If your PC has low Clarity, or enough Clarity damage that they are at -2 to perception, please do not enter the Hedge without at least two others. The ramifications of misstepping with reality in a place that will bend it and turn on you are heavy and an ST really should be there to met out that risk.
  7. Should you wish to have a little danger in your scene, you may use a generic enemy. Do not use a known NPC. A nameless Huntsmen, a Hedge Beast, a spicy Hob Goblin are fine. You can deal and get dealt damage, but no damage on any PC can go beyond Lethal. No one can die in these PC run scenes. No long lasting enemies can be created out of them either. (Do not create plot for STs please. Make it a one shot.)
    1. If you take damage in a scene, please open a ticket to notify the team so we can know the state of our players. Include a link to the log.
    2. Trackers must be updated by what you do in the Hedge.
  8. Players can find Trifles and Hedge fruit in these scenes but nothing more. No running into Tokens or Icons. If you wish to keep an item outside of this scene, please open a ticket.



Logs