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Posted: Sun May 26, 2013 8:56 pm
It seems to be unreal... The Hedge and Arcadia The colors fade away...
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Posted: Tue May 28, 2013 11:21 am
... The Hedge The Hedge is the realm that lies between the abode of the Fae and the mortal realm. In many places - particularly in places where Western culture is dominant - the Hedge lives up to its name, appearing as a thick hedge of thorny brambles, but it may take many forms. However it appears, be it swamp or desert or jungle, the Hedge is always wild and seldom safe; its thorns tear at the mind and soul as well as the body, leaving a Changeling's memories and often identity in tatters.
Within the Hedge are paths called trods which lead from gateways to other significant locations. Many trods run close to the mortal realm, which is visible when it is near. Others lead deeper into the Hedge, to Hollows - stable areas claimed or cultivated by Changelings or other fae creatures - or to Arcadia, the realm of the Fae. It is impossible, however, for any but the True Fae themselves to enter Arcadia from the Hedge; while mortals can blunder into the Hedge on their own, they only enter Arcadia when taken by the Fae.
The Hedge is full of life; as well as the thorns there are many plants, including mystical Goblin Fruits of many kinds. There are also creatures of all shapes and sizes, which the fae refer to as Hobgoblins. Whether these creatures are native to the Hedge, or are creatures originally from Earth (or possibly even Arcadia) who have been warped by prolonged exposure, is debated by the fae, though many agree that these explanations aren't mutually exclusive. Most Hobgoblins are hostile, though a rare few are relatively benign and may be befriended by Changelings.
Changelings may enter the Hedge through gateways which exist in any number of places, and may even create their own through the power of Glamour. Any portal - be it a door, window, or merely a gap in a fence or mundane hedge - can be a gateway. Some gateways have existed for centuries; some older gateways may even be opened, accidentally or otherwise, by mortals. These most commonly require a key, a specific combination of objects, circumstances and/or actions that must come together to open the gateway. Changelings do not need a key. ...
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Posted: Tue May 28, 2013 11:26 am
Tell it to yourself... Arcadia Arcadia is a realm of constant change. The weather, the landmarks, even the geography is never the same per visit. Great mountains, vast oceans, deep caves, fetid swamps, and plains and deserts that seem to stretch on forever are commonplace, but these features are transient. Rivers change their courses at will; mountain ranges rise up and erode over night. Only two features are known to be constant, and only one is ever in the same place for any length of time. The source of the Alphaeus River, though it’s always around somewhere, that place changes frequently. The second is the Watchtower of the Lunargent thorn, its always at the center of the realm however the that center has been known to shift around from time to time.
The weather in Arcadia is even more fickle than the land. Storms form up out of a clear blue sky; F-10 tornadoes spin up out of nowhere, accompanied by earthquakes at least 10.5 on the Richter scale. These conditions disappear as soon as they come; giving way to skies of blazing azure with light, cool breezes. Droughts and floods, rain and snow, gales and storms each occur in places on a regular and disorienting basis. Time is as temperamental and unpredictable as the weather; there is some Acanthus who believes that the rapidly changing weather can be attributed to the fluctuations of time that move across the realm like the very storms themselves. Stories of people going to sleep in an isolated part of the wilderness only to wake up decades later, (i.e. Rip Van Winkle) probably stem from contact with the realm of Arcadia.
There is one element in the entire realm that is absolutely permanent, that element is the power of the spoken word. Words uttered in Arcadia have a great and terrible power, and the realm can exert this power over those who put their foot in their mouth or intentionally break a promise. So in other words lying and breaking your word will guarantee a penance until you admit your lie, or keep your word.
The Watchtower of the Lunargent Thorn is the watchtower in Arcadia. It sits at the center of Arcadia and is perhaps the only constant feature to be found there. Sitting in the place of eternal nighttime lit only an ever-crescent moon; the watchtower is made of brambles and is always lit, from the moonlight shining off the silver thorns and roses that surround it. The interior of the watchtower is a series of chambers, each circular, spiraling upwards and ordered by size, from the largest room at the base of the tower to the smallest at its summit. The features and fixtures of the room change according to whoever is viewing it, depicting scenes from the mage's past, present, and future. It’s the only known structure in Arcadia, though others are theorized to exist.
The subtle expression of Arcadia, action is a driving factor in Arcadia, to do nothing is to stagnate. Every action in the realm of the Fae implies risk, and this risk powers the realm. Everything one does in Arcadia is a risky endeavor, as even a perfectly executed plan can bring down a world of pain as the chaotic and uncaring environment foils foolproof plans. The power of chance is strong here, and to those who would draw their strength from here is granted the Arcanum of Fate; the power to increase their chances of survival, and to lay down blessing and curses, and to make oaths binding.
The gross expression of Arcadia, time passes strangely in the realm of the Fae. What may seem like minutes in Arcadia may be the passing of years in this world, as myths tell, and the reverse may also be true. Journeys of miles may take days in the Fallen World's time yet they seem only minutes to the traveler. To those who follow the Path of the Thistle, the realm grants power of the Arcanum of Time; seeing into the future, looking into the past and even interacting with the past and the future. Say it's just a nightmare...
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Posted: Tue May 28, 2013 2:56 pm
When I possess your soul, I'll say things... The True Fae The True Fae (the Others, Gentry, Kindly Folk or simply Fae, among many other names) are the native denizens of the Faerie realm of Arcadia which lies beyond the Hedge, who abduct humans from the mortal realm, transforming them into changelings.
They seem to have no names for themselves as a "race", and indeed do not think of themselves as such; each of the Fae is unique, and they refer to other denizens of Faerie by titles and names. The euphemisms used by changelings are many, which helps to prevent them being summoned at the sound of their names. When used to mean the True Fae, "Fae" is always capitalised; "fae" without the capital refers to any creatures touched by faerie, including changelings.
The Fae's perceptions, motivations and actions are alien to humans. They seem to understand the world through relatives rather than absolutes; many are bound by obscure and bizarre oaths and rules; others act seemingly at random, obeying a logic opaque to all humans. While they may sometimes take the form of human-like beings or animals, they are often incapable of understanding mortals, one of the reasons they find them so fascinating.
In their home realm, and to a lesser extent the Hedge, they possess god-like abilities, able to shape and command all the elements of their domains at will. Their powers in the mortal realm are greatly lessened, but still awesome; their influence extends there by means of Contracts they made with the mundane elements long ago.
And use you as my personal plaything...
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