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This thread is an interest-check thread for a CK2-ish (but the mechanics will be rather...
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This thread is an interest-check thread for a CK2-ish (but the mechanics will be rather different, I'm thinking) crossover! A Freehold of Changelings from Changeling: The Lost winds up dumped into one of three possible worlds.

Now, since I'm guessing that more people will know about Warhammer or the Dresdenverse than Changeling: The Lost, allow me to briefly summarize it. Changeling: The Lost is an rpg setting in the popular New World of Darkness (now Chronicles, but hey) setting, the main characters of which are the Changelings, humans stolen away by the True Fae to be servants, pets, all manner of things. Humans who escaped, but are no longer quite human, are part beast or element, beautiful or brutish or wizened by age and work, and having some of the True Fae's own magic.

They fear always that their Keeper will get them back, and so they formed Courts based around certain emotions and philosophies to keep themselves safe, and Freeholds of Changelings all abiding by the same laws, though hardly always working together.

The most common set of courts in America, and the ones that are most likely to make up a Freehold, are the Seasonal Courts. Spring, the Court of Desire and Joy, Summer the Court of Wrath, Fall the Court of Fear (and also the most magically inclined), and Winter the Court of Sorrow. Each has their own niches (though there can be physically powerful Changelings in any court, or magically powerful ones, or so on) and their own philosophies and beliefs, and if this does wind up getting made I can provide an info-dump on that matter.

They must navigate the real world, where their Fetches, fake beings made to replace them when they were stolen away, lurk, and the Hedge. The Hedge is this vast interconnected Hedge Maze, though at points it has mines, swamps, all sorts of mad twists and turns to its architecture, and from there you can go anywhere in the world. If you are a Changeling, that is, and are willing to brave the dangers of the thorns.

Within the Hedge lurk Goblins, which aren't a specific creature but a whole huge CLASS of creatures, encompassing almost every sort of monster you could imagine. And deep, deep into the Hedge, you reach the border of Arcadia, where the mad gods that are the True Fae, the Gentry, the Changeling's Keepers, the ones they hate most of all (except Loyalists, who are traitors), who only rarely deign to care about the mortal world, but whose attentions are dangerous indeed.

It is in this world of darkness that Changelings band together, and it is thus that they found themselves thrust into another world.

What will be different about this from CK2 Quests? Most of all the smallish size of even the largest of the Freeholds, and the fact that Changelings are, by and large, very individual. The voters won't be monarchs dictating terms to a grateful populace, they will have four different monarchs and a whole host of characters to control whose desires and plans they will in some ways have to understand, so it won't be as simple as just the usual CK2 turns, and then a result update, then another turn.

I am still thinking of the mechanics, and they'd also largely depend on which of the three choices, so let's get down to it.


First, the Freehold, then the three worlds. What I'm looking for is not so much votes (though please vote as well on each facet) as argument. Why is (X) world a great setting and why should I, the QM, focus on that and so on. Because a QM who isn't engaged can't write good stuff, of course!


*****

Also, might as well try this.


@FixerUpper, @WanderingEye, @erlking, @Cornix Argentus, @Oh I am slain!, @Hierophant, @Mithrandir,@TenMoreMiles, @Estro


This involves (potentially) the Dresden-verse, and in your case, Estro (game tomorrow, I swear) Changelings in general.


Arise, read, think about this!


Anyways, to it:

Freehold of the Mended Quilt: Smalltown, Midwest


This freehold was formed in the late 19th century by a rather unlikely set of people. A quilter who wove magic as well, a hard-working and hard-partying farmer, his cousin a vigilante who stalked the Hedge looking to save people, and the half-broken, hidden boy whose rescue set off an attack by the Gentry that led to these figures, and several others who joined them, into making a Freehold, though they lacked knowledge of the seasonal courts. But with this protection, and with the magical quilts of the woman as their symbol, they were formed.

Later, when the Seasonal System came and was adopted, playfully people would retroactively place the founders into the Seasons, revered as they are. There are a lot more now then there were then. Well, sorta.

There's not a huge number, so they're not really a big Freehold, but they're a big happy family, and more importantly, they get along well with the locals, many of which are Ensorcelled and in on the secret. Many many. It's a small town, less than two-thousand people, but there are several hundred Ensorcelled, and plenty of other humans who are in the know. They protect their own, they help each other, that sort of thing.


Advantages

All But Family: There is very little in the way of discord between the four courts, and while there are no doubt rascals and strange folks in the Freehold, everyone knows everyone, and trusts everyone for the most part, and so while there is not a strong government, as it were, they definitely don't have as much need for it.

Mortal Advantage: They have Ensorcelled plenty of people, friends and allies, and they will be able to take these people along for the ride, rather than them having been left behind.

Countryfolk Will Survive: They are survivors, all of them, people who are used to taking care of themselves. While there are no super-experts on fields laying around, people are likely to know plenty about, say, survival or first-aid or hunting, and are likely to stock up on supplies, to know little bits of information that might help in the case of troubles.

Neutral

Out of the Way: In both good and bad ways, it is out of the way. In the Dresden crossover, this manifests rather obviously, in not being anywhere important, in Warhammer and Fallout, one will wind up a little more out of the way of the main stuff, which provides both safety and time, but also difficulty and challenges.

Disadvantages

Middle of Nowhere: There is no Goblin Market, there are few Tokens, and most of them are passed down from person to person, and whatever else you might say, it's not exactly the best place to go if you want an exciting Hedge life.

Sleepy Town: This isn't a place you go if you want to be a hot-shot sorcerer, a powerful warrior, or otherwise the cream of the crop. Sometimes people who are taken here or wind up here leave to go to more exciting places, so there's SOMEWHAT less quality in terms of ambition/scope.

We Few, We Happy Few: There aren't a lot of Changelings in this Freehold, better make them count. Total number will be 20-30 (will roll for it.)

Freehold of New Atlanta: Atlanta, Georgia

Formed after the burning of Atlanta, this is an ancient Freehold that has fully embraced the Seasonal System, and is in some ways maybe a little stratified. But this holds advantages as well. For in the ruins of the old Freehold, there is quite a lot to loot, in the wealth of the Freehold there are many advantages, and they have many, many Talebound, having taken to cultivating families of Talebound since the 18th century.

They're currently quite powerful and quite contented, though there are perhaps problems beneath the surface.

Population: 140+ (Will Roll for the exact number)


Advantages

The First Families: The Talebound of New Atlanta are famous for their loyalty and their long and distinguished lineages of both service and power within the Freehold. A small handful of families, but with plenty of retainers and power, their Minor Fae Powers and connection to Changelings makes them very useful indeed.

The Ruins: The remains of the various buildings in the Hedge that used to be the old Freehold are still yet only partially scavenged, and there are many Tokens, Goblin Fruit trees, and other secrets yet to be unearthed. And that wealth draws interest, attention, people willing to trade for its goods.

Blue is the Blood: The Freehold, if in fact not all of its members, are rich. Very rich, from connections both legal and illegal. If they wind up in the Dresden-verse, they manage to maintain some of their ties and contacts, and knowledge of ways to gain wealth, while in the other two, they hoard some of their wealth on their way over, where it will no doubt come to good use.


Neutral

A Feudal Future: They are governed according to the rational and simple principles of feudalism, in which authority and power is properly split up at every level, so that all matters are carefully addressed and everyone knows their place, and so there's no question of who has what authority.

No, wait, wrong notes. They are governed according to the chaotic principle of 'you take what you can' and then trying to preserve it against all comers, creating vast power blocs that bicker and argue, or maintain their authority whether it is for the best of everyone or not, and engage in what is known as 'capture' in terms of both regulation and the economy of the Freehold.

In truth...it's a bit of both.

Disadvantages

Criminal Ties: Said wealth and ties comes partially from doing crime, from being involved in some pretty shady deals, and that both means that there are obligations that come with it, and also even if they leave the universe, they're taking a *lot* of people with them who think that allying with criminals and murderers is perfectly fine and good.

Leaving a Marx: The Freehold is greatly divided by issues of both class and race, and is thus something of a powder keg, waiting for a match, as powerful as it is.

Amid the Ruins: In the ruins, too, are dangerous Goblins, and a crazed member of the Gentry who thinks that the year is 1864, that he is a Plantation Owner, and that everyone in the Freehold is a Yankee. So, yeah, good luck with that.

Freehold of the Marble Arch: St. Louis, Missouri

Built off of the back of the River in the Hedge, Marble Arch is a rich and powerful Freehold indeed, one that in no way should be called second-fiddle just because Thousand Trods is in the same state and more populated and powerful and influential. Because they don't have as good access to the River, and they don't have the Gateway Arch, whose magical and symbolic potential is well acknowledged by all.

Population: 140-160


Advantages

The River Goes On: They are sitting, on the Hedge side, on the largest River in the world, one which can take one anywhere in the Hedge if one follows it, and has vast wealth to be gleaned from it, both in terms of trade and artifacts. Even in another world, this River survives, and is the heart of the Freehold. They also have moderate advantages towards seamanship and other such areas.

Gateway City: While not as full of Trods as the famed Freehold in Kansas City, Thousand Trod, the gateway it has means that in the Hedge there are many ties around the world, and the magical importance of the gateway has spawned an interest in symbology and magic relating to symbols, including sorcery and Onieromancy.

The King Stays The King: Their monarchies seem remarkably stable, and while there is friction between the four seasonal monarchs, and within the courts as well, it doesn't erupt into disagreement and squabbles all that often. The monarchs are likely to be experienced and capable men and women.

Neutral

Borderlines: I suppose if one wants to really get bent out of shape, it's the closest of all of these options to Chicago for the Dresdenverse crossover. So there's that.

Disadvantages

Second City: Their 'second-fiddle' nature means that some of the most ambitious of them resent Thousand Trods, or else go to join it. In the Dresdenverse, one will have to deal with the influence of such a nearby and powerful Freehold (nearby relatively speaking), while in other cases, one will have to deal with not having several of their best and brighest.

A Gateway to What?: Besides the mysteries that surround the Hedge Arch, there is the fact that many wandering bands of goblins sometimes show up to wreck things. They're kinda a problem, but it's even more of a problem because…

Pirates: Argh, matey, there are Pirates on the River. Surprised? Yeah, having to deal with bands of goblin and Changeling pirates, and those willing to give them aid and comfort, sometimes even within the Freehold itself, but generally the Courtless population, will be a bit of a hassle.

Kingdoms of the Volcano: Honolulu, Hawaii

Having gone through a rough time in the 1960s, the Kingdoms of the Volcano are recovering rather well, though recently a few things have gone a little sour, like the return of some of the Courtless Volcano Lords who had been so troublesome in the decades prior. Rather rich, connected, and with plenty to explore, the Freehold is an anomaly in that its Hedge is a sea of thorns and water, with islands jutting out, which connect to many other of the islands of the world. It is quite strange, and sometimes even a little claustrophobic, since the Hedge is far less made of water than Earth, and so everything is closer together.

Population: 100ish.


Advantages:

Remember, First, it is an Island: The Freehold's people are masters, many of them, at all things nautical, and more than that at trade, at learning to navigate the Hedge, and their own relationships are defined by this simple fact. It provides both wealth and talents which will be more than a little useful.

Walk the Fires of Life: Home to several powerful and unique Entitlements, as well as several potent sorcerers, it is not a magical backwater at all, and more than that, it is home to a number of potent tokens whose origins date back to before America ever reared its head.

Friends With the Natives: They are allies of a number of goblin groups, some more brutal and violent than others, and these alliances and bonds are powerful enough that even when transported to another universe, they are worth their weight in gold.

Neutral

Remember, again, an Island: If transported to Warhammer Fantasy, they will have their own...unique starting place, as compared to the Border Princes where I was going to set down everyone as the default.

Negative

Volcano Lords: A group of independent and bizarre figures from the past, at the time they had had strong support and control over several groups of Goblins, and had been a thorn in the Freehold's side, Changelings who acknowledged no master but themselves, and would deal with even the Gentry, though they treated them as equal. This new group, well, it's nothing near as dangerous, a bunch of bandits and thieves and little else...right?

The Dance of Factions: There is at least a little tension in the Freehold between the recent attempts to set up a fully-functional Directional Court, and the traditional Seasonal Courts which ruled over much of the island. It's a complex political issue, and one that is currently engaging the attention of the Monarch, to the exclusion of some other issues.

A Light Footprint: The focus on the politics of the goblins and Hedge trade means that their relative earth-bound wealth is weak, and the Freehold doesn't have its hooks into the politics and culture of Honolulu the way many Freeholds do over their own cities.


Freehold of Strong Fort: Fort Worth, Texas

Dominated by summer, this is a powerful Freehold, if not always rich. Their ties to the military, as well as to the political and art scene, have left them a flexible Freehold, one which is far more than their reputation as strongly militant would suggest. They have a smaller population than some Freeholds, being more normal (whereas most are standouts in one direction or the other), and have to share the space with other, nearby, Freeholds, yet they seem to do alright for themselves, for the most part.

Population: 60-90

Advantages

The Worth of a Strong Militia: Their access and ties to the military, both the air force and others, allows them to have weapons that few would credit, and more than that, the ability to maintain them, though if stripped of a manufacturing base, they'd run into problems. This could allow them to equip themselves or others quite well, and combined with the martial tradition of the Freehold, means they punch rather above their weight.

Mercenary Pursuits: Yet despite this, they quite recognize that they need more than just their numbers, and they are very open with and comfortable around mercenaries, a flexibility that can lend them a pragmatic, whatever-works, air. An accurate one.

Deadly Cultured: Every Court in the Freehold is dangerous, and that includes Spring. Home to many warrior-poets and warrior-artists, whose influence on the culture of Forth Worth and the world at large is felt strongly, they gather about followers and, in general, have a lot of fame and connections that can be exploited.


Neutral

Honed for Struggle: Over the past decade, the wars they've fought have mostly been low-level, and relative peace has reigned. This has allowed them to expand their training and had many helpful advantages, but there are some who fear that this has made them weak. Has it? Probably not, but the fears are there.


Disadvantages

There are Others: There are Freeholds whose territory abuts and sometimes overlaps with Strong Fort's, and so there are definitely tensions there. Room for disagreement, error, and other such hilarious problems.

A Warrior Needs Enemies: Constantly engaged in low-level war, the Freehold's culture tends to value it, and so there is a constant drive to be moving, conquering, expanding into the Hedge, and while doing so can bring a lot of power to the victor, it has made enemies.

Guns or Butter: There are internal disagreements about funding allocations. Sound boring? It certainly can be, but the question of whether to focus on infrastructure and the economy or on becoming yet more vigilant against the coming of any of the Gentry is definition a problem.

Freehold of Brotherly Love: Philadelphia, Pennsylvania

Ancient and powerful, this is a Freehold that, even more than New Atlanta, has history behind it. History brings wealth, brings power and Tokens and magical excellence which is acknowledged throughout the world, but it also brings a prosperity which can leave a Freehold unprepared, which can make one almost forget that this is the world of darkness, and that ultimately nearly brought the Freehold to ruin. Just under three months, a devastating attack by the Gentry killed three of the four Monarchs and sent the Freehold into chaos, nearly splintering before it was done and the threat was dealt with. But magically, not martially. Now, as they reel and try to cope, the Freehold hopes to recapture its old glory.

Population: 175-225

Advantages

Old Magics: Magic is strong in this Freehold, and examples of almost any kind of Changeling magic-user can be found, and more than that, the Freehold has access to a small number of world-class Sorcerers or Contract-Masters or Talecrafters, or whatever else. They are limited, and of course they have their own agendas, but this is a great wealth in the one resource that nobody in this new world might expect: Changeling's unique magic.

Old Families: As ancient as it is, it is quite wealthy and powerful, and this has extended into the magical (non)-families which are so prevalant. The adoption of one Changeling by another has created ruling first families whose hand is light on the wheel, though some chafe at it. Characters from one of these old families tend to have high Resources and gain advantages in social and mental stats.

Old Beauty: The Freehold possesses, on its Hedge side, many ancient and worthwhile Hollows, whose beauty and resources aren't to be mocked or thought of as something small, though few are made, at least yet, as fortifications. They definitely do serve as hideaways and getaways, sources for meeting and common communication of a sort that might be vital in the days to come.

Neutral

Rich in Tradition: Magically and otherwise, in the case of a Dresdenverse crossover, there are likely to be more than a few powers interested in the state of play in Philadelphia.

Negatives

Young Blood: Three of the four monarchs are brand new to their posts, and relatively untested. They'll tend to have weaker stats, if more room for growth, and are often liable to conflict with each other, not having the easy comraderie of the old monarchs.

Peace and Prosperity: With them brought martial weakness, and a lack of focus and drive that made the Summer Court small and underfunded, and now that the crisis has passed, this problem has been thrown into stark relief. Changelings as a whole from the Freehold will *tend* to be less martially inclined.

From Many, Many: The large population of the Freehold, while primarily a boon, has also led to the threat of it splintering, as it has almost done several times, and even to this moment, there are factions and groups that have threatened to break away.

And here is the small write-up for all three crossover potentials...though I'm still open for more ideas or corrections or the like.

Dresdenverse:

All of the Changelings, in all of the cities, plus some of their allies (depending on where they were at the time) are at once dumped into the Dresdenverse. The voters will be controlling the various Changelings, factions, and groups within a single Freehold, though the existance of others creates an inter-Freehold dynamic that might be missing from the others. Turns will start out lasting only a week, and there will be a lot of 'Voters are X' zoom-ins, especially early on, because even the largest Freeholds are ultimately far more individual than being the ruling dynasty of a Kingdom or the like.

Cons: Lots more politics, I definitely need to figure out how things would work together with the two settings, there's a lot of complex issues I'd have to deal with before I was comfortable with things.

Fallout

War, war never changes, but perhaps it soon will. A single Freehold is thrust into a post-apocalyptic world, having forseen some sort of trouble, and thus having hid away in the Hedge until the transfer at last passed, and they walked out of their Vaults...I mean, Hedge, into the Wasteland? Which Wasteland, I'd have to decide, and definitely do research on Fallout, since it's been a long time since I've played it, but this will include things like introducing magic to a setting where the only magic before was their ridiculous 50s science, and the fact that it will be a day-in-and-day-out struggle for existence, in which even thinking about making a difference in the world will take a while. Sounds fun, honestly!

The Hedge, by the way, outside of the local area is an even more dangerous place, in parallel to the Fallout World itself.

Cons: Again, would need to definitely double-down on any research, but unlike the Dresdenverse and Warhammer, since they are games and I never have time to play games anymore (and don't have copies of the earlier Fallouts), that might be a problem.

Warhammer

Same deal as above in terms of the Hedge, but to explain it more, the Hedge starts out small, mostly only covering the local area (thus preserving any threats/allies you have there) with Arcadia itself nebulous and uncertain at the time. But with hints that it will firm up just as the Hedge itself will keep on growing until it covers the whole planet (well, has access points across the planet) again.

Dropped down into the Border Princes, mostly because anywhere else there might be too much of a chance of being crushed (I'm willing to hear arguments, though), they must make their way and survive, and maybe even hopefully gather others to their cause, fight off the many threats of the Warhammer universe, and begin to build a civilization.

Con: Again, research is needed. Also, this is a pretty dark setting, obviously. Additionally, it lacks modern utilities, so expect a lot of complaints about that.

The idea is not popping for me like I thought, the other two stimulate more clues!

*****

Comments and Criticism are also quite welcome! And so it begins. If this turns into a Quest I'll probably start a new thread, so don't worry about having to, you know, wait for me to make more blank-space posts. Just go ahead and comment!

Questions too are welcome!
 
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I am a fan of the Dresden Files, but why transplant the entire race?
Would the Hedge be inside the Nevernever or a parallel growth to it?
If it's parallel things would get pretty interesting with the Outsiders going "where the hell did they come from?" and the Council "oh god multiple incursions".

But if Dresden verse definitely not Kingdoms of the Volcano .. dudes are gonna get eaten.
Strong Fort would be my first pick and Brotherly Love second.
 
I am a fan of the Dresden Files, but why transplant the entire race?
Would the Hedge be inside the Nevernever or a parallel growth to it?
If it's parallel things would get pretty interesting with the Outsiders going "where the hell did they come from?" and the Council "oh god multiple incursions".

But if Dresden verse definitely not Kingdoms of the Volcano .. dudes are gonna get eaten.
Strong Fort would be my first pick and Brotherly Love second.

Because just transplanting a hundred Changelings would sorta mean that you'd probably wind up slaves or unimportant rather quickly. Plus, it allows me to have all of the True Fae be hanging around without it being cheap, just waiting there to attack the world/cause problems.

And...it'd be sorta both. It'd be this separate realm within the Nevernever, running on its own thing, but accessible at certain weak-points. Weak points that Wyldfae and Summer and Winter Courtiers would no doubt use to access this strange and dangerous and startling powerful new realm.

I mean, Changelings can also 'invade' back, but in the short term, it's going to be Fairies stumbling into the Hedge and either getting ganked or becoming part of the ecosystem...or coming in force and trying to interfere or do their own thing.

Does that make sense?

[x] Freehold of New Atlanta

May I ask what interests you about this Freehold, and whether you have any thoughts as to setting?
 
May I ask what interests you about this Freehold, and whether you have any thoughts as to setting?
I chose the Freehold because it's ties to crime and the fact that we'll have a crazed Gentry running about really interest me. The chance that we could form a criminal syndicate via smuggling drugs and other things or at least have a higher chance of doing so also plays a part. As for the setting, It's mostly between Warhammer[1] or the Dresden Files[2] though leaning more towards the former because I know it better. While I enjoy Fallout[3], I can't say that mixing it with Changling interests me too much as they don't seem to mesh well to me at least.

[1] Lots of stuff going in Warhammer that we could learn about like how Warhammer magic mixes with Changlings or the Gentry and the Warp. It's probably going to me more combat oriented which I'm not sure the Changlings will fare but that's part of the appeal.
[2] Seeing how the other groups try to deal with entirely new factions is nice but I don't know that much about this verse.
[3] Just doesn't click with me.
 
That feels like quite a lot of exposition.

I'm most interested in the

[x] Freehold of the Mended Quilt: Smalltown, Midwest


but that's probably just a knee-jerk reaction to me not knowing changeling and wanting to keep things relatively small and manageable.

[x] Dresden Files

on the other hand is solely because that is the one thing I'm really familiar with, the other two I know of purely through fanfiction.
 
[x] Kingdoms of the Volcano
[X] Fallout

The Kingdoms of the Volcano sound really unique. Their distinctly different focus both on nautical matters and ancient cooperations with various Goblin folk will be really fun to explore.

For a world I choose Fallout due to several reasons:
I just love that Wacky Wasteland. The strange 50s Science, the power groups available and the stories told in it from inhumane experiments to paragons of justice to little robot Timmy falling down a well and meeting a mutant rat king who loves playing chess. Talking plants, pholosophical Deathclaws, depressed computers all that and more. This setting would greatly fit the Changelings. Nearly any story could grow here.

And the setting itself would greatly benefit from the Changelings:
There are a variety of magical ways that the Changelings could use to better the live of the people in Fallout. Yes, that would take years and yes, the world itself is much more dangerous, but holy hell will it a fun ride!

Which is also a reason I dislike the other settings. Warhammers whole theme is corruption and a fall to darkness and there are already a huge number of Warhammer quests. Let us go for something new.

The Dresden setting on the other hand is not much of a choice for me, due to the other factions already there. It would involve careful political movements, lots of great and established powers reacting to the Changelings and trying to subsume them. The wizards will hate us because all Changelings break several of their laws just by existing or through their contracts: Do not control another ones mind! Do not kill with magic! Do not change another ones shape! Those are just the ones that immediately come to mind. All this make the Dresden setting much more restrictive to me.
 
That feels like quite a lot of exposition.

I'm most interested in the

[x] Freehold of the Mended Quilt: Smalltown, Midwest


but that's probably just a knee-jerk reaction to me not knowing changeling and wanting to keep things relatively small and manageable.

[x] Dresden Files

on the other hand is solely because that is the one thing I'm really familiar with, the other two I know of purely through fanfiction.

Sorry for all of the exposition, I just didn't want to assume that everyone knew the setting, and all. So I tried to give a basic sort of summary. I didn't wan to go into a huge 'this is the nature of magic' rant or anything, just get down the premise and some basic ideas so that the Freeholds would make some vague amount of sense.

I chose the Freehold because it's ties to crime and the fact that we'll have a crazed Gentry running about really interest me. The chance that we could form a criminal syndicate via smuggling drugs and other things or at least have a higher chance of doing so also plays a part. As for the setting, It's mostly between Warhammer[1] or the Dresden Files[2] though leaning more towards the former because I know it better. While I enjoy Fallout[3], I can't say that mixing it with Changling interests me too much as they don't seem to mesh well to me at least.

[1] Lots of stuff going in Warhammer that we could learn about like how Warhammer magic mixes with Changlings or the Gentry and the Warp. It's probably going to me more combat oriented which I'm not sure the Changlings will fare but that's part of the appeal.
[2] Seeing how the other groups try to deal with entirely new factions is nice but I don't know that much about this verse.
[3] Just doesn't click with me.

Huh, that all makes sense, good on ya.


[x] Kingdoms of the Volcano
[X] Fallout

The Kingdoms of the Volcano sound really unique. Their distinctly different focus both on nautical matters and ancient cooperations with various Goblin folk will be really fun to explore.

For a world I choose Fallout due to several reasons:
I just love that Wacky Wasteland. The strange 50s Science, the power groups available and the stories told in it from inhumane experiments to paragons of justice to little robot Timmy falling down a well and meeting a mutant rat king who loves playing chess. Talking plants, pholosophical Deathclaws, depressed computers all that and more. This setting would greatly fit the Changelings. Nearly any story could grow here.

And the setting itself would greatly benefit from the Changelings:
There are a variety of magical ways that the Changelings could use to better the live of the people in Fallout. Yes, that would take years and yes, the world itself is much more dangerous, but holy hell will it a fun ride!

Which is also a reason I dislike the other settings. Warhammers whole theme is corruption and a fall to darkness and there are already a huge number of Warhammer quests. Let us go for something new.

The Dresden setting on the other hand is not much of a choice for me, due to the other factions already there. It would involve careful political movements, lots of great and established powers reacting to the Changelings and trying to subsume them. The wizards will hate us because all Changelings break several of their laws just by existing or through their contracts: Do not control another ones mind! Do not kill with magic! Do not change another ones shape! Those are just the ones that immediately come to mind. All this make the Dresden setting much more restrictive to me.

The Dresden setting will definitely involve a lot more political wrangling, while the Warhammer one will be a mix, and at least early on, the Fallout one will be a matter of the Freehold trying to survive, find food and water and shelter to start building up their own community.

And thanks, I tried to make each Freehold unique without making them too unlikely.
 
Something that I am wondering about in terms of fallout and warhammer, the mortal and of course the changeling will have a slight problem with the whole "where are we now getting our food? Who among us can even farm?"

And the interaction of glamour, the seasonal courts and chaos should prove to be entertaining...
 
Something that I am wondering about in terms of fallout and warhammer, the mortal and of course the changeling will have a slight problem with the whole "where are we now getting our food? Who among us can even farm?"

And the interaction of glamour, the seasonal courts and chaos should prove to be entertaining...

In both of them, Fallout somewhat more than Warhammer, surviving and finding food and reaching the point of self-sufficiency will be a problem. A challenge, which is what Quests tend to be made of :).
 
[X] Dresdenverse

I had a similar idea that I talked about before but mine was a bit different-with mages intead-. I don't know much about Changeling tou so I will leave that one out for now.
 
[X] Freehold of the Mended Quilt: Smalltown, Midwest
[X] Dresdenverse

Small town with strong loyalties against the world is quite the interesting tale
 
[X] Freehold of the Mended Quilt: Smalltown, Midwest
[X] Dresdenverse

I dunno but the loyalty and family thing feels so interesting for me.
 
So, was thinking about Thresholds, and here's what I thought.

On Thresholds weakening a Changeling:

Yeah, I like that. Though I'm not sure if the loss of power should be total. Reducing their Wyrd by X amount (where X is related to how 'strong' the Threshold is) or levying a penalty to all rolls to use magic. (Though in many ways the two are functionally the same for some categories, since Wyrd is the Power Stat).

Random idea:

The Dresden RPG categorizes thresholds (and everything) from +0 to +8, +2 being the average house, +4 being a house lived in by a family, and something like +8 being 'the family has lived there for four generations and grown up and died and etc, etc.'

+2 (Regular house): 1 dice penalty
+4 (House with family): 2 dice penalty
+6 (Really strong house, I suppose: 3 dice penalty.
+8: 4 dice.

Another question, should the running water thing work on them? I'm not so sure for that, since there are plenty of water-based Changelings out there.

*****

How does this sound? Also, I'm thinking the Soulgaze would work on them, and the Sight would see through the Mask.

*****

As for the Laws, I think that Changelings are immune to them (in terms of corrupting effect), partially because they already have their own Clarity to ding them and drive them mad if they abuse it. Enslaving or raping a mortal using Fleeting Spring to make them desire to fuck you would be a Clarity 4 (or 5, not sure) breaking point, which means if you keep on doing it, soon you'll be halfway insane.

And of course killing a person, magic or no, already risks Clarity, so adding on some sort of magical corruption to it seems like it would be overkill, when they already have a mechanic in place to punish abuse of power.

*****

If we go with Dresdenverse. I do, in fact, have some thoughts and ideas for Warhammer bopping around.
 
So, was thinking about Thresholds, and here's what I thought.

On Thresholds weakening a Changeling:

Yeah, I like that. Though I'm not sure if the loss of power should be total. Reducing their Wyrd by X amount (where X is related to how 'strong' the Threshold is) or levying a penalty to all rolls to use magic. (Though in many ways the two are functionally the same for some categories, since Wyrd is the Power Stat).

Random idea:

The Dresden RPG categorizes thresholds (and everything) from +0 to +8, +2 being the average house, +4 being a house lived in by a family, and something like +8 being 'the family has lived there for four generations and grown up and died and etc, etc.'

+2 (Regular house): 1 dice penalty
+4 (House with family): 2 dice penalty
+6 (Really strong house, I suppose: 3 dice penalty.
+8: 4 dice.

Another question, should the running water thing work on them? I'm not so sure for that, since there are plenty of water-based Changelings out there.
I'd point out a few things first.

White court vampires are negligibly affected by thresholds that we've seen, as are Dresdenverse Changelings.
Dresdenverse Sidhe can also freely pass through thresholds if they do no harm to the inhabitants or home.
A number of Changeling Contracts also pretty much requires free entry into other homes.

Might want to adjust for that.

As for water, it only really applied significantly to wizard magic, and then Jim Butcher had also mentioned that Water element affinity wizards have ways around it.

Mulling over the factors going in for now before suggesting more.
How does this sound? Also, I'm thinking the Soulgaze would work on them, and the Sight would see through the Mask.
That seems about right.
As for the Laws, I think that Changelings are immune to them (in terms of corrupting effect), partially because they already have their own Clarity to ding them and drive them mad if they abuse it. Enslaving or raping a mortal using Fleeting Spring to make them desire to fuck you would be a Clarity 4 (or 5, not sure) breaking point, which means if you keep on doing it, soon you'll be halfway insane.

And of course killing a person, magic or no, already risks Clarity, so adding on some sort of magical corruption to it seems like it would be overkill, when they already have a mechanic in place to punish abuse of power.
The Laws only apply to human wizards specifically. Non-humans or non-wizard type magic users don't care at all.
 
[X] Kingdoms of the Volcano
[X] Fallout


I find myself in agrement with the WOOKY about why I like Fallout.

As for the natuical faction it lookes to be the most fun exploring there as it eiter would involeve the interplay era (Fallout 1-2 + new vegas west coast) or the Bethesda era (Fallout 3-4 east coast) which both are fun (tough I do prefer the interplay era.

You also don't get to see much form the ocean in fallout so that would be fun.

If it would help your reachearch if Fallout gets pick you are free to ask me questions about the seting though laurent :)
 
I'd point out a few things first.

White court vampires are negligibly affected by thresholds that we've seen, as are Dresdenverse Changelings.
Dresdenverse Sidhe can also freely pass through thresholds if they do no harm to the inhabitants or home.
A number of Changeling Contracts also pretty much requires free entry into other homes.

Might want to adjust for that.

As for water, it only really applied significantly to wizard magic, and then Jim Butcher had also mentioned that Water element affinity wizards have ways around it.

Mulling over the factors going in for now before suggesting more.

That seems about right.

The Laws only apply to human wizards specifically. Non-humans or non-wizard type magic users don't care at all.

I was more talking about the 'can corrupt you if you break them' sense. Legally, no, they probably don't apply.

Are they? I thought White Court vampires were weakened by crossing the Threshold, and with the Faerie? I might need some confirmation, because I thought they were more limited.

Thanks for the info, however.

Also, how physically powerful are Red Court vampires? How much does it vary? Does it cost them anything to do so, that is, to use their speed or strength, or is it innate?
 
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