Doors •• 3 exits to the real world, 1 exit to the Hedge. The first real world exit is to the House, below. The second exit is a door leaning against a wall in a self-storage facility. The third is periodically connected properly to the back passenger-side door of Katie’s four-door.
Wards ••••• -5 die pool penalty to any attempts to find or enter the Hollow; +5 Initiative to Motley members against intruders.
Amenities ••• An elaborate Hollow with quite a few clever details and an excellent supply of refreshments and diversions; detailed in the description of each room.
Space ••• A warehouse, church or large home; five to eight rooms, or large enclosure.
The hollow was built out of the final resting place of a large hedge beast, which lent one free dot of Wards and Space.
Hedge Exit: Well locked and warded; the doors are solid and inscribed with various sigils and squiggles. The closets in this area will contain the Hedge Delving Bags, weapons and gear.
House Exit: An ante-chamber, decorated to match the feel of the house on the other side.
Storage Exit: Description coming soon
Car Exit: Description coming soon
Shop Exit: With a more industrial look to it, the Shop exit contains one of the more practical amenities of the Hollow: a coffee engine. The Coffee Engine is a clockwork contraption with a variety of spigots and nozzles, each of which dispenses a different variety of coffee, ranging from various delicious, delicate and flavorful varieties to the straight delicious black coffee in the Navy style, all the way down to the seemingly corrosive sludge preferred by engineers on all-nighters. There is also a single nozzle, included almost as an afterthought, for tea, with corresponding dials for what kind of tea; black, green, white, oolong, sugars, honey, milk, etc.
Hallway: A wood-paneled hallway, seemingly normal.
Public Space: Contains a bathroom, a small living room, and a kitchen.
Goban’s Space: Goban’s space is divided into two parts; the first and larger part is a wizard’s workshop; fantastic tools line the walls, perfect for the rigors of crafting tokens and Hedgespun. The second part is Goban’s bedroom; a trio of overstuffed and sinfully comfortable looking chairs sit in here, with the walls lined with bookshelves; a subtle scent of paper and ink fills the room; a cozy nook in one wall is the only break in the bookcases aside from the door, intended as Goban’s napping spot.
Birdie’s Bower: Birdie’s room seems to be based on a young mortal girl’s interpretation of where a “magical fairy princess” should live. It is a small space that seems to be a forest clearing, complete with natural-seeming lighting. A wealth of wildflowers dot the ground with vibrant specks of yellow, orange, and red among short, springy grass that feels almost like a carpet under ones feet. A small stream runs along one side, but it is silent and the water does not move. Towards the rear wall is a large tree that splits near the base into a couch or bed of sorts, and the tree itself feels like a large cushion when sat in. Although she has attempted to create an ideal image of a “fairy’s” garden deep in a magical forest, Birdie’s room is plainly marked by the scorn part of her mind feels for the very idea of it. The light in the room matches the color of the sun, but it has none of the warmth or direction, instead coating the space in an even, almost clinical light. Although one could easily bend down and pluck one of the flowers from the floor, there is something inherently fake about the way it feels in ones hand - and the image of the flower only lasts a few moments when not part of the whole image it comes from. There is no wind, the water and leaves do not move. To anyone more familiar with what nature really is than Birdie herself, the room would probably have an inherent wrongness about it. The space is simultaneously Birdie’s aspiration towards a strange ideal as well as her subconscious mockery of it. But either way, it feels like home to her.
Katie’s Bedroom: At first glance, Katie’s bedroom looks just like one might find in the outside world, with a Queen-sized bed, bedside table, dresser and a full-length mirror in the corner nearest the common areas and farthest from the doors, and a sitting area on a nice rug in the middle of the room. There is a fireplace on the wall opposite the bed, a desk, a bookshelf, and a display shelf, with lamps and small tables in the corners of the room. On second glance, one notices some anomalies. The sitting area, which consists of a few armchairs and a coffee table, includes one bright red armchair with colors that imitate a bonfire, and every item, while sturdy and quite comfortable, is light enough that it can be lifted and moved easily by one person. When the rug is rolled away, the floor underneath provides good traction, for dancing or fighting. There are single pane full-length mirrors on the backs of both doors, allowing someone in the red chair or on the bed to see one door through the other door’s mirror. If these mirrors are removed from their hangings and placed against the between the desk and the fireplace, the crack between them disappears to form one large mirror, opposite the standing mirror by the bed, allowing persons standing between them to see their movements no matter which direction they face. Finally, while the room has a distinctive red theme in the decorating, there are also assorted small plants on tables around the room. Most of them are standard green flowering houseplants, as could be (and probably were) purchased at a grocery store. But one, on the coffee table, in a glazed rectangular pot, is silver, both in color and apparent composition, yet it shows signs of life, complete with buds of new growth, and moves freely in a breeze, or if touched.
Eric’s Den: TBA
Solomon’s Well: In brief: Solomon’s Hollow resembles a small pond or a very large well, with walls forming a cylindrical pit.
Upon opening the door to his hollow, the visitor is greeted by a narrow arcing stone bridge that leads to a small, comfortable mound of land floating at the center of a large pool and covered in soft grass and clover. The lighting is very dim, with paper lanterns floating aimlessly on the surface of the water, emanating various colors. The place smells of earth and fresh rain, and faintly glowing thorn-like crystals hum quietly on the ceiling and walls. A slight mist permeates the room, and the temperature is pleasantly cool. A small, trickling waterfall pours into the pool from a rockface on one edge of the upper wall. Less apparent to the casual observer is what lies beneath the surface. Solomon’s pond is suspended in the middle of the well, and approximately 100 feet deep. If a trespasser were to jump in or fall into the water, they would be pulled toward the center of the suspended water by a gravity well, and a shifting undertow would rip at them from various directions to disorient and confuse them as they struggle to escape. The lanterns and geodes also begin to pulse from various directions above and below the trespasser as they attempt to reorient themselves “upward.” Additionally, trespassers will be stabbed by the crystal shards as they lunge out from the walls like spears. Upon entering the water, the hum of the crystals would also become a loud, piercing shriek. If a trespasser were to walk to the comfortable spot of land centered above the pond, they would similarly be speared from all angles by suddenly-screaming crystals. This shrieking also acts as an alarm for Solomon should he be caught unawares by intruders. Unless designated as a “guest,” these defenses remain active, and are reactivated upon a visitor harming Solomon within the hollow, or upon being re-designated a “trespasser” by Solomon. All these defenses - the lights, the current, the crystals, the sounds - are meant to confuse, incapacitate, and eventually kill anyone trying to reach the bottom of the suspended water in the well, or anyone who doesn’t belong there in the first place.
Beneath lies a dry, comfortable, relatively modern room with circular walls matching the well above. There are hooded light fixtures similar to the lanterns above, a hammock strung between two pitons along one side of the room, a set of bookcases recessed into the wall, a large locked trunk holding many of Solomon’s personal effects, a small kitchen with food storage, and a comfortable chair and writing desk with paper, coded journals, and other office equipment. There is also a recess in the center of the chamber’s floor that resembles a lounge molded into the stonework. This recessed lounge offers a beautiful view of the reflective surface of the pond looking straight up from beneath, with shimmering lights and lanterns glowing from the other side. On the floor by the recess is a hidden glyph that allows Solomon to change the center of gravity within the pond, effectively giving him control of the water and aiding in an environmental defense against intruders, should they be close to escaping. Additional crystal spears can be extended upward from the floor for falling intruders to land upon, but can only be activated from the central lounge. Decorations around the room vary between a Celtic and Japanese aesthetic, and the room has the feel of a soothing but secure vault. Most of his furniture is locked to the floor in place and water-proofed or sealed in the event of a catastrophic failure with the pond. There is also a small drying area with towels and a recessed oven of heated river stones, which can be turned on and off as desired. Solomon has placed various guns, ammunition, and knives throughout his personal space, out of sight but within easy reach. All in all, it’s a cozy little home.
Solomon and visitors may reach his private space (if they are aware of it) by simply stepping off the bridge and falling into the water. They will then sink slowly through the pond and then be required to swim against the pond’s gravity halfway through; the current and gravitational pull is present but mild for guests, and nearly nonexistent for Solomon or members of his motley (unless they want it otherwise). Upon reaching the bottom edge of the pond, visitors will need to find a way to comfortably fall from a 15 foot ceiling to the bottom of the chamber. If Solomon is waiting for them beneath, he might throw them a rope or offer to break their fall with the desk or some pillows. Solomon prefers to land on his hammock when sinking down, though Separation or Parkour might also work. Relevant rules for defense include drowning, holding breath, and falling damage.
When leaving, Solomon and visitors can climb a ladder of recessed handholds along one wall and launch themselves up and into the gravitational pull of the pond. Used sparingly, if ever, Solomon can lower the “floor” of the pond with his glyph, though in these instances the glyph resets the pond automatically to its default level after 5 seconds without physical contact from Solomon.
Ruby’s Nest: A high room with walls made of tightly woven trees supporting a towering canopy of green. One conspicuously climbable tree in the center has a thin branch supporting a cozy nest. The nest rocks back and forth in a light, unexplainable breeze.
Daniel’s Underground Chamber: For the last time, it’s not the god damn Batcave. Just because its a cave and there are bats in it, does not automatically make it a Batcave. The bests words to describe Daniel’s Lair are hostile and schizophrenic. Nearly every part of it is designed to make anyone who isn’t Daniel highly uncomfortable. It starts with the stairs, these are the creakiest, oldest, most rotten stairs you’ve every seen in your life, and you just know that there going to break the moment you step on them, and when you do they make the most horrendous noise that echoes downwards. At the bottom of the stairs is a veritable deathtrap. The floor is covered in knee high stalagmites that don’t impede walking significantly, but make running, or charging, nearly impossible. At the end of the stalagmites stands two strangely bright torches, which would be nice if they didn’t destroy one’s night vision, however they do illuminate two larger stalagmites that create a path that leads into darkness. This path is only wide enough for one normal sized person, and while it doesn’t impede movement it would certainly make dodging an issue. Upon exiting the path you find your self in a small corridor, those who still have their night vision might notice the arrow slits on either side, or perhaps the hundreds of The Bats right before they descend. While The Bats themselves don’t do damage the are sure to loose bowels and distract spectacularly well. Beyond The Bats, is a pond illuminated by a beam of light of unknown origin, within the pond rests a stepping stone that leads to a moss covered platform that looks (and upon inspection proves to be) very comfortable. However, once you have sat down you realize that the rocks surrounding the pond bear a striking resemblance to human faces in agony, and you swear that there’s something moving just beneath the surface of the water, if this does not bother you however the spot provides an adequate spot for meditating. Just beyond the pond sits a raised platform covered in what seems to be reddish brown moss, on closer inspection the platform reveals itself to be an altar, engraved with a ring thorns it stands as a traditional symbol of worship to gods of old, as an altar of sacrifice, the discoloration of the moss revealed to be dried blood, the kind of which that covers a good portion of this altar, Daniel’s resting place. The moss is quite comfy if you don’t mind the stench of blood. If you still really want an in depth look into Daniel’s “Comfort Zone”, you could also find his secret closet/Vault.
Here’s the basic idea for the floor plan:
P.S. I’m Batman
We mourn here the kin whose lives and locations are now uncertain: they are lost to us, though not necessarily to Death, and not necessarily forever.
Space •
Amenities ••
Doors 0
Wards ••
The Columbarium can be entered through a small archway in the city’s cathedral. Inside, visitors first see a small, square desk with slips of paper, a guest book, and pen. The desk’s single drawer is filled with small votive candles. These particular candles are part of the hollow’s amenities and their drawer is always well stocked, no matter how many visitors arrive. The candles ignite themselves when cupped by a changeling in prayer.
This hollow of mourning does not showcase urns. Instead, it is filled with paintings, bracelet charms, and other mementos within many niches and alcoves. Many of the paintings were made by Katie, but other mourners have added their own over time. The Lost come here to mourn their dead, but more importantly to mourn those who never came back. Unlike most hollows, its wards are minimal so that it may be found by wandering Lost, guided by the special candle behind a false door and window. Its amenities also include a special provision: any candle lit within the hollow will not burn out (though it may be extinguished by other means). Despite its themes, this hollow was created by a Spring courtier before being expanded by members of Winter.
Space 0
Amenities 0
Doors •
Wards •
Leads from Katie’s office to a back exit from a kitchen within a block of Summer Haus. The Hollow itself is simply a tunnel wrapped around a forest tree, with no more space than some walk-in closets. The tunnel is lined with razor-edged moving vines with sharp, toxic leaves. Normally they’re moving among themselves, but if someone were to enter the Hollow chasing Katie, they would find the vines eager for flesh. A single stingseed plant grows within the outer wall.
Space ••
Amenities 0
Doors 0
Wards ••
A cabin in the Hedge, just within hearing range of the crashing of the Sea of Broken Dreams outside Kel. It’s not clear where the cabin came from, but it belongs to Song of Sixpence now. One wall was replaced by a sheet of dead light bugs.
Part of the Wards is from impenetrable bug carcasses and blinding light, as we patched the holes Saepi tore open to kill bugs with pieces of the bug carpet.
Space ••••
Amenities 0
Doors 0
Wards •••••
Maintainers:
A big open field, with identical trees twined with vines to turn you around at the outside edge. Otherwise, it’s a lovely forest grove. Just a lovely forest grove. Bring your own chairs.
Has a door to one of the meditation rooms in Fort Katie. There is also a doorbell trifle attached to the hedge entrance so that a resident can grant entrance even when it isn’t in use. Despite the only real-world entrance being a part of Fort Katie, it is a community hollow and officially open to all allied changelings. The Ancient and Accepted Order of Bridgemasons contributed substantially to its creation. In a pinch, it can serve as an extension of the sanctuary above as temporary housing for a couple of hundred people.
The wards make unwanted visitors endure a constantly shift floor and blinding sunlight, in addition to the turn-away vines and sharp roots of the exterior.
Space 0
Amenities 0
Doors •
Wards •••••
A short, bunker-style hallway leading from a safe place within Freehold territory to Fort Katie. It was created by a few Winter and Autumn courtiers so that guards can travel to and from the fort without spending as much time in the Brim annoying the Margraves.
Space ••
Amenities •••
Doors 0
Wards ••
A swanky penthouse apartment in the Deep Hedge of Detroit. Features glass-enclosed elevator access between ground and penthouse (without the assistance of the Bear Lords) and a simple door to Fort Katie. The roof contains a greenhouse with a telescopically-enhanced view of the city (Magical Observatory).
The hollow was built on the top floor of a dilapidated skyscraper in the the Ruined City, which came with one dot of Space and Wards.
Space •
Amenities 0
Doors 0
Wards •••
Small hidey hole connected to a car’s trunk in an abandoned lot. Eric designed it to be a secret, quiet place where he could go to relax and get away from the world. It’s very cozy, as long as you’re a fox. He has not revealed the location of the entrance to anyone, not even the members of his motley.
Space 0
Amenities •
Doors •
Wards ••
A tiny passage that connects Saepi’s apartment to Fort Katie. Its doors use a magical lock: the traveller must perform a precise set of dance-like motions before any door will open.
Space ••
Amenities 0
Doors •
Wards ••
This city is in progress and falls in the deep hedge, intended to be a gift for the Contracts of Song and Vainglory as thanks for a unique combination of clauses used in Miami. Lucent resides in the Hungry Forest of fractal crystals 2 hours north of the Parthenoceps' Necropolis and ~5 hours from the red bridges above the Hedge Jungle. In the fractal forest, it is easy to lose perspective within exceptionally sharp crystals which refract and digitize sound. One door currently goes to the laundry door of Fort Katie for easy access. The city is intended to be massive and glorious (i.e. 5 Space and 5 Amenities), other expectations or complications may reveal themselves later.