The Untamed Wilds are a set of Arcadian realms following a similar theme and bound by similar rules.
Background[]
Locales[]
- The Verdant Dream: A realm of fae magic, closely resembling the sanitized faerie stories of the Victorian era.
- The Wild Lodge: The home of the Wild Hunt and the forests that the hunters stalk.
- The Twilight Wood: A murky wood infested with life of all sorts — insects, reptiles, and sentient trees, for example.
- The Savage Jungle: A brutish place locked in a constant battle for survival.
Laws of the Land[]
Dead Wood[]
Trees are not quite so easily replaced in Faerie as they are on Earth. Rather, they are born from the souls of dead changelings; the changeling retains limited cognizance, remembering just enough to know that once, they were not a tree. These trees can alter their surroundings by way of emotion. If the soul-tree dies, the soul is set free.
Fear of Falling[]
If a changeling falls out of a tree (note: fall, not jump; it cannot be self-initiated), and he has no fear of falling, he will only ever take one point of bashing damage from the fall, regardless of the height. Resisting that fear will likely take a Resolve + Composure roll.
The Master’s Will: Twisting Paths[]
All realms of the Untamed Wilds bear paths. All such paths belong to the True Fae, who can change them at will. Additionally, they may locate a specific person on their paths; if the target knows about this trick, he may notice that they are being located with a reflexive Wits + Wyrd roll.
References[]
- CTL: Equinox Road, p. 117-121