Hedge Locations
San Francisco's Hedge, much like the mortal city, is a study in dichotomy. On the trods, the Hedge is neatly trimmed, clean, and relatively safe (no that wasn't a briarwolf howl, this isn't Oakland). Unlike the Ironside city, large swaths of the Hedge are undeveloped save for the odd hob village. As one moves more metaphysically close to Ironside SF, things do become more citylike with gleaming skyscrapers standing vigil over the hobs and Lost who wander the fae streets. In both the more rural and the more urban areas, goblin fruits are plentiful, if perhaps a touch less exciting than the more exotic bounty deeper into the thorns. Most of the hobs are amicable and have a good relationship with the Freehold. The Thorns, on the other hand, are largely decaying urban sprawl. The Thorns manifest as vortexes of broken glass, narrow passages cut through needle-studded walls, lakes of what most hope is just goblin refuse, and choking clouds of smoke and smog. Sinister fae creatures weave between the sagging husks of buildings hunting for lone wanderers while blank-eyed childlike hobs peer out of broken windows waiting for the scraps. Unlike the safer parts of the Hedge, rare goblin fruits and oddments grow from cracks in the pavement, climbing abandoned walls, and hanging from rusting streetlights.
The BriarNet
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The Shining City, the section of the BriarNet claimed by The Crystal Web is vast, with wide swaths still untamed.The landscape is a nearly endless city full of immense towers that many swear change positions when nobody's looking. There are minor trods crisscrossing in mystical geometric patterns and a few larger ones leading south to the Silicon Valley and east to the Oakland Wastes. Towering over the entire digital city is The Hub, the BriaNet’s reflection of SF’s Salesforce Tower, rendered larger and more imposing than its Ironside counterpart. The Crystal Web operates out of the tower’s upper reaches and no non-member has yet to reach the summit. The Information Superhighway (Kith & Kin, pg. 12) remains the most stable trod, and neighborhoods adjacent to it enjoy relative safety and prosperity. While most BriarNet citizens simply use San Francisco’s Market for their needs, there are a few smaller Goblin Markets in the city. Here, Changelings rub elbows with meme hobs, digital beasts, and internet trolls. While the Crystal Web doesn’t enforce a long list of rules, Changeling and hob alike are expected to behave in a respectful manner. Most Briar citizens are adept hackers and therefore infractions can result in anything from being booted back to the Hedge to having your bank account drained. For extreme cases, being permanently banned from the Briars is a common punishment for Changelings and mortals, and derezzing for more problematic hobs isn’t unheard of. This is also the part of the Briars that most visitors see, having little reason to venture further, and so most people see The Shining City as an ideal Hedgespace The further one travels from the trod, the more dire things get. Much like the Ironside counterpart, the Briarnet of San Francisco is rife with poverty, desolation, devastation, and desperation. The Dark Web makes up the vast majority of San Francisco’s BriarNet, though many never see it. Here brave Changelings bump into Glitch Spiders, Y2K worms, malware infected hobs, and pixelated hedge ghosts. Whole neighborhoods flicker in and out of reality as echoes of Y2K still destabilize this part of the Briars. Street oracles will tell your future for a byte and a kiss, just make sure to run your antivirus after. There is also a thriving black market lurking in the Shadows. Whispers of ill begotten Icons, corrupted digibaubles, and forbidden tokens are one of the biggest draws for unscrupulous or desperate Changelings. Rumors of a slaver market hiding under the Crystal Web’s nose are just rumors, right? |
Lamplight
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The hob-town of Lamplight sits precariously on a cliff overlooking the ocean, roughly where the Sutro Baths once stood in Ironside SF. Frequent visitors swiftly learn to avoid the edge of the city as pieces of the cliff it rests on frequently fall into the ocean; the townsfolk staunchly deny this, even when whole buildings or entire streets descend into the waves. Younger Lost describe the town’s theme as Dieselpunk, older Lost liken it to the Industrial Revolution. Apart from being a safe and relatively stable place to visit, Lamplight is also well known for its metallurgy and its lamps - be they gas, electric, or eldritch. Unlike the Market, the residents of Lamplight tend to be reasonable and straightforward traders; a deal with a resident won’t have fine print or vague loopholes; usually. Lamplight also has a small wharf and Lost looking for a high seas adventure, a romantic moonlight cruise, or even just to go on a Hedge version whale watching excursion can usually find a ship to suit these needs. |
The Wharf Market
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Much like its Ironside counterpart, the Wharf Market attracts Lost far and wide. While there’s always marketeers peddling their wares, the bimonthly Grand Market is what draws in hob, Lost, and even Gentry tourists. It’s said that during the Grand Market, literally anything can be bought, the trick is finding the seller. The only forbidden wares are slaves, and thanks to a series of Contracts and Oaths, slaves cannot even step foot onto the docks that make up the wharf. While this is seen as cruel to newcomers, once they realize that it often forbids loyalists and privateers from entering the market it starts to look more and more like a boon. Like its Ironside reflection, the Market attracts Seelions; that the Hedge versions are more akin to aquatic lions than seals, and that they are covered in eyes, does little to dissuade gawkers and adoring fans. The Market has only 3 rules, and breaking either of them can result in anything from permanent banishment to being fed to the Seelions to indentured servitude (which is not seen the same as enslavement). |
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While the Grand Market is the larger pull to the Wharf, there are some permanent fixtures that are just as popular. Among these are:
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The Kingdom of Rats
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Laying 30 miles west of the Golden Gate Bridge, the Farallones, or Farallon Islands are a small group of uninhabited islands that function as a bird sanctuary and wildlife refuge. Human visitors are generally forbidden from setting foot on the islands due to near ecological disasters when they were discovered; the first humans to visit the islands brought rats with them and the lack of predators quickly saw the rodents take over the chain, and nearly drive native birds to extinction. The Hedge reflection of the islands has become much more grim. Rats have fully taken over the islands, ruled by the Rat King. So far the islands’ remoteness and the concerted efforts of the Shark Parliament have kept the rats contained to the islands, but many believe it won’t be all too long before the rats figure out a way to spread to the mainland. Still, trade with the Kingdom of Rats is possible, if not somewhat dangerous; the rats are rumored to have a giant horde of Icons that have drifted out to sea, and rare goblin fruits grow in abundance on several of the islands. Would-be traders are wise to consult with the sharks before attempting the trip to the Kingdom, but pirate sloops do make the trip from time to time. |
The Shark Parliament
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San Francisco is known for its sharks, especially the high number of great whites. The abundance of seals and sea lions, the protected Monterey Bay to the South, and the unusually deep waters just off the coast combine to make the ocean near SF prime shark breeding grounds. In the Hedge, this still holds true, and the local sharks have come together to form a parliament, based loosely on species of shark, though exceptions to species rule are far from rare. The sharks mostly keep the seas around the City free from threats coming from deeper within the ocean, a fact that many don’t even realize. They are also one of the reasons the rats haven’t spread beyond the Farallones. The parliament is more than happy to trade with aquatic Lost, and all sorts of treasures can be dredged up from depths. Sharks also hire themselves out as mercenaries - many of them are equally capable of swimming in air as they are water, and any ship traveling the coast is smart to have at least one shark aboard. |- |
PC-Owned Locations
Cat's Row
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Location Template
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Rules | Creation | Character Creation | Approved Books |
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Rules | House Rules | Custom Conditions | Custom Merits | Custom Contracts | Custom Goblin Fruit and Oddments | Custom Tokens | Custom Entitlements | |
Setting | Setting | Setting Overview | Freehold |
Venue Locations | Shards | Hedge | Ironside | |
PC Locations | Coming Soon! | |
Cast | Main Cast | Active | Inactive | Deceased |
Supporting Cast | Active | Inactive | Deceased |