"Reflect in your heart for me, and I will reflect for you."
-- La belle et la bête, 1946
Changelings recognize Belle's mirror as a thing of beauty, a flawless looking glass surrounded by woven Heartbriar (a viny growth that develops heart-shaped flowers used in changeling love potions). The mirror is 13 x 13 inches, in the shape of a heart.
The user must be able to stare into the glass fully for a turn while clearly recalling the face of someone they genuinely love. The mirror will then reveal the target and their current state, as well as anything within 20 feet of the target, so long as they are on the material plane. The perspective can be shifted like the user was panning with a video camera, but only within line of sight. The scene fades after thirteen minutes, and the mirror will only work once per day. Typically, those being spied on are none the wiser, but the user's fetch will know that they are being watched.
Mein: All blemishes on the mirror fade when it is activated, and the frame tends to gleam mellowly. It takes on weight, as though it has an ornate frame. Those near an active mirror might catch a scent or a sound from the scene inside. Mortals may feel unaccountable sadness or happiness while looking into it or handling it directly.
Drawback: The emotional effects of the mirror are overwhelming. For the next day, the user suffers from severe anxiety (see page 98 of the World of Darkness core rulebook).
Catch: Watching a loved one from afar in the mirror is always distressing, no matter what is being viewed. For the next day, the user suffers from a -1 penalty on rolls to resist the anxiety.
Mansion dust is gathered from the remains of rooms that have been destroyed. No one knows who collects the dust, how they enchant it, or why some rooms qualify while others don't. Some speculate that places with deep emotional resonance and importance are prime candidates. Others believe that violence and trauma surrounding the room's destruction causes it to transform when the remains enter the Hedge. A few believe that the sacrifices made for the building matter most.
Regardless, every now and then mansion dust shows up in Goblin Markets, sometimes in plain burlap sacks, urns, cremation boxes, even large preserving jars. The goblins usually charge a sizable fee for the seemingly useless contents because when they are buried in the soil of the Hedge, watered with Glamour, and fed with Willpower (two points of each per dot of the trifle), the remains conjure up the rooms they belonged to.
The reconstructed rooms are rarely accurate representations of real-life locations but they are close enough, and solid enough to remain standing. Some major items of furniture may also appear, especially if they were well used or evoked strong emotions, but often the rooms are bare. It is notable that these rooms have no doors into or out of the Hedge whatsoever; all such doors must be added. In exceedingly rare instances, rooms might have the remnants of old wards, but usually they have none. Each dot of mansion dust grants one room, though these rooms tend to be a bit larger than average. It is in this way that some hollows get started or are expanded.
Mansion dust can be used to start a hollow (with Storyteller permission). In such a case, the deal with the goblin market will transform the player's Hollow merit points into an actual place in the game. During character creation, this can simply be part of the backstory or prelude. During game play, each dot of mansion dust adds the prescribed number of rooms (thereby granting dots in hollow size). These rooms do not all have to be in the same style or even from the same time period. Such a hollow has absolutely no doors of any kind; they must be made. It also has no wards or amenities unless the Storyteller allows it.
Mansion dust can be used to expand a hollow that already exists. Additional rooms generally take on the amenities and wards ratings of the larger hollow. Mansion dust rooms add to the size of a hollow but will not add any doors or wards; with Storyteller permission, they might add amenities. Once the dose of dust has spawned its room(s), they cannot be moved, although there have been rumors of prized bags that can spawn and collapse rooms for transport.
Given the nature of goblin trade, however, these rooms come with quirks of their own. Some of these problems can be fixed, while others remain part of the construction itself. Mansion dust can come with any of the following drawbacks:
The walls have serious damage. There will be leaks, plants may start to grow inward from the Hedge, smaller Hedge creatures might find it easier to get in, and the walls will be easier to knock down.
The room is actually a mix of two different rooms whose remains were mixed too much.
Ghosts of former inhabitants, bound to the place, haunt the premises.
This very special ticket is never directly bought or sold, not even by goblin merchants, but it passes through many hands nonetheless. The pass is instead found at a transportation depot or established waiting point, or somewhere in a vehicle. It has a way of showing up within sight of the desperate, the desirous, or the pursued. Sometimes the paper appears old and worn while other times it appears newly printed and crisp, but it is always discovered alone, without any apparent owner. The stub grants a fully paid fare in one chosen direction on an established route (typically somewhere the finder very much wants to go), with no transfers to other lines or methods of transportation.
When it is purposefully shown to an official to verify passage, the slip activates and all of its details fit the current purpose. Such permits have been found on and used for trains, boats, and coaches, and any official who checks the ticket will find that it is completely in order. An authority figure will not collect the stub, even if it is standard practice to do so, and will ignore the strip of paper from then on.
One person can use the pass for five trips, after which time they will unaccountably lose the ticket. If they have at least one more trip due, the holder can give it to another person, but that recipient will only have the trips that were left to the original holder. On no account can one person use the ticket for more than five journeys, but it is rumored that such a token will count on any side of the Hedge. Goblin carriage drivers will probably recognize its worth and accept it, as might ghostly ferrymen and other spirit guides.
Mien: The holder will usually notice one of several changes once officials have moved on. For the duration of the trip, the ticket is a little too warm to the touch, its printed matter shifts into nonsense, and it smells slightly burnt. It will also have marks on it that tell how many fares it will cover in the future for that person. Sometimes they are as simple as scratches, particularly if the holder is illiterate. Other times the token reveals printed instructions to the tune of the holder’s name, a list of accepted conveyance types, and the operating stipulations outlined above. The token will never reveal anything about its drawback or its destiny to become lost once more, and only the user will understand its scrawl. If the holder draws unwanted attention and has to show the pass again to remain on the conveyance, the paper will adjust once more to show the needed information, but having to present it again due to the holder’s negligence will cost the user one of his trips and incur the activation cost.
Drawback: Each time the pass is activated, before the journey’s end the user will lose some mundane item in their keeping, no matter how careful they are about minding their possessions. This item will be inconvenient to lose (such as an umbrella before rain, a pocket watch when time is of the essence, or a shoe when one is expected to run) but not of real personal importance or (i.e., a wedding band or a token) and will impose a -1 penalty as appropriate to the situation in the next scene (Composure, a social skill, or Craft rolls are common). Once the ticket has been used for the last time by the holder, it will go missing by the end of the ride and will pass on to a new (albeit temporary) owner.
Catch: This token can be activated without spending Glamour by spending a Willpower point and insistently presenting it as proof of passage to an official. While the journey is underway, the holder will not be able regain Willpower by fulfilling his Virtue or sleeping (as his sleep will be thin and his dreams disagreeable); only fulfilling a Vice will grant any relief.
Destiny: As far as Autumn Courtiers have been able to discover, the Wayfarer’s Pass first appeared in circulation with the spread of mass transit in the mid-1800s. They surmise that the Pass coalesced from the wishes of many travelers and will exist as long as physical, printed proof of passage is required for mass transportation. Debate rages over whether earlier versions existed, whether it is fueled by infernal power, and whether there is only one Pass or many. As of yet, no one has verifiably seen more than one Wayfarer’s Pass at a time.
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