Difference between revisions of "Tamarack Falls"

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===Toward Newcomers===
 
===Toward Newcomers===
 
Unless you're going on the third or fourth generation, you're still a newcomer.  You'll be judged, constantly, and talked about behind closed doors over the dinner table, but if you seem like a good sort, or if you have a useful job, the gossip likely won't be bad.  It'll take a bit for loyalty to rub off on you, for the town to open up its secrets, but once you're a local, once you take part in the fairs, the town events, you're one of their own.  Plus, new blood means all the old stories can be told all over again to a more ''appreciative'' audience. Harrumph.
 
Unless you're going on the third or fourth generation, you're still a newcomer.  You'll be judged, constantly, and talked about behind closed doors over the dinner table, but if you seem like a good sort, or if you have a useful job, the gossip likely won't be bad.  It'll take a bit for loyalty to rub off on you, for the town to open up its secrets, but once you're a local, once you take part in the fairs, the town events, you're one of their own.  Plus, new blood means all the old stories can be told all over again to a more ''appreciative'' audience. Harrumph.
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===Toward Changelings===
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A necessary evil -- a double-edged sword.  Changelings know the Fae; they ARE fae, and that means they're the town's best defense.  In matters of that defense, in matters of guidance toward mitigating the effects of the True Fae on the townsfolk, they are sought out, but while some townsfolk find their presence exciting, exotic, a fantasy come true, those are usually the young ones.  The older townsfolk know better.  They know that having Changelings here will draw more of the weird and uncanny creatures, and more conflict, and only hope that this time, no REAL humans will die in the next disaster's aftermath.
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===Toward Psychics/Thaumaturges===
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Given that a fifth of the people in the town have at least SOME form of psychic gift, they're fairly accepting of strange things going on. A granny with a reputation for knowing how to kiss a booboo healed, a friend with an uncanny knack for knowing just when teachers are about to turn the corner, these things just happen.  This prevalence of giftedness falls under the auspices of "keep it to ourselves" when newcomers come 'round, and if strangers come asking about it, it's none of their business.
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==Families==
 
==Families==

Revision as of 14:21, 24 December 2015

Tamarack Falls

Very much a small town, Tamarack Falls is the more supernaturally, shall we say, _aware_ of the two areas our game's grid covers. Weird things happen there, and people know it. Don't build on the east bank.

Attitudes

Being a small town, "everybody" knows "everybody" there, or knows their family, or heard from Great-Aunt Trudy that their family's dog did something to their neighbor's petunias on Memorial Day. Attitude happens.

Toward Outsiders

They're private folks with private problems. Sure, they're friendly enough to tourists, helpful people, kind to strangers, but if you're an out-of-towner, conversations may well shift to other subjects when folks see you walking up to their table.

Toward Newcomers

Unless you're going on the third or fourth generation, you're still a newcomer. You'll be judged, constantly, and talked about behind closed doors over the dinner table, but if you seem like a good sort, or if you have a useful job, the gossip likely won't be bad. It'll take a bit for loyalty to rub off on you, for the town to open up its secrets, but once you're a local, once you take part in the fairs, the town events, you're one of their own. Plus, new blood means all the old stories can be told all over again to a more appreciative audience. Harrumph.

Toward Changelings

A necessary evil -- a double-edged sword. Changelings know the Fae; they ARE fae, and that means they're the town's best defense. In matters of that defense, in matters of guidance toward mitigating the effects of the True Fae on the townsfolk, they are sought out, but while some townsfolk find their presence exciting, exotic, a fantasy come true, those are usually the young ones. The older townsfolk know better. They know that having Changelings here will draw more of the weird and uncanny creatures, and more conflict, and only hope that this time, no REAL humans will die in the next disaster's aftermath.

Toward Psychics/Thaumaturges

Given that a fifth of the people in the town have at least SOME form of psychic gift, they're fairly accepting of strange things going on. A granny with a reputation for knowing how to kiss a booboo healed, a friend with an uncanny knack for knowing just when teachers are about to turn the corner, these things just happen. This prevalence of giftedness falls under the auspices of "keep it to ourselves" when newcomers come 'round, and if strangers come asking about it, it's none of their business.


Families

Geography

Population

Supernaturals

This is Changeling-ville. More than anywhere else in the game, territorially, Tamarack Falls is the domain of the local Changelings. People know you exist. Some of them are, or were once, ensorcelled themselves. Maybe they want to be again. Maybe they never want to see another fae; maybe their nightmares are already too full.

The major exception to this is, of course, the Lefevre family, which throws a lot of Thaumaturges and Psychics into the mix, but they stick to themselves.

That said, there are a few locations in the town which "fairies" are, ahem, strongly discouraged, shall we say, from patronizing. Sometimes a man just wants to know the person he's sharing a beer with doesn't have a tail on the wrong side.