Difference between revisions of "Gentry/Master of Wine and Spirits"

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The Master is a creature given to a bad case of shiny syndrome. It's always looking for something new, and when something comes ''in season'', something comes out of its Vineyard that especially pleases it, the entire realm takes on the feel and vibe of the fickle Keeper's latest obsession. Its captives are tools and accessories at best, potential crops at worst, and nothing, absolutely nothing, is so important as finding that next, new, novel taste. Cruelty isn't intentional, merely a byproduct of not thinking much more about its workers than humans might the silverware in their kitchen drawers.
 
The Master is a creature given to a bad case of shiny syndrome. It's always looking for something new, and when something comes ''in season'', something comes out of its Vineyard that especially pleases it, the entire realm takes on the feel and vibe of the fickle Keeper's latest obsession. Its captives are tools and accessories at best, potential crops at worst, and nothing, absolutely nothing, is so important as finding that next, new, novel taste. Cruelty isn't intentional, merely a byproduct of not thinking much more about its workers than humans might the silverware in their kitchen drawers.
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'''Escapees''' - {{#dpl: category= Master of Wine and Spirits | mode=inline |inlinetext=,  |noresultsheader=''none''}}
  
 
==Note About Spirits==
 
==Note About Spirits==
Spirits in the Hedge and Arcadia have '''no ability''' to either enter the Shadow or exist in Twilight. They exist in their manifested form and may well feed on Glamour as if it were Essence. While spirits are common in the Vineyard, the Vineyard will not be a place visited IC, its purpose to serve as backstory for characters. Please consult staff before integrating spirits into your Hedgeventures to make sure rules are appropriately observed.  
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Twilight does not exist in Arcadia nor the Hedge. Spirits manifest in the Hedge and Arcadia just as they would in the Shadow. Similarly, there is no way to reach the Shadow from Arcadia nor the Hedge. They exist in their manifested form and may well feed on Glamour as if it were Essence. While spirits are common in the Vineyard, the Vineyard will not be a place visited IC, its purpose to serve as backstory for characters. Please consult staff before integrating spirits into your Hedgeventures to make sure rules are appropriately observed.  
  
  
 
===By Seeming===
 
===By Seeming===
* '''Beast''' -  
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* '''Beast''' - ''Uncommon'' - To guard the grounds and hunt for new spirits, new inspiration.
* '''Darkling''' -  
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* '''Darkling''' - ''Rare'' - To be molded into something sinister to feed the spirits and press into wine.
 
* '''Elemental''' - ''Common'' - Spirit workers, those who were one with the land, who fed the spirits.  
 
* '''Elemental''' - ''Common'' - Spirit workers, those who were one with the land, who fed the spirits.  
* '''Fairest''' -  
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* '''Fairest''' - ''Rare'' - To be molded into something exquisite to feed the spirits and press into wine.
* '''Ogre''' -  
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* '''Ogre''' - ''Uncommon'' - To guard the grounds, keep the workers ''motivated''.
 
* '''Wizened''' - ''Common'' - Useful and creative, skilled workers and artisans.
 
* '''Wizened''' - ''Common'' - Useful and creative, skilled workers and artisans.
 
   
 
   

Latest revision as of 17:08, 5 October 2017

Master of Wine and Spirits

A genderless entity with a taste for spirits--or, more accurately, what can be made of them. They're prone to taking people from agricultural communities: manual laborers, farmers, gardeners, wine-makers, little old ladies making pies, mechanics. They're all drawn in with the same purpose, to work The Vineyard, a realm of twisted vineyards, crops, and orchards. The abductees go and find new spirits, 'raise' them, shape and reshape them feeding them to each other or exposing them to intense new resonances to create new and unique experiences to be pressed into new vintages, distillations, and brews for the Master.

The Master is a creature given to a bad case of shiny syndrome. It's always looking for something new, and when something comes in season, something comes out of its Vineyard that especially pleases it, the entire realm takes on the feel and vibe of the fickle Keeper's latest obsession. Its captives are tools and accessories at best, potential crops at worst, and nothing, absolutely nothing, is so important as finding that next, new, novel taste. Cruelty isn't intentional, merely a byproduct of not thinking much more about its workers than humans might the silverware in their kitchen drawers.

Escapees - Gabriel GraysonLouisa Dalton

Note About Spirits

Twilight does not exist in Arcadia nor the Hedge. Spirits manifest in the Hedge and Arcadia just as they would in the Shadow. Similarly, there is no way to reach the Shadow from Arcadia nor the Hedge. They exist in their manifested form and may well feed on Glamour as if it were Essence. While spirits are common in the Vineyard, the Vineyard will not be a place visited IC, its purpose to serve as backstory for characters. Please consult staff before integrating spirits into your Hedgeventures to make sure rules are appropriately observed.


By Seeming

  • Beast - Uncommon - To guard the grounds and hunt for new spirits, new inspiration.
  • Darkling - Rare - To be molded into something sinister to feed the spirits and press into wine.
  • Elemental - Common - Spirit workers, those who were one with the land, who fed the spirits.
  • Fairest - Rare - To be molded into something exquisite to feed the spirits and press into wine.
  • Ogre - Uncommon - To guard the grounds, keep the workers motivated.
  • Wizened - Common - Useful and creative, skilled workers and artisans.