Tales of New Camelot
Venues are Founts where Dross is generated by the performing arts – either the passion and artistry of the performers themselves or the imaginative responses of audiences and critics. They are the most popular sort of urban Fount among changelings, the safest and most versatile.
- Spring: These are the ‘Childlings’ of venues. They are small in scale, intimate in character and tend to feature unknown or up-and-coming acts. Fresh and imaginative acts are quite frequent, but the quality of performance is pretty variable.Custodians at these venues are usually artists themselves, so disrespectful changelings can attract an angry artist. Spring Chimeras, which have point scores in the 10-30 range, are mischievous and whimsical so they commonly confuse changelings.
- Summer: These are the ‘Wilder’ fanes that are usually well-funded and popular with the general public. Performers are often well-known and successful, but still with their best work ahead of them. Although the quality is higher, genuinely original and exciting material is less common. Custodians at these venues are usually professional managers who will use their official authority to get disruptive changelings off the site and prevent them returning. Summer Chimeras have point scores in the 40-60 range and typically use illusions to force the changeling out of the venue.
- Winter: These are the ‘Grumps’ of venues, the big populist concert halls and arenas. Performers are often of the highest calibre, but formulaic and mainstream. It’s much harder to find something fresh and inspiring here. Custodians at Winter Venues are often security guards or the police, since the venue is usually hosting stars and celebrities. Winter chimaera can be awkward to deal with, often being arrogant and domineering. They have point scores in the 50-75 range and, if angered, they often attack.
|Season||Viewing Difficulty||Appreciation Difficulty||Dross Value||Botch|
|Spring||6||8||1-3||Angry artist or chimerical confusion|
|Summer||7||7||3-5||Official warnings or chimerical illusions|
|Winter||8||6||5-7||Police called or chimerical attack|
Researching Venues: Viewing
The changeling must roll Perception+Enigmas to find the Dross, which can appears as part of the performance (a stage prop, a conductor’s baton) or the venue itself (a programme, opera glasses). The Dross in Spring Venues tends to be novel and unexpected, but in Winter Venues it appears in familiar places (in the stalls, in the lighting box, etc). Changelings might use Soothsay or Primal Cantrips instead of this roll (Storyteller’s discretion).
With 1-2 successes the changeling does not find the Dross, but does interact with the other performers or audience members there. In Spring Venues these tend to be Dreamers, in Winter Venues they tend to be Autumn People, in Summer Venues they could be either. If the changelings handle this encounter well, the Storyteller might grant extra successes (identifying Dross) but if it goes badly, treat as a botch.
With 3+ successes the changeling identifies the Dross. With 5+ successes the changeling can return to the Venue again whenever a performance takes place and doesn’t need to make a fresh Research roll.
On a botch the changeling runs into trouble with the mortal custodians at the venue – perhaps offending fans or being accused of stalking or heckling; multiple botches draw the attention of the Dauntains.
Reaping the Venue: Appreciation
It’s not necessary to steal anything artwork from a venue because the Dross can be removed from the performance in which it forms with a Perception+Kenning roll. Cantrips cannot be used instead: if the changeling doesn’t understand art, the Dross will not give itself up.
With 1-2 successes the changeling does not find the Dross, but does interact with the chimerical guardians there: sentient chords, fictional characters, symbolic muses. In Spring Venues they are mischievous and chaotic, in Winter Venues they tend to be more aggressive and easily offended. If the changelings handle this encounter well, the Storyteller might grant extra successes (unlocking Dross) but if it goes badly, treat as a botch.
With 3+ successes the changeling obtains the Dross. With 5+ successes the changeling can access a more complex feature of the Venue: acquiring a performer as a new Dreamer or experiencing Rapture.
In a botch, the changeling gets into conflict with the chimerical guardians of the venue. Multiple botches increases the power of these chimera or their agenda (eg Summer instead of Spring).
Musing at Venues
At a venue, Fae can Muse the performers instead of seeking out Dross.
Reverie rolls can be made whenever a powerful performance occurs. Roll Perception+Investigate to locate a worthy performance at a venue, using the Musing Table to determine how long the character has to wait for one. Stunning performances are frequent at Winter Venues, infrequent at Spring Venues.
The Reverie roll can be made during the performance. This requires making personal contact with the performer, which is easy at Spring Venues but hard with the star performers at Winter Venues.
Ravaging can be done instead, which involves heckling or disrupting the performance. Again, this is harder at Winter Venues where troublemakers are soon expelled.
Prodigal Involvement: Vampires, Mages & Wraiths
Vampires tend to attract other supernatural beings. Toreador vampires can no longer experience imagination or true creativity but thirst to experience it vicariously, from others. They are quite often psychic enough to detect changelings and are IMMENSELY territorial. Wraiths feed off the emotion performances can produce and can often sense when performers are being magically interfered with. Cult of Ecstasy Mages relate to magick in the same way changelings relate to Glamour and can often sense the occurrence of Epiphany. Some Werewolves patronize certain arts (eg Fianna at a folk gig, Glass Walkers at a rave, Silver Fangs at a Wagnerian opera).
When changelings muse a performance, the Storyteller could ask players to roll Wits+Lore to avoid the attention of supernaturals. Only one roll should be made by the party member with the best dice pool; if this character is Sluagh or House Balor, reduce the difficulty by 1.
With three or more successes, there is no Supernatural Involvement. With 1-2 successes only the lowest category of involvement occurs. On a fail, the higher category occurs. A botch will trigger a Clash.
|Venue Season||Difficulty||Supernatural Involvement|
|Spring||4||Encounter or Threat|
|Summer||5||Threat or Influence|
|Winter||6||Influence or Clash|