[[hedgehogs]]

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HEDGEHOGS

CULTURAL INTRODUCTION

PART ONE: INTRODUCING HEDGEHOGS

Nomads, Pardoners and Lore-keepers

Hedgehogs are driven by the pursuit of knowledge and the acquisition of wisdom so they surround themselves with books and wisdom, acting as journeymen, dons and scholars. They see this knowledge as the key to their survival, more so than the fists and flick-knives of Weasels or the tooth and claw of Badger law. Many are committed to the process of the Burrow Council and attempt to educate their fellow creatures in the pursuit of rational thought and logic. The power of reason must drive off the Feral nature within. Their attention to the Rites of Passage and the technical knowledge that they glean from Maps and Manuals has meant that many of them have found themselves roles as priests and pardoners; a common denominator of the Old Ways and the New.

Pardoners

Hedgehog Pardoners have a long and troubled history. They were, at first, a group of wandering monks, sent by the Burrow Council to witness the atrocities that were taking place during the Knifewinter in the ruins of London-That-Was and to record and report them. The news that they brought back troubled the Council greatly - the Weasels were creating what was clearly a separatist government - a Mayor of London-That-Was, to rival the elders on the Council. As a final act of desperation, they imposed sanctions on London That Was, brokering deals with the Water Rats and Ferret traders to block the Roads and River in to the city. For three months, no fineries made their way out of London, but no food or warm furs made it in.

Eventually, in desperation, Mayor Chiefweasel Merrick was overthrown in a vicious coup and Mayor Chiefweasel Cleese took the ruins of Parliament. Cleese agreed that thenceforth the Mayor and his representatives would sit on the Council and, in return, Hedgehog advisers would enjoy the safety of Parliament for one day every month. In addition, the Weasels would pay reparations for the atrocities they committed during the Knifewinter. The Pardoners would be the ones to collect these reparations and pass them to the Peoples of the Land.

At first, things went well - each month, the Hedgehog Pardoners would enter London That Was to collect the Weasels’ tribute to the Peoples of the Countryside. They would return with fine clothes, spices, curious blueprints, tools and technologies. Demand meant that Ferret and Water Rat traders prospered too, carrying goods to all parts of the Countryside - as far as the Wild Wood itself. Things were, for a time, running smoothly.

However, it is rumoured that a small group of Pardoners - known as the “Spines of Sol Invictus” began to hoard blueprints and clockwork, fascinated by their power. Whether these rumours were true or not, they were certainly enough to turn the tide of opinion against them. Mayor Chiefweasel Lorre (now long deceased) closed the gates of London That Was to the Pardoners (though he kept the now “traditional” post on the Burrow Council) and ceased the reparations, famously claiming “When there is no trust in the Pardoners, there can be no trust in the People of the Countryside.” That said, it did little to affect the flow of goods that had now established a roaring trade via Ferret businesses and Water Rat crews; luxury goods were still being excavated in the ruins of London That Was on a daily basis.

Of the Spines of Sol Invictus, nothing more is known. Since then, Hedgehog Pardoners have wandered the land, standing as Judges or Law-keepers wherever they are accepted, attempting in all things to be a “Guiding Arm” of Law - calm in wisdom, patient in judgement - partly to offset the “Sharpened Claw” of Badger enforcers, partly as pardon and penance for the presumed crimes of the Spines of Sol Invictus.

Fash’n and Fashions

Hedgehogs are untroubled by Fash'n, except in a purely academic sense - observing the changes in Fash'n is just one method of tracking the changes in Society. Pardoners will tend to wear simple robes in muted colours. Otherwise, Hedgehog fashions tend to be very much a product of nomadic lifestyle - particularly one on foot - without the benefit of Ferret wagons or Water Rat narrow boats. When one needs to carry notebooks, tools, devices for measuring, string, ink, quills, spare eye-glasses, bowl and spoon, bedroll, sealing wax and matches, one begins to find creative ways of carrying everything. Importantly, Hedgehog clothing is designed to fit around spines.

Three Things a Hedgehog will always know

Where her pen and notebook are… It is every Hedgehog's duty to document everything. There are things to measure and note everywhere and thus a Hedgehog must always be prepared, both to record and to peruse previous recordings. Most importantly, to make record of something and to store it in one of the magnificent wandering libraries of the Hedgehogs is to preserve it for the benefit of all Peoples of the Land.

A host of questions to ask… By enquiring we find out. If you don't ask, you may not find out - and Hedgehogs always have a long list of things to find out on each and every occasion. They are particularly interested in stories, songs and tales, it is by learning stories and passing them on that their great mysteries and wealth of Knowledge travels throughout the Land.

Where she is going to be tomorrow… Hedgehogs are a Nomadic people, travelling the vast stretch of Land between London-That-Was and the Wild Wood, and (rarely) beyond the boundaries of the City or the Forest, to speak with Weasel or Toad, Stoat or Badger. They are often accepted even in the strangest of places, for a Hedgehog is a valuable ally when one needs to learn news or have one's children tutored. It is not unheard of for a Hedgehog Librarian to live for some months with a Stoat Tribe before making her way along the River, right up to Westminster. With so much to observe, learn and do, a schedule is of prime importance to a Hedgehog. Yes, the unexpected must be followed and recorded also - however one must always have a plan for the next day.

PART TWO: CREATING A HEDGEHOG CHARACTER

Suggested Character Types: Archer; Wanderer; Monk; Scholar; Storyteller; Assassin; Teacher; Healer; Explorer; Hermit; Journeyman; Advisor; Gadgeteer; Historian; Anthropologist.

Hedgehog Minimum Phys-rep Requirement: Clear, defined spiked hair or hat, plus clear spikes / quills on the shoulders or back.

Countryside Nature

  • Your nature is “COUNTRYSIDE” - you are affected by all calls involving “COUNTRYSIDE”.
  • You may not use any item which requires a different Nature.
  • You may use any item that requires “COUNTRYSIDE” as a Nature. This includes Clockwork and Steam but not Powder.
Hedgehog Merits and Flaws

ALL Hedgehogs have the following Merits and Flaws:

Hedgehog Merits

NATURAL SPIKES: You have 2 extra points of natural armour, which cannot be repaired in uptime. It heals naturally between events.

LOREKEEPER: You have one free point to spend on a “Lore” or “Elder Lore” skill.

RITUALISTS: You automatically get the “Elder Lore: Rite of Passage” skill for free, whether you are an “Elder” or not. This does not qualify you as an Elder.

QUILLS: A Hedgehog regularly sheds its quills. Before each game, you will receive the special item “Quills” - these can then be used as an Ingredient in Brews.

HIDE: A Hedgehog has Hide rather than Fur. If a character uses the “Funeral Rite” or “Tanning” skills on your corpse, they will gain a “Hide” item card rather than “Fur” - while Hedgehog Hide can be used to make armour and other leather goods, it is not as warm and cannot be used to keep out the cold during Winter. In addition, any character using these skills on your corpse will also receive the special item “Quills” - the spines they have had to remove to get to your Hide.

Hedgehog Flaws

NOMADIC: Hedgehog groups do not gain the free Claim at start-up. You may not take Buildings or Claimed Territory as Advantages. In addition, a Hedgehog may never stake a Claim or make use of them. You may never construct buildings or manage them during Downtime.

NEVER GET YOUR HANDS DIRTY: You may only ever call SINGLE with Melee weapons. You may still use Crossbows and Bows at higher levels.

BULKY: Apart from your 2 points of natural armour, you may not wear crafted leather or metal armour. You may wear fur as normal.

Hedgehog Characteristics

You have FIVE points to spend on characteristics, plus ONE free point to spend on a Lore or Elder Lore. You may pick ANY characteristic from the following list:

*Cultural Bonus. Elder Hedgehogs will be given a free Map or Blueprint if you take this Elder Lore. This may contain information not held elsewhere. In addition, with this Elder Lore, you can copy Blueprints. It takes one month for a Hedgehog with this Elder Lore to copy a Blueprint.

** These Advantages will all be placed at a single Territory on the map.

hedgehogs.txt · Last modified: 2010/08/17 16:46 by erestania