Goblin Fruit

Carrying Goblin Fruits
Many changelings take advantage of their visits to the Hedge to harvest goblin fruits. Whether they’re used for their otherworldly tastes or for the mystical effects, taking a few extra goblin fruits is a long-standing tradition among the fae. Gourmet changelings sometimes make delicious desserts or succulent jellies from these fruits, and the greatest victual artisans in Faerie fashion elaborate presentations of meals from the Hedge’s bounty. It’s not so simple to just grab a handful of fruits and be on one’s merry way, however. The number of goblin fruits a changeling may carry depends on his Wyrd, his ability to force order from the inchoate vegetation of the Hedge. The following chart lists how many goblin fruits a changeling of a certain Wyrd level may carry with her.

Types of Goblin Fruit

Types of Oddments

Planting and Growing Goblin Fruit

 * 1) Take seeds or shoots or a whole fruit from the original subject and then plant it in the new location.
 * 2) * Ground quality or water exposure are not important, though planting a swamp flower in a desert makes it harder to achieve cultivation.
 * 3) Feed the transplant food it hungers for until it takes root. These add dice to the roll to officially “cultivate” the plant.
 * 4) * Taking root can be visually confirmed by some effect, perhaps the roots sink into the earth of its leaves unfurl.


 * Blood (+3)
 * A plant may hunger for fresh blood. Enough blood must be spilled (close to a pint) to soak the ground around the plant. One concern with this is that spilling blood may attract more voracious hobgoblins. Spilling blood causes one lethal point of damage to whatever creature is giving up the red stuff.
 * Carcass (+1)
 * Curling a dead body — be it from a squirrel, cormorant, hobgoblin or human — around the plant gives it the essential life it needs. The body decays very quickly, turning to a unrecognisable pile of mouldering waste by the end of a 12-hour period. Again, may attract carrion-feeding hobgoblins.
 * Dreams (+1)
 * The character merely needs to whisper to the plant one of his dreams from the last three nights. In giving up a dream, however, the character can never again recall that dream (it literally leaves his mind the moment he whispers it “into” the plant). The character will also suffer a –2 penalty to all Expression rolls for the remainder of the day. Some believe that giving up one’s dreams, even nightmares, is unhealthy, a way of “giving up one’s thunder.”
 * Gift of Attribute (+5)
 * The plant literally draws out one of the character’s Attribute dots into itself. The character doesn’t usually have the choice of which Attribute; in deciding to give the plant any dot, the plant decides what it wants (though sometimes this may make a bit of thematic sense: choking Gallowsroot, for instance, desires Strength while the stimulating leaves of the Jarmyn plant demand Stamina). The character regains that Attribute dot after a number of days equal to 10 minus the character’s Wyrd score.
 * Gift of Skill (+3)
 * The plant consumes a dot of the character’s Skill. As above, the character retains no choice in which Skill; the transplant decides. (Again, theme sometimes applies: Gallowsroot might leech a dot of Brawl or Melee while the magic-empowering promise leaves demand Academics or Occult dots.) The character regains that Skill dot after a number of days equal to 10 minus the character’s Wyrd score.
 * Memory (+2)
 * In whispering a memory to the plant, the character forgets that memory forever but helps the plant grow. The memory must be something more than just a name or phone number; it must be a memory that has a story however small attached to it. (For example: “I remember swinging on the old tire over the trout stream, and one day I fell in and almost drowned.”)
 * Sanity (+4)
 * The character lends the plant some of her own sanity (which helps to stabilise the dreaming nature of the foliage, giving it the constancy necessary to grow to fruition). In doing so, the missing sanity fills in with a temporary derangement (mild) of the plant’s choosing. Once more, theme sometimes applies: Fear Gortach may cause Obsessive Compulsiveness. The derangement lasts for a number of days equal to 10 minus the character’s Wyrd score.

Cultivation

 * Wits + Crafts
 * Gain a number of dice appropriate to whatever food the plant required.
 * Penalties: Being distracted ( -1 ), location is inappropriate for the fruit ( -3 ), etc.
 * This roll, which involves physically packing the soil around the seed or shoot, can be made only once per day.
 * If the character fails the roll on the first attempt, successive attempts can be made 24 hours later, and at a cumulative –1 penalty to the Wits + Crafts score.
 * Repeating the roll does not require another sacrifice, however, repeating a sacrifice will eliminate a number of penalty dice equal to the initial bonus.
 * Time to maturity: Time is equal to 7 minus the successes gained on the Wits + Crafts roll, down to a minimum of one 24-hour day.
 * Double this to determine how long it takes for the plants to start fruiting or to provide functional oddments.
 * Hedge fruits or oddment plants cannot grow outside of the Hedge. Grown fruits can be taken outside though.

Psychoactivity
The emotions felt whilst planting effect the eventual Goblin Fruit that can be plucked. Being paranoid or anxious can lead to an erratic, asymmetrical appearance, whilst being happy or passionate can give bigger and brighter flowers with juicier and sweeter fruits. This also goes for the time it takes to grow to a pluck-able age. Shouting obscenities might turn a fruit more sour, whilst whispering it soothing words might turn an otherwise bitter fruit into one that's more palatable.

Hybridization

 * Hybrids can only be made of two Fruits or two Oddments.
 * Two seeds, sprouts, scions or fruits must be placed in the same spot of Hedge earth.
 * Cultivation is the same as with a single fruit, except that the roll is made at a –2 penalty because of the difficulty of the hybridisation process.
 * It requires a single point of Glamour spent on the part of the grower. Once the Glamour is spent at the tail end of the process, the hybrid plant grows.
 * There’s no telling what will arise from the ground.
 * Usually, it’s some kind of hybrid that features elements recognisable from both plants.
 * Other times, it’s something entirely new, something utterly unpredictable and unprecedented.

Aetherwine
When properly processed, however, they produce Aetherwine, a powerful general anesthetic highly coveted by Chirurgeons and Onierophysics, as well as those with less wholesome intentions for the substance.

Aetherwine must be processed in very small batches, a lengthy process which requires several weeks of careful attention as the Aetherfruit are first fermented and then distilled into a foul-tasting fortified liqueur. (Creating Aetherwine is an extended Wits + Crafts + Wyrd challenge with 20 successes necessary and each roll representing  day of wine-making. Anyone other than Wizened Brewers makes all rolls to create Aetherwine at a -2 penalty, and failure on any individual roll results in the batch being ruined.)

A successful batch of Aetherwine produces only 10 doses. Each one-ounce dose has the potential to render its consumer unconscious almost immediately. (Roll the consumer’s Stamina + Resolve at a -4 penalty. Success or Exceptional Success means the wine does not work. Failure or Dramatic Failure and the consumer falls into a deep dream-state and remains unconscious for 11 turns minus his Stamina + Resolve if the roll was a contested one. The consumer can elect not to resist the Aetherwine’s effect.) This property is lost if the substance is diluted, and as Aetherwine has a bitter taste and numbs the tongue when tasted, it is difficult (but not impossible) to consume it unknowingly. Tasting the wine without consuming a full dose does not activate its anesthetic property.