Reawakening

War is but a dis­tant mem­ory in the hearts and minds of those who dwell in Arca­dia. For today’s chil­dren war is not even some­thing that hap­pened to their par­ents but to their grand­par­ents. The sto­ries are still told, of course, because this is not a land where sto­ries are ever allowed to die, but increas­ingly the young are get­ting tired of their elders’ tales.

“It was a time of great heroes,” boomed the voice of Eshu near and far, weav­ing myth and real­ity together around the camp­fires. “They stood nigh-on twenty feet tall, and wielded the magic of the World, the true Glam­our that is born and dies in but a sin­gle moment when a leg­end is formed…”

And old ladies hud­dled around the same fire would whis­per to their grand­kids. “One of them was called Gustaf, or some­thing, you know — my sister’s husband’s step­fa­ther swears blind he saw him in a pub once. Per­sim­mon, he was. Or Pansy, maybe. I for­get the house he told me.”

The chil­dren would run off and fight with sticks or climb trees. They’d grown up with the sto­ries, and they’d grown tired of them in a way that their par­ents never could. War sto­ries were old. Boring.


Before long, those kids grew into adult­hood, and came to under­stand the world. How peace had pros­pered, how trade tri­umphed over bat­tle, and how it was still all god­damn bor­ing! They craved excite­ment, adven­ture, fun, all the things they’d been told about in the con­text of other peo­ple hav­ing the fun. And now that they were adults, they damn well wanted to do some­thing about it.

Whether it was some con­scious deci­sion, whether what hap­pened was what they truly wanted, nobody knows, and per­haps we will never know. I doubt that it was quite what they had in mind, really. But the truth is, the world was full of dis­af­fected youths who had finally acquired the two dri­ving forces of change: power and desire. And some­thing happened.

One Samhain night, winds gusted and light­ning flashed, branches snapped and rain fell, across all the lands of the Fair Folk. While we all shel­tered inside, the out­side changed around us.

Morn­ing came, and the rain stopped. But the wind and the light­ning didn’t. It looked for all the world like the flick­er­ing, crash­ing clouds that enveloped the sky were spi­ralling inwards towards some point far distant.

We, the adults, the ones who rev­elled in the old sto­ries, looked up with igno­rance and fear in our hearts. But the chil­dren, who weren’t chil­dren any­more, felt one thing only: “Oh, fuck yes!”

Intro­duc­tion

This is a sequel of sorts to my unex­pect­edly suc­cess­ful Changeling game, “In Love and War”. It is set two gen­er­a­tions after the events of that game, how­ever many years that is in the bizarre chronol­ogy of Fairy­land. The orig­i­nal char­ac­ters live on as myths and leg­ends warped by time, but through the sto­ry­tellers’ con­tin­u­ing obses­sion with them, they’ve man­aged to bore the hell out of an entire world’s teenagers.

A desire to have their own adven­tures in an oth­er­wise dull world, that awk­ward ado­les­cent new-found power — that’s you, that’s the characters.

You might have just fucked up the entire world with­out real­is­ing or even really car­ing. But, you know, fuck it. It was a shit world any­way. Now there’s adven­ture, or peril, or fun, or death, or some­thing at the end of that swirling vor­tex in the sky. Doesn’t mat­ter what, at least it’s some­thing.

This is not a world of pol­i­tics and armies and gleam­ing armour and glo­ri­ous bat­tle. That stuff’s for grannies. Even more cer­tainly it’s not about nego­ti­a­tions and com­mit­tees and veg­etable gar­dens, your par­ents can keep all of that. This is a world of angry punk kids sud­denly given some­thing to live for, and excuse to stick a nail through the end of a base­ball bat, pack up, head out, and tell Arca­dia itself to shut the fuck up and take notice.

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