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LEGACY MAD CITY
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=The Thirteenth Hour [pp 49]= During the Twelve Hours of the Watch the Mad City is in sync with the City Slumbering and Nightmares and the Awake both can cross between the two realms if they have the means or know the Ways. But during the Thirteenth Hour the gateways between the worlds remain fast. During this time the Awake are trapped within the Mad City. Even the One Eyed Jack is subject to the Rules of the Thirteenth Hour. It is rumored, however, that Mistress When may not be. ==Mists of Time== During the Thirteenth Hour, pockets of Mist drift about the Quarters, particularly the Canals, Rattown, the Labyrinth, and the Catacombs. Perhaps the Catacombs more than any other. These Mists are slow and easily avoided, but if the Awake become trapped in them, their own Madness will twist time sideways. The Awake will not be aware of the passage of time. For them the touch of the Mists is but a moment, but in reality they are trapped there for the entirety of the Thirteenth Hour. The good news is no Denizen or Nighmare will attempt to interact with the Awake in any fashion while the Mists hold sway lest they be drawn in, so in that respect the Awake is "safe" - from outside forces, in any case. At the end of the Thirteenth Hour the mists drift away and are gone but the Awake has no immediate way to determine When they are. The Mists may take them backwards or forwards in Time. It may move them moments or hours or days or decades or millennia. Conceivably the Mists could take the awake to the birth of the First Nightmare - or to the death of the Last Awake. No Pain rating is given for the Mists because no conflict or struggle is possible. Rumor has it that the Mists are the minion of the One Eyed Jack. '''Note:''' GMs are advised to use the Mists sparingly and specifically, as a way to introduce new story elements or to change what version of the Mad City the characters are in altogether. It is not inappropriate to rule that the time in the Mists is equivalent to - or even the trigger for - a flashback or other opportunity for a break from the stress of Exhaustion and Madness. ==Other Aspects of the Thirteenth Hour== These are discussed in the descriptions of individual Quarters and Nightmares but are recapped here for convenience. '''The Iron Keep:''' The Iron Keep vanishes during the Thirteenth Hour. '''The Grove of the Slain God:''' The Grove appears in the place of the Iron Keep during the Thirteenth Hour. '''The Iron Chime:''' The Iron Chime of the Grove chimes the hours of the watch from beyond the Mad City and can be heard by their echoes off the walls of the Iron Keep within the Mad City. It chimes the Thirteenth Hour clearly within the Mad City. The Chime can be heard in all the Quarters. '''One Eyed Jack:''' Is rumored to be trapped outside the Mad City with the Iron Keep during the Thirteenth Hour '''Inklings:''' These minor Nightmares take on flesh and lose their Pain rating during the Thirteenth Hour. [Inklings in the Nether of Shadow are immune to this effect]. Inklings can become trapped in this form of flesh if they are caught in the Bazaar at the end of the Thirteenth Hour. '''The Bizarre Bazaar:''' Is busiest during the Thirteenth Hour and has more ways to enter more visibly displayed in the Quarters. '''The Nightling Gale:''' Scours the Spires during the Thirteenth Hour. '''The Captain and the Watch of Hammerwall:''' Resonate with the Iron Chime at the start of the Thirteenth Hour. Captain gains 2 Pain for the duration of the Hour; Watch gains 1 Pain for the duration of the Hour. ---- ==[[DRYH: LEGACY | RETURN TO MAIN PAGE]]==
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