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By Isabella
 
This is a set of very, very loose guidelines based off Gob-lin Contracts and Pledges, to aid GMs and players in making more esoteric bargains with reality. This is not an ironclad rule set, and elements can be added and thrown out as need-ed. It is meant to cover aspects of changeling society not cur-rently covered under the rules, such as the swearing of bar-gains to protect the Freehold, Goblin Vows, or powerful  Autumn ritual magic.  A variety of reasons.
Changelings can
t do what they
re supposed to be able to do
 - Mentions of long term pledges that protect the Freehold are  very common in the Changeling books, but normal pledges don
t really cover this. Autumn sorcerers are lauded as the masters of freehold magic, but have the mostly the same Contract options as any other changeling. Likewise, there are a number of effects that are exceptionally common in faerie tales, but that are too powerful or narrowly focused for Con-tracts to cover. These effects are currently left up to Storytell-er fiat.
Hobgoblins have all the fun
 - No, really. The most obvious trait to point to is the goblin tendency to deal in abstractions and make fell bargains beyond the point of pledges. It seems like ripe ground for plot and adventures to hunt down im-material things for the Autumn court, but there are no rules for a changeling to be able to do this. Even a Wyrd 10 changeling, on the cusp of turning True Fae, has to go buy a market stall if they want to match the capabilities of a Wyrd 3 hobgoblin.
Goblin Vow prices need some work
 - I feel like most the is-sues above already have a potential solution, in the merit Goblin Vow from Rites of Spring. This would allow change-lings to bargain with a great old oak, or the London fog, and allow a changeling to make more esoteric bargains. The problem with Goblin Vow is I feel the price range is simply too narrow. Mother Susan is stated to have given up her only child to found the Spring Court; a changeling
could
 follow in her footsteps to make such an epic sacrifice, but they could get the same effect by flying to Hong Kong and delivering a box, or by swearing off fish, avoiding Uzbekistan, and prom-ising to fetch someone a soda. You also don
t get a lot for  your firstborn child - a modest boon for a duration of a  week, at best.
Everyone else gets ritual magic
 - Bandwagon! The basis of of the vow is the same basis as all Change-ling vows - something is promised, and something is received in return. The changeling requires some right to make pledges with an aspect of reality, usually represented by the Goblin Vow Merit. The aspects tend to be very specific in nature. The changeling may have the right to bargain with
ivy 
,
 wolves
, or
unrequited love
, but cannot claim the right to bargain with
plants
,
canines
, or
emotions
. The aspect must be present in some fashion for the changeling to make a bargain with it. If a changeling wants to make a pledge with sunlight and is trapped in a dark cement room, the changeling is out of luck. The changeling must determine the cost of the boon from the list below, and then offer an appropriate sacrifice to receive the effect. The aspect may demand to set its own price for certain services, though the changeling will know this immediately. If one renders nothing at the time of the bargain, the aspect sets its own price. There is no cheating the Wyrd - any attempt to defer the price results in the Wyrd simply taking it, or removing its blessing and then some. No sacrifice can grant powers outside of an aspect
s purview. An aspect of fire can start fires or protect from fires, but cannot put a man to sleep or hide a changeling from sight. Each Ritual has a suggested dot rating, which represents the Wyrd required for the changeling to make that bargain.  Autumn Courtiers, in line with their sorcerous leanings, are counted as having a higher Wyrd (+1 at Mantle 1, +2 at Mantle 3, +3 at Mantle 5) for the purposes of Wyrd-Binding.  A lower Wyrd changeling can still make the bargain, but must render an additional sacrifice to make up the differ-ence. The rating of the sacrifice must be equal to the missing  Wyrd dots + 2. For example, if a Wyrd 5 changeling wishes to make a Wyrd 7 bargain, they must offer an additional
•••• payment, as well as the regular price.
 The rituals stated below are simply examples of what can be done with the system, though they also cover faerietale tropes that are missing from the current gameline. The Sto-ryteller and players are encouraged to tweak, alter, and pick and choose to make the rituals more appropriate for specific changelings. The endless variety of aspects allows for an end-less variety of effects, and the narrow nature of aspects means no one changeling can perform every one of these rituals. It adds a touch of uniqueness to each changeling, as well as a need to seek out dedicated sorcerers for various tasks. Every ritual has the following entries in its block:
Title:
 The dot rating next to the title determines the  Wyrd rating required for a changeling to make that bargain. This rating usually matches the price.
Price:
 The dot rating of the price. The price for each rit-ual is already worked in and listed under
Drawback
 - the price rating is simply stated so that Storytellers can remove the Drawback and replace it with a different one of appropriate level.
Effect:
 What the ritual does.
 
 
Drawback:
 Nothing is free, and this is what the change-ling pays to be able to perform the Effect.
Purview Variants:
 As stated above, no aspect can grant powers outside its purview. Some rituals are obviously inap-propriate for certain aspects, but may be able to grant a simi-lar ritual with slightly different effects. How are these different from Contracts, especially Gob-lin Contracts? First, they are much narrower in scope: a Contract of Fang and Talons can apply to all canines, while a Goblin Vow is limited to wolves or jackals. Secondly, the changeling must make the bargain every time, which can make them difficult to perform in fast-paced situations such as combat. Thirdly, the bargains tend to be more expensive then the simple glamour costs associated with Contracts. A changeling might imitate a contract to sense an element, if they were content to sacrifice an animal or take a penalty every time they cast the spell. The dot ratings below are loose guidelines for what ef-fects can be gained, for what price. The Storyteller is the final arbiter of what rating is appropriate. Generally, damage
should be restricted to Bashing damage at •••, Lethal at ••••, and Aggravated at •••••. The effects listed under
each rating tend to be the most elementary and basic ver-sions, and more potent versions of these effects should be reflected by increasing the cost. Effecting multiple targets or increasing the duration of an effect increases the price. The sacrifices listed under
 ALL 
 scale up, and thus can be applied to any bargain. Penalties inflicted by sacrifices tend to last as long as the ritual
s duration, or a few days longer. Penalties that seem less severe or long term (such as a guaranteed dra-matic failure or losing a dot in a skill) are for bargains of a shorter duration, while more extreme prices are for effects that last longer.
Minor:
 Gain mystical knowledge about and under-standing of phenomena within the abstract
s purview. Ele-mentary manipulation of phenomena within the abstract
s purview, enough to activate them and/or impart directions. Provide the changeling with information about his surround-ings. Provide a bonus to one action. Apply a minor effect to one target.
••
Uncommon:
 Exert elementary command and con-trol over phenomena within the purview of the abstract. Conceal, camouflage or hide phenomena within the ab-stracts purview from scrutiny. Ask the abstract to protect the changeling. Perform advanced-level applications of the 1st-dot practices (Provide the changeling with more detailed information or produce more substantial physical effects.  Allow the user to gain information about objects, people, or locations well out of the range of her senses).
•••
Important:
 Alter the capabilities or functions of phenomena within the abstract
s purview. Injure or degrade a target within the confines of the abstract. Fortify, bolster or improve phenomena within the abstract
s purview. Ask the abstract to protect another. Perform advanced-level applica-tions of the 1st and 2nd-dot practices.
••••
Major:
 Transform phenomena within the ab-stract
s purview into related phenomena or shapes, or replace their capabilities or functions with different ones. Signifi-cantly injure a target, degrade its capabilities or negatively transform it within the confines of the abstract. Perform more advanced-level applications of the 1st, 2nd and 3rd-dot practices (Affect more people).
•••••
Epic:
 Create phenomena within the abstract
s purview from nothing. Destroy or mutilate a target within the abstract
s purview. Advanced-level applications of the 1st, 2nd, 3rd and 4th-dot practices.
••••••+
Legendary:
 Create phenomena that change according to conditions. Grant supernatural abilities to a target. Permanently bind an aspect of the abstract. Remove a quality such as magic, destiny, or mortality. Advanced-level applications of the 1st, 2nd, 3rd, 4th, and 5th-dot practices.
 ALL:
 A harmful spell also affects the sorcerer (in unlock-ing a door, they ensure that their own doors will become unlocked at an inopportune time, in inflicting a penalty to speech, they lose the ability to speak themselves when it is inconvenient); The effect may be identical or merely similar (for instance the target is made vulnerable to one kind of damage, and the sorcerer is made vulnerable to another, thematically linked kind of damage), A boon may behave unpredictably (a defensive spell may trigger for the mailman as well as for the assassin invading one
s home); A target realizes at the end of the spell that they have been deceived or spied upon, and by whom, with increasing knowledge (an inkling or suspicion for 1-dot spell, certainty and a hint at  where to find the sorcerer for a 3-dot spell, certainty and precise knowledge of the sorcerer
s location for a 5-dot spell), Penalties (-1 to -5 penalty to a category of rolls (physical, per-ception, social, etc) relevant to the effect and based on the level of the spell, or milder penalties for longer)
Minor:
 Strange handcrafted music box, a copy of Peter Pan in which a child sketched his nightmares, a tortilla on  which there is an image of the Virgin Mary, Common goblin
fruits and oddments, Most Hedgespun (• to ••), Token (•),
a mildly important secret, an animal sacrifice, inability to lie  while spell is in effect, a mild temporary derangement
••
Uncommon:
 A witch
s finger, a spider that has been scared to death, a vampire
s fang, a fading ember that will not go out unless spat upon, a beloved pet, Rare goblin
fruits, Unusual Hedgespun (•••), Token (••),
a roll re-duced to a chance die, keeping an item or secret hidden
•••
Important:
 Grandfather
s pocket watch, a rare Ro-sicrucian manuscript, a Token given to the Lost by her Men-tor, an unbaptized child, a friendship, Particularly skilled humans (such as doctors), terribly beautiful humans or ani-mals, humans touched by the supernatural (such as psychics, ghouls, and wolf-bloods), strong Hedge Beasts, a dramatic failure, inability to speak while spell is in effect, a severe temporary derangement, a regular and risky service
 
 
••••
Major:
 A Gutenberg Bible, a chair from the Am-ber Room, a werewolf pelt, the lost log from a sunken slaver  vessel, a connection with an organization, a friend, perma-nently losing a dot in a prized Skill, a virgin sacrifice, A sev-enth son of a seventh son, a changeling, a firstborn infant, a powerful and intelligent Hedge Beast, one
s fetch (or the merit obtained from killing it), an important roll becomes a guaranteed dramatic failure, an extreme temporary derange-ment, performing a major boon (building a skyscraper)
•••••
Epic:
 Hitler
s molar, Lewis Carroll
s fountain pen, a sword forged in Arcadia, the key to a Gentry 
s keep, a
blood relative, Token (•••••), permanently losing
Kith blessing, permanently losing multiple dots in a Skill, all memories of an important person, Non-fae supernatural creatures (such as mages or werewolves), particularly potent or unusual changelings, a great tragedy befalls the changeling or his loved ones, inability to open one
s eyes while spell is in effect, defeating one of the Gentry, performing an incredible boon (building a national monument), the memory that guided the changeling home from Arcadia
••••••+
Legendary:
 The Lance of Longinus, Excali-bur, Odysseus
s Bow, the Holy Grail, a pearl from a dragon
s forehead, a soulmate, the changeling
s entire past, killing a True Fae, one
s True Name, one
s Seeming blessing, a live dragon, unicorn or similar difficult to locate and capture creature, eternal service to a cause
••
Price:
 
••
 
Effect:
 The caster binds a message into a minor aspect of reality, and gives it a target to deliver the message to. The aspect makes its way over to target as quickly as possible, though it is limited by its nature: wind has trouble entering a subway tunnel, and a cat has trouble entering an office build-ing. Once it reaches its target, the messenger delivers its mes-sage and is free to leave or dissipate. In practice, the ritual is less convenient than a mundane cellphone, but there are certain times when a cellphone isn
t possible.
Drawback:
 The messenger delivers its message
immediate- ly
, no matter what the circumstances. It doesn
t matter if there
s a loud train that drowns out the message, or the re-cipient is in front of a huge crowd of mortals - the messenger does not discern and does not delay.
Purview Variants:
 Sending the message on the wind, a message bound to autumn leaves that speaks when stepped upon, a message only heard by someone feeling sorrow, an animal messenger
•••
Price:
 Varies
Effect:
 Where do the abstractions sold at the Goblin Markets come from? Certainly, some are sold by their origi-nal owners, but who could sell the West Wind, or a cat
s footsteps? This ritual allows the changeling to trap an ab-stract that falls under the purview. The changeling cannot take anything without owning it or having permission to do so. This varies in difficulty depending on the abstract in question and the current circumstances. An emotion can be given by the person experiencing it, while a sunset may re-quire the changeling to be the only one viewing it, or to painstakingly ask every other person who can see it for per-mission. Because of this, a changeling is limited in how much of an abstract they can take. A changeling may steal a full moon from a village for a night, but cannot steal the entire moon, or he may catch the wind in the general vicini-ty, but cannot trap the entire West Wind (at least, not with-out an effort that is beyond legendary in scope). Once taken, the abstract is quite evidently gone from where it was origi-nally: a widow may stop feeling her sorrow, clouds may roll over a full moon, a night may fly by faster than normal.
Using 
 the abstract for anything requires more effort on the change-ling
s part: one may try to bind a perfect summer
s day to his house, but this requires another bargain.
Drawback:
 The abstract demands a vessel capable of con-taining it. The changeling must provide an object equal to the price of the abstract being caught within it. A cat
s foot-step might be caught with a minor sacrifice, while a hurri-cane might take an epic or even legendary object to bind it. If the object is broken or otherwise opened, the abstract es-capes and dissipates, wasting the effort.
Purview Variants:
 A painter binds his fervent emotions in-to his paintings and seals them away, a crystal heart holds a child
s innocence, the caster catches the North Wind in a silver net, the caster asks a cat to steal a grieving woman
s  wail
•••
Price:
 
•••
 
Effect:
 Many changelings feel a kinship with animals, but the usefulness of this alliance can be limited. Even the most cunning of beasts rarely matches human intellect, and many more have simple and limited minds. This ritual imparts a basic human intellect onto an animal. The changeling can impart this blessing on one larger animal, a dozen smaller creatures (such as rats), or a small swarm of insects. The an-imal(s) gains an Intelligence of 2 until the sun next rises or sets. This does not impart any manner of special knowledge onto the animal, nor does it change the animal
s physical capabilities, though the animal
s newfound intelligence may allow it to perform actions it normally would not. Certain animals, such as birds or mammals, may be able to attempt speech.
Drawback:
 The intelligence granted is taken from the caster. For the next 24 hours the caster takes a -1 penalty to all mental skills, doesn
t re-roll 10s when using a dice pool involving Intelligence and, in addition, any 1s that come up on the roll subtract from successes.
Purview Variants:
 Granting an animated broomstick intel-lect, feeding rats hedge beast blood, protecting stray dogs in exchange for servitude, a mechanic
s workshop that breaks if anyone else tries to use it

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