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Angelus Morningstar

Dream Shard
Pledge Gramayre

Author: A ngelus Morningstar Artwork: Gavin Hargest

Acknowledgements
Lost Shards are fan- made products designed for use with the World of Darkness book, Changeling: the Lost. A bsence of trademarks from copyrighted materials does not constitute a legal challenge to the original owners. A ny original material is the intellectual property of A ngelus Morningstar unless otherwise credited.

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Pledges are the cornerstone of changeling society, and Changeling: the Lost explored basic concepts on pledge crafting. Introduced here are some expanded mechanics for augmenting the types and varieties of pledges that can be sworn, as well as some new sample pledges. When breaching or abandoning a Geas, the player loses all the benefits of the Geas including outcomes. Destiny is not lightly toyed with or so easily escaped. The components forsworn upon the Geas are still in play and the events are no longer in the hands of the player to orchestrate. This means that the Storyteller should take these unresolved plots and surprise their players in nasty ways. In this way, they become selffulfilling prophecy. If a person swore the abandonment of his lover, and then forsakes that persons love to avoid being spurned, then fate may contrive it so that someone else they love, such as their cohort, their family or their pets abandons them. In addition, a Storyteller may be overwhelmed with trying to cater individual plot for each player as well as trying to create and run an overarching plot. There are some easy ways to deal with this. Nothing suggests that each individual plot should be run separately. Fate has a way of drawing its threads together, and so the components of the individual motleys Geasa may converge into one big story. What you end up with is an overarching plot that has been co- written by the players and driven by the players. If all goes well, the Storyteller should have plots that their players actively pursue. A s a final note, this collaborative storytelling, as always, is a negotiated effort. Players are essentially trying to get something out of the Storyteller and vice versa. Storytellers may be inclined to set out a few guidelines, limitations and conceits they can pull or are off- limits to make this story happen, and permissible ways to railroad the players should it be needed to fulfil the narratives imperative.

The Geas
Stories are imbued with power for faerie creatures. They are representations of dreams that are told and shared. They give animation to the unliving avatars that are its characters. They stroll through the minds of their audiences like giants in a playground of dreams. They live across the ages is many different guises and forms. The Geas is a special type of pledge, it forms a contract between the changeling and the votive force behind a story. It lies somewhere between a Goblin Vow ( found in Rites of Spring) and a pledge. The more powerful the story or fiction, the more power that changeling can draw from it. However, such pledges have their demands to, they require the changeling to live out aspects of that story, to honour its fiction and narrative with their very lives. In many circumstances, this may require the changeling simply to adhere to a certain code of behaviour, such as a changeling pledging to a tale of a knight, being required to adhere to a code of chivalry. However, stories require progression, goals, obstacles and tragedies. A changeling pledged to such a story must also live to see these elements as well. This is the Geas, a pledge that is sworn upon a story. The power of the pledge is invested directly into the fiction of the story itself, and is encapsulated in the being of the changeling through five advantages known as legends. The possession of these legends is similar to the possession of a contract. However, they are not bought with experience points, and neither are they permanent as the changeling who does not adhere to the story will surely lose them.

Forging Geasa
The forging of Geasa is the twisting of the Wyrd so that Fate will ensure the events of a particular narrative will occur around a changeling. Geasa can be self- imposed, where a changeling swears to not rest until the task has been accomplished under certain circumstances. Yet, like all pledges, Geasa can be forced on other changelings as well. It should be noted that mortals or non- faerie creatures cannot be under the directive of a Geasa, it requires a creature to have some measure of Wyrd to be bound to. A lso, Geasa are often highly personal stories and undertaken by the individual, not the motley. There exists, of course, exceptions where a group swears to the service of a singular adventure. When this happens, the changelings motley becomes known as a cohort until the conclusion of their quest. The forging of Geasa is the twisting of the Wyrd so that Fate will ensure the events of a particular narrative will occur around a changeling. Geasa can be self- imposed, where a changeling swears to not rest until the task has been accomplished under certain circumstances. Yet, like all pledges, Geasa can be forced on other changelings as well. It should be noted that mortals or non- faerie creatures cannot be under the directive of a Geasa, it requires a creature to have some measure of Wyrd to be bound to. A lso, Geasa are often highly personal stories and undertaken by the individual, not the motley. There exists, of course, exceptions where a group swears to the service of

Choose Your Own Adventure


What is happening here is that the players are given some ability to control their destiny. In game terms, this means they have some impact upon determining how the story unfolds, since ultimately that is their destiny. Some Storytellers may find this kind of control given over to players to be intimidating since it makes it far more difficult for them to stick to the plots you wish to draw upon. Instead of looking at this as a problem, it is encouraged that this is in fact a blessing in disguise. For a start, it is encouraging players to come up with plot, and more often then not; it will be plot that they want. This is an easy way for players to contribute to the game and direct their character's evolution. However, a Storyteller should not feel that all the control is in the players hands. Because we are playing around with fate and destiny, it allows the Storyteller far more conceits than would otherwise be there. A Storyteller should feel free to perform fait dacco m plie s in situations where the story or Geas demands it, especially if players are acting in ways contrary to their story. 2

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a singular adventure. When this happens, the changelings motley becomes known as a cohort until the conclusion of their quest. Weather: Hurricanes, Moonless Nights, Monsoons, Blizzards

Aspects of a Geas
When crafting a Geas, there are a number of aspects unique to its nature. To being with, the Geas itself is a type of pledge, as mentioned above, but is sworn in the manner of a Goblin Vow. In essence, the changeling is forging a compact with an element of the Wyrd as the vehicle for the story. Tasks: Geasa introduce two new types of tasks that a changeling can swear upon. The other tasks of A lliance, Dreaming, Endeavour, Ensorcellment, Fealty and Forbiddance are not available for Geasa. Both Quest and Seeking share some similarities with Endeavours and Forbiddances, but they are separate in that they have different agendas and requirements. Boons: Geasa introduces a new boon that a changeling can benefit from. This is in addition to boons of A droitness, Blessing and Glamour, the changeling can benefit from the Dominion and Feat boons. The other boons of Ensorcellment, Favour and Vassalage are not available for Geasa. Sanctions: Geasa introduces a new sanction that changelings can benefit from. In addition to sanctions of Curse, Death, Flaw, Poisoning of boon and Vulnerability, changelings can suffer from the Sanction of Madness. The other sanctions of Banishment and Pishogue are not available for Geasa. Duration: Geasa do not have a normal duration. Unlike the flow of time that many pledge are ascribed to, Geasa are bound to the flow of the Wyrd entirely. They are maintained until their story is completed. However, in crafting such a pledge, a changeling must still select a duration aspect. This aspect determines how long a time may lapse, in which the changeling is not attending to the quest or duty, before he has considered to have failed in the task. Decade, Lifelong, Generational and Eternity are not available in the creation of a Geas. Purviews: Below are some of the potential Wyrd purviews that a Storyteller might allow a character with the Goblin Vow Merit to take. Note that the bolded categories are too broad to be taken as purviews, and are offered merely for ease of organization. If a Storyteller feels a particular purview is too restrictive or too broad, she is welcomed to create her own guidelines for what a purview can and cannot cover. Ideally, purviews should be narrow enough to not be useful in every situation but not so restrictive as to never be useful. Animals: Stray Cats, Tigers, Birds of Prey, Ravens, Songbirds, Insects, Whales Buildings and Structures: Schools, Garages ( Mechanical) , Working Farms, Morgues, Hospitals Emotions: Righteous Indignation, Unrequited Love, Phobic Fear Items: Sports Cars, Trucks, Telephones, Books, Knives, Cash Plants: A lgae, Ivy, Kudzu, Moss and Lichen, Oak Trees, Roses Time/Seasons: Midnight, Noon, Dusk, Dawn, Solstice, February 29th

New Tasks
Fealty: This is a variation on the normal task of Fealty. These rules are based on the normal rules of Fealty as described in Changeling: the Lost, but is given more variety. Instead of the single description of Fealty, it is broken up into three types; personal ( sworn to an individual) , symbolic ( sworn to a concept or idea) , and communal ( sworn to a society) . Co m m unal The most common type of Fealty sworn is that of the Communal Fealty, where the changeling pledges their talents and skills to the community in question. While this is most typically a freehold, it may include any established society of changelings bound together by pledges of Wyrd, and may include the sacred orders and noble houses of Entitlements, or secret societies of nefarious deed bound by similar oaths. A s per the normal rules, a pledge of communal Fealty must be accepted by a recognized lord ( or authority) of the community. However, in addition to the normal dot of Willpower required to invest, the community must have a common forum, court or circle where its members will often gather. This location, known as the seal, becomes the Corporal upon which the pledge is sworn ( and thereby not requiring the pledge to be held directly by the liege) . This is considerably important for freeholds who have variations in the nature of whose in charge. The communal Fealty pledge is accompanied by the Vassalage Boon and Banishment Sanction. Greater ( - 3) . S ym bo lic A pledge of symbolic Fealty is a pledge of Fealty sworn upon a code of ethics, or honour, bound by a common symbol, such as a flag, blazon or banner. This is most commonly a noble house or sacred order ( such as Entitlements) . Pledges of symbolic Vassalage do not require service to the individuals of the society, but rather to the ideology, tenets or agenda represented by that symbol. A s per the normal rules, a pledge of symbolic Fealty must be accepted by a someone who is generally recognises as an authority of the code. However, in addition to the normal dot of Willpower required to invest, the code must have some physical sign or object upon which they swear. This object becomes known as the signet, and makes the pledge a Corporal ( and thereby not requiring the pledge to be held directly by the liege) . The symbollic Fealty pledge is accompanied by the Vassalage Boon and the Madness Sanction. Greater ( - 3) . Perso nal - A pledge of personal Fealty is sworn to an individual, who must be in a position of relative power over the person pledging vassalage. Examples of this may include anyone with a measure of Status that is higher than another in a related area ( such as law and police, or crime and underworld) , it may also include changelings with Entitlements in relation to non- Entitled changelings, or changelings with a level of Wyrd three higher than the other. Like a normal Fealty pledge, the liege must invest a dot of Willpower into the pledge, that can be bought back with 8 experience points, or recovered upon voluntary surrender of the pledge. A n individual changeling can accept a

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number of personal vassals equal to twice their Wyrd rating. It should be noted, that all oaths of Fealty ( personal) , do not revoke the duties that a changeling may have had in a pledge of Fealty to the freehold. In situations where loyalties conflict, a Vassal must choose where his loyalties lie, and may constitute a breach of one of the two pledges. It is for this reason that it is not so common for changelings to accept personal Fealty, more often it is sworn between mortals who wish to be part of a freehold, but may not be offered the typical Commendation. In such scenarios, the mortals ( often Ensorcelled) , are the responsibility of their liege, who must speak for them and look out for them. A ll pledge that incorporates the Fealty ( personal) Task, also includes the Vassalage ( personal) Boon and Death Sanction. Medial ( - 2) . Quest: The Task of a Quest is a sacred duty or mission that a changeling has taken to uphold. A Quest differs from an Endeavour in certain ways. Whereas Endeavours present the changeling with a duty that must be maintained or adhered to, a Quest presents the changeling with a challenge that they must rise up to and overcome. Furthermore, unlike typical Endeavours, Quests assigns the changeling to fulfilling a quest in a way that replicates a story. It does not have to mimic the story in its entirety, but it should replicate some of the major elements of the chosen story, and stick to the themes of the Wyrd purview that it is sworn upon. Quests of Night may require the changeling to meet and seal an accord with an some unfathomable creature of the dead. Quests of Crown may require the changeling to become the new King. Quests of Winds may be an epic voyage to places unvisited. Quests of Stone may be the conquest of some implacable foe. Finally, Quests of Heart may require the changeling to win the love of a proud noble. These are merely examples, and the Storyteller and player are best advised to collaborate on which particular story they are attempting to explore. Should a changeling breach a Quest, then the fates themselves will doom him. The prize he seeks at the journeys end will be denied him. No matter how hard he may travail and pursue the object of his desire, it will elude him. Some weird or strange contrivance will inevitably forestall him or remove the goal from his grasp. [A v ailable o nly in Geasa] Lesser: Quests of a lesser nature have only one solitary story element that must be fulfilled. They are either fairly short- term goals or pose only a minimal amount of conflict and danger. Quests of a lesser nature should provide a challenge to the changeling, but do not necessarily contain anything inimical about them in their fulfilment ( 1) . Medial: Quests of a medial nature have at least three story elements that must be achieved. The Quest is typically a medium- term goal or should pose a modicum of danger to the changeling, either threatening injury or loss by its very challenge. ( 2) . Greater: Quests of a greater nature are epic in their complexity, having at least five particular story elements that must be fulfilled to complete their end. Their challenges should pose a serious danger to the changelings 4 life or livelihood. There must be a real threat of being destroyed in some way. ( 3) . Seeking: Seekings are tasks where the character is obliged to encapsulate the aspect of a story character in their life. The character assumes a certain number of traits or limitations about that character that are designed to force the changeling to explore one of her own facets. By assuming this role, the changeling is challenged, shaped and moulded. These strictures, or limitations are mechanically represented in the same way as a Frailty, so the Seeking essentially imposes a number of Frailties upon a character that are reflections of the avatar they wish to emulate. A s long as the changeling plays the role of the character, and does not abandon it for more than the Duration aspect of the Geas, they are not considered to be in breach of the task. It should be noted, though, that the character does not need to emulate a specific fable, though this is certainly an option. Instead, they may assume the role of a story archetype, such as the knight protector, a faerie princess, or even a wicked witch of the forest. Though there are many different stories and archetypes to choose from, changelings often feel the strongest affinity for character archetypes from their cultural upbringing. For most western changelings, this will mean they turn principally to character types from faerie tales. Should a changeling breach a Seeking, then they will become permanently hampered with the Frailties that they have incurred. [A v ailable o nly in Geasa] Lesser: Seekings of a lesser nature are those where the character assumes only minor aspects of a character, represented by the instilment of one Frailty only. The changeling need only scan the surface of the character they seek to portray, such as adopting some mannerisms, a style of speech or other personal habits. ( 1) . Medial: Seekings of a medial nature are those where the character assumes a few moderate aspects of a character, represented by the instilment of two Frailties only. The changeling is expected to adopt some of the lifestyle choices of the character they portray, particularly ones that speak to the heart of the character, which can include place of residence, choice of partners, moral code or dress code. ( 2) . Greate r : Seekings of a greater nature are those where the character completely immerses themselves in the character, represented by the instilment of three Frailties. The changeling is expected to transform most features of their life to replicate some facet of the character of avatar, even if these are expressed through interpretations or parallels. ( 3) .

Second Chances
To fail either a Quest or a Seeking inflicts the character with some serious life- long penalties. A s written, the penalties can never be alleviated, because the story that was being lived has been broken and destroyed. However, stories are also about overcoming adversity and rising back to triumph from the greatest failures. If a player can convince their Storyteller of a contrivance that allows their failure to somehow

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simply be seen as a period of trial from which to rise back from, then the Storyteller may grant that player the option to re- swear upon the Legend. In continuing the story, the changeling must attempt to accomplish the same goals and overcome the same challenges as before, but this time they do it without any of the boons offered by the same pledge ( though all the aspects are as they were before) . This dramatic effect is entirely optional and should only be performed when thematically appropriate. Lesser Frailty; for a greater Frailty Sanction ( 3) , the changeling gains a Greater Frailty. The changeling is permanently afflicted with these Frailty. The Storyteller may rule that in the fulfilment of a reinstatement of the pledge. It is entirely up to the prerogative of the Storyteller however.

New Sample Pledges


Blood-Cousin Compact
I call upo n th at wh ich m akes us kin, to bind us like co usins fo r a year and a day. Th ro ugh th is unio n, o ur liv es beco m e enrich ed. S h o uld I be untrue, th an black will be m y days till th e year turns nigh . Fro m th is day and a year we are blo o d kin. May I be cursed if I fo rsake yo u. Type: Corporal, Seeming Tasks: A lliance, Medial ( - 2, support and friendship) Boons: Blessing, Medial ( + 2, usually gives a blessing relevant the Seemings nature) Sanction: Curse, Greater ( - 3) Duration: A Year and a Day ( + 3) Invocation: 1 Willpower This pledge is sworn upon between two changelings of the same Seeming and becomes a declaration of familiarity and kinship between the two. This relationship is not like the close affinity of the Motley, which is akin to immediate family, but more like a close cousin, for which the pledge is named. The merits gained from the blessing are ones that are associated to the changelings Seeming. So Fairest sworn may gain the Inspiring Merit, or similar. This pledge has been known to be used on changelings who are not of the same Seeming, but in such a case it becomes an act giving that changeling honorary recognition amongst that Seeming ( such as an ogre given a measure of esteem amongst the Fairest) . In this case, the blessing gained reflects the nature of the opposite Seemings. A Fairest may manifest the Giant Merit, while the Ogre gains the Striking Looks Merit.

New Boons
Dominion: The boon of Dominion imbues the changeling with sympathies to the Wyrd purview itself. The Wyrd, recognizing the service performed to its honour, returns a benefice to the changeling. When the changeling interacts with circumstances or events that are auspiciously aligned with the nature of the purview they may find their powers and actions augmented in minor and major ways. For a lesser ( + 1) Dominion boon the changeling gains + 1 to any Contracts invoked in the presence of the Wyrd purview, for a medial ( + 2) he gains + 2, and for a greater ( + 3) he gets + 3. Dominions are more appropriate for Seeking Geasa, but can be used on Quests. [A v ailable o nly in Geasa] Feat: The boon of Feat imbues the changeling with sympathies to the Wyrd purview itself. The Wyrd, recognising the efforts made to realise the story, grants the changeling a natural ease to fulfill the Quest. When the changeling places themselves in jeopardy to accomplish the goals of the Geasa they may find their powers and actions augmented in minor and major ways. For a lesser ( + 1) Feat boon the changeling gains + 1 to any actions undertaken in jeopardy to fulfill the Quest, for a medial ( + 2) he gains +2, and for a greater ( + 3) he gets + 3. Feats are more appropriate for Quest Geasa, but can be used on Seekings. [A v ailable o nly in Geasa]

New Sanctions
Madness: They say that those the gods wish to ruin, they first drive mad, and the Sanction of Madness is exactly that. It is the twists of fate delivering unto he oath breaker a malady of delirium. For a lesser Madness Sanction ( 1) the changeling will gain the infliction of a mild Derangement upon breaking the pledge; for a medial Madness Sanction ( 2) , the changeling gains a severe Derangement; for a greater Madness Sanction ( 3) , the changeling is inflicted with an extreme severe Derangement. The changeling is permanently afflicted with these Derangements. The Storyteller may rule that in the fulfilment of a reinstatement of the pledge. It is entirely up to the prerogative of the Storyteller however. Frailty: The punishment for breaching this pledge is to have the Wyrd turn against the character itself. When the pledge is broken, the character gains a new Frailty, the nature of which should be related somewhat to the pledge itself, but is ultimately decided by the Storyteller. For a medial Frailty Sanction ( 2) the changeling will gain a

Bond of the Godparent


By m y nam e, I take yo u as m y ch ild, and see th at yo u are h ale in bo th bo dy and dream alike. By m y lo v e, beco m e th rice- blessed, with h ealth , wealth and beauty. Be true and o bey m e, lest m y blessings fail yo u. Yo u sh are m y nam e no w, and are m y go dch ild. I giv e yo u h ealth , wealth and beauty if yo u o bey m e. Type: Oath, True Name Tasks: Changeling Dreaming ( - 2) , Forbiddance, Medial ( - 2, prevent the ward from coming to great harm) ; Mortal Forbiddance, Greater ( - 3, obedience and fidelity to guardian) , Boons: Changeling - Glamour, A droitness ( Empathy) ; Mortal Blessing, lesser ( + 1, Natural Immunity to disease) , Blessing, lesser ( + 1, Striking Looks 2) , Blessing, lesser ( + 1, Resources 2) Sanction: Changeling Flaw ( - 2, crippled) ; Mortal Poisoning of Boons ( - 3, all boons) Duration: Lifetime ( + 3) 5

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Invocation: 1 Willpower + 1 Willpower do t on the part of the guardian changeling This pledge is the traditional oath of the godparent. It is sworn between a changeling and a mortal, most often a child or young adult. By swearing this pledge, the changeling takes on the role of guardian for the mortal, who then becomes that changelings ward. A s such, it is usually only sworn with mortals that the changeling would seek to make their own. For many changelings who cannot naturally have children of their own, this pledge allows them to become the primary caretakers of abandoned children, lost boys and others they would make their dependent. Unlike the A ncient Pact, this pledge does not open up the mortal to the sight beyond the Mask, this is considered to be an added form of protection by granting their wards a measure of innocence. The role of the guardian is to provide for the child, principally through by making them thrice- blessed with health, wealth and beauty, but also by ensuring their protection both of their physical safety and dreams as they are forbidden to allow their ward come to great harm. The role of the child is that of obedience. They are forbidden to outright defy their guardian, and must comply with their formal instruction both good and bad. When they disobey their guardian their boons fail one by one. A t the first act of disobedience, their sources of wealth run dry. If they then perform another disobedient act or do not rectify the issue within a week, then their appearance begins to fail them. Finally if another week goes by, or a third infraction occurs, then their health begins to fail them till they come crawling back to their guardian. It is the ultimate in punishment and reward. ev er turn yo ur h and o r skills against m y h o use, o r be sundered fro m yo ur glam o ro us pro tectio ns. I will let yo u stay h ere if yo u pro m ise to be a go o d guest. Type: Name of a Higher Power Tasks: A lliance, medial ( - 2, must always offer hospitality) ; Forbiddance, Medial ( - 2, may not act against the house) , Boons: A droitness ( + 2, both) , Blessing, lesser ( + 1, the host gets a blessing to his house, the guest a blessing to his work) Sanction: Vulnerability, Violence ( - 3, host) ; Vulnerability, Glamour ( - 3, guest) Duration: Season ( + 2) Invocation: 1 Willpower This pledge is given between one who would offer sanctuary to one of dubious character or quality. It enforces a pact of guest and host between the two, beyond the strictures of hospitality. Typically, such an offering lasts only for a season, but in this duration the host must provide for the guest reasonable hospitality when required. In return, the guest cannot act against the house in that period, either by deed or misdeed. The nature of the boons that the guest and host receive are often slightly different, as the hosts blessing will often augment their capacity to host and serve ( giving them such things as Resources, or Staff) , while the guest gains a blessing in relation to their primary forms of activities ( often larcenous) . This too holds for the skills augmented by the A droitness Boon, with the host gaining a bonus in Empathy, Socialize or Politics, and the guest gaining a bonus in Larceny, Investigation or Streetwise.

Pact of Cloak and Dagger


By secre t m o onligh t I swear to wo rk to wards th is deed. May m y tongue no t wag, no r m y h ands wav er fro m th e task. May yo ur dagge r find m y h eart sh o uld I betray th is co m pact. W e're in th is plo t to geth er, yo u and I, and a v io lent end fo r any wh o wo uld betray o ur deal. Type: Vow Tasks: Endeavour, Medial ( - 2, each changeling swears to work secretly towards some nefarious goal) , A lliance, Lesser ( 0, the changelings swear not to work against each other) , Forbiddance, Lesser ( - 1, cannot speak of the deeds to be done or the pledge sworn) Boons: A droitness ( + 1, each changeling gain a point in Subterfuge) ; Blessing, Greater ( + 3, each changeling gain Merits related to criminal or larcenous activities) Sanction: Vulnerability, Violence ( - 3) Duration: Moon ( + 2) Invocation: 1 Willpower This is a secret accord sworn between two or more changelings who seek to conspire to some hidden agenda, criminal activity or treacherous act. This pledge formally allies the changelings together towards this task, and forbids them from speaking about their compact to any outside the circle. Those who betray the circle, will easily be victim of the violence from any within that circle.

Pledge of Last Reprieve


By blo o d and tears, and th e circle o f th is co urt, I h ereby grant yo u o ne seaso ns repriev e to perfo rm th is deed. May yo ur task be gifted in th e h o pes th at yo u succe ed, fo r sh o uld yo u falter, yo ur life is fo rfeit. I grant yo u o ne seaso n to th is needed task. Fail m e and die. Type: Corporal, Courtly ( or Title) Emblem Tasks: A lliance, lesser ( - 1, the liege grants the condemned safe passage in his lands) ; Endeavour, greater ( - 3, performed by the condemned at the behest of the liege) Boons: Glamour ( - 2, a price of glamour excised by the liege at the moment of the oath) ; Favour, medial ( + 2, for fulfilling the task, the condemned may ask one favour) , Blessing, greater ( + 2, grants the condemned a merit that will aid his task) Sanction: Banishment ( - 3, liege) ; Death ( - 3, condemned) Duration: Season ( + 2) Invocation: 1 Willpower + 1 Willpower do t This pledge is not often invoked, as it is a pledge most frequently sworn by exposed loyalists, privateers or other changeling who has some writ of death. If the liege believes that the condemned is deserving of a second chance, they offer them this pledge. They must complete some onerous task or burden within the span of the seasons turn ( the extend of the lieges rule) to alleviate his sins.

Pledge of Doubtful Haven


By th e spirits and denizens th at keep th is h o use safe, I welco m e yo u into it fo r th e stay o f th e seaso n. May yo u 6

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The liege offers the condemned one seasons respite from his punishments, and granting him free travel through his lands. The condemned is granted a blessing to aid in the achievement of the task, and is obliged to grant one moderate favour upon the endeavour's completion. The Endeavour can be any task, even life- threatening ones, and the Favour is often for the condemned to beg for their freedom and release. If the condemned is unable to fulfil the task, by the end of the duration, then they perish within the given time, and likewise if the liege is unable to uphold his favour to the condemned, his will be immediately cast down from his thrown and kingdom. will no t stray fro m under th e sky o f th is freeh o ld. S h o uld yo u depart m y bo rders, yo ur return sh all be denied Yo u h av e o ne m onth to do yo ur needed deed, but keep with in th e city lim its. Type: Corporal, Nemesis ( the liege becomes the Nemesis) Tasks: A lliance, Medial ( - 2, the liege grants freedom of movement through his freehold to the criminal) ; Forbiddance, Lesser or Medial ( - 1 or - 2, the criminal must not leave the lands of the freehold, and is forsworn from the criminal activity) Boons: Favour, Medial ( + 2 or +3, the Favour granted by the liege is the act of alliance extended) Sanction: Banishment ( - 3, for the accused only) Duration: Moon ( + 2) Invocation: 1 Willpower The concept of incarceration or imprisonment is one that is one that is inimical to the Lost, as it is far to much like the treatment they suffered at the hands of the Gentry. No Lost can truly tolerate the notion of another changeling in captivity or slavery, except the most reprehensible. Instead, when a changeling is found guilty of a crime. In essence, the liege accepts the pledge of the criminal to not depart from the lands of the freehold, and in exchange the liege offers his protection to be free from undue harassment and victimization from the rest of the freehold. This act is considered to be the Task of A lliance granted by the liege and also the boon of the Favour received by the criminal. The variable nature of the Forbiddance and Favour reflects whether the liege also excises from the criminal a sanction against the act performed. So while a one- time crook, may be simply forbidden from leaving the lands, a known thief may also be sanctioned from the act of theft ( this increases the Forbiddance to Medial for the criminal and increases Favour to one of Greater stature in return) .

The Scullery Pledge


Fo r th e nex t week, yo u will serv e m y wh im and bidding, but I will no t gainsay yo u. Fo r yo ur serv ice s I award yo u a m easure of m y dream ing. I take yo ur serv ice fo r th e nex t week in ex ch ange fo r paym ent agre ed. Type: Vow Tasks: Forbiddance, lesser ( - 1, the master must be polite and courteous to the servant) ; Endeavour, medial ( - 2, servant must work for the master for the week) , Boons: Glamour ( + 2, the servant gains a single payment of glamour for their work) Sanction: Curse, lesser ( - 1, for the servant if they are unable to perform the work) Duration: Week ( + 1) Invocation: 1 Willpower This is a simple pledge of indentured service. One changeling pledges to serve another for the space of a week, and in return they are rewarded with a measure of the masters glamour ( paid in daily instalments over the week, one per day until maximum is reached) . Should the servant slack off in her duties than they will fall prey to a curse.

Wayward Bond
Fo r th e turn o f a m o o n, I grant yo u th e freedo m to perfo rm th e tasks yo u desire. By m y v ested auth o rity yo u

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