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8/3/2019 Pledge Gramayre
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Angelus Morningstar
Dream ShardDream Shard
Pledge GramayrePledge Gramayre
Author:Angelus Morningstar
Artwork:Gavin Hargest AcknowledgementsLost Shards are fan- made products designed for use with
the World of Darkness book, Changeling: the Lost.
Absence of trademarks from copyrighted materials does not
constitute a legal challenge to the original owners. Any
original material is the intellectual property of Angelus
Morningstar unless otherwise c redited.
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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.
The GeasStories 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 changel ing
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 thepossession 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.
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 theplots 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
daccomplies in situations where the story or Geas
demands it, especially if players are acting in ways
contrary to their story.
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 self-
fulfi ll ing prophecy. If a person swore theabandonment 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 isan 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.
As 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.
Forging GeasaThe 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.
Also, 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.
Also, 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
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a singular adventure. When this happens, the changelings
motley becomes known as a cohort until the conclusion of
their quest.
Aspects of a GeasWhen 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 acompact 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 Alliance,
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
Adroitness, Blessing and Glamour, the changeling canbenefit 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, incrafting 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 iswelcomed 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:Algae, Ivy, Kudzu, Moss and Lichen, Oak Trees,Roses
Time/Seasons: Midnight, Noon, Dusk, Dawn, Solstice,
February 29th
Weather: Hurricanes, Moonless Nights, Monsoons,
Blizzards
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 anindividual), symbolic ( sworn to a concept or idea), and
communal (sworn to a society).
Com munal 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.
As 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).
Symbol ic 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 ismost 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.
As 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 MadnessSanction. Greater ( - 3).
Personal - 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 with8 experience points, or recovered upon voluntary surrender
of the pledge. An 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 issworn 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.
All 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 bemaintained 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 theconquest 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. T he 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.
[Av ailable on ly 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
typical ly 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 theircomplexity, 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
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. As
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, oreven 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.
[Av ailable only 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. Thechangeling 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).
Greater : Seekings of a greater nature are those
where the character completely immerses themselves
in the character, represented by the instilment ofthree
Frailties. The changeling is expected to transform most
features of their life to replicate some facet of the
character of avatar, ev en 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. As
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.
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 Wyrdpurview, 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.
[Av ailable on ly 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 j eopardy 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.
[Av ailable on ly 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 MadnessSanction (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, thenature 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
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 SamplePledges
Blood-Cousin Compact
I call upon th at which makes us kin, to bind us like
cousins for a year and a day. Through this union, our lives
become enriched. S hould I be untrue, than black will be
my days till the year turns nigh.
From this day and a year we are b lood kin. May I b e
cursed if I forsake yo u.
Type: Corporal, Seeming
Tasks:Al liance, Medial ( - 2, support and friendship)
Boons: Blessing, Medial (+2, usually gives a blessingrelevant 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.
Bond of the Godparent
By m y name, I take y ou as my ch ild, and see that you
are hale in both b ody and dream alike. By m y lov e, beco me
thrice- blessed, with h ealth, wealth and be auty. Be true andobey me, lest my blessings fail you.
You share my name n ow, and are my godc hild. I give
you health, wealth and beauty if you ob ey 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)
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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. As such, it is
usually only sworn with mortals that the changeling would
seek to make their own. For many changelings who cannotnaturally 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 Ancient 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. At
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.
Pact of Cloak and Dagger
By secre t moonl ight I swear to work towards this
deed. May m y tongue not wag, nor my hands waver from
the task. May your dagger find my heart should I betray
this compact.
We're in th is plot togeth er, you and I, and a violent
end for 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:Adroitness (+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 Doubtful Haven
By th e spirits and de nizens that keep this ho use safe, I
welcome you into i t for the stay of the season. May you
ever turn your hand or skil l s against m y house , o r be
sundered from your glamorous protections.
I will let you stay h ere i f you promise to be a goo d
guest.
Type: Name of a Higher Power
Tasks: Alliance, medial (- 2, must always offer
hospitality); Forbiddance, Medial (-2, may not act against
the house),
Boons: Adroitness (+2, both), Blessing, lesser (+1, thehost 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) . T his 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.
Pledge of Last Reprieve
By bloo d and tears, and the circle of this co urt, I
he reby grant you one seasons repr ieve to pe rform this
de ed . May your task be g ift ed in the hope s that you
succe ed, for sho uld you falter, your life is forfeit.
I grant you o ne season to this needed task. Fail me
and die.
Type: Corporal, Courtly (or Title) Emblem
Tasks: Alliance, 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, l iege) ; 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 oneroustask or burden within the span of the seasons turn (the
extend of the lieges rule) to alleviate his sins.
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8/3/2019 Pledge Gramayre
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Angelus Morningstar
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 perishwithin 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.
The Scullery Pledge
For the ne x t week , you wi ll s erv e my whim and
bidding, but I will not gainsay you. For your services I
award yo u a me asure of my dreaming.
I take yo ur service for the n ext week in ex change for
payment agreed.
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 theservant slack off in her duties than they will fall prey to a
curse.
Wayward Bond
For the turn of a moo n, I grant you the freedom to
perform the tasks you desire . By my vested authority you
will not stray from under the sky of th is freehold. Sho uld
you depart my borders, your return shall be denied
You have one month to do your needed deed , but
keep within th e city limits.
Type: Corporal, Nemesis (the liege becomes the
Nemesis)
Tasks:Alliance, Medial ( - 2, the liege grants freedom of
movement through his freehold to the criminal);
Forbiddance, Lesser or Medial (- 1 or -2, the criminal mustnot leave the lands of the freehold, and is forsworn from
the criminal activ ity)
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 mostreprehensible. 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, aknown 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).
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