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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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    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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