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Entitlement: Chartered Kings of Nowhere

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  • Entitlement: Chartered Kings of Nowhere

    By treaty I am bound to the land, and by treaty the land is bound to me.

    From Romulus and Remous of Rome to the Founding Fathers of America myth and history has always revered the founders of kingdoms. Where myth treads the fae are sure to follow.

    The Chartered Kings of Nowhere model themselves upon those great men. In one hand they carry a sword, in the other it's a sextant. With a noble crown upon their brow they march upon wild untamed lands to found cities and write the codes of law that shall define a kingdom. If they are lucky perhaps someone will even live in the nations they found.

    But for the Chartered there is more than the joy of carving Hollows as artistic masterpieces. More than writing elaborate codes of laws and imagining the Marxist, or socialist, or libertarian, or elven utopia they will surely lead to. More than the joy of wearing a crown and telling that Fairest that, yes, you are a king. The Kings of Nowhere have seen the march of civilisation tame the wilderness, roads spread across the land making travel safe and convenient. These Kings and Queens intend to inflict the very same upon the Hedge itself.

    Not every Charted King believes in this vision, many seek out the Entitlement for temporal power instead, one can make a very good living selling Changelings a secure Hollow. The Entitlement itself doesn't care, in it's eyes every Hollow is a spear thrust through the body of the Hedge, every Trod another chain that binds it. If a Chartered Queen is making Hollows for money, the important thing is that she is making Hollows, and if she impresses people with the power and professionalism of the Entitlement, so much the better.

    Titles: Chartered King, Chartered Queen, Your Majesty. Trainees are called Clerks.
    Note that it is normally pronounced "No-where" but within their own kingdoms it's pronounced Chartered Kings of "Now-here".

    [Picture: A living statue wearing a long tunic and tough trousers. He has an enormous backpack topped with a very ordinary looking sleeping bag, a sword at his hip and is holding a ridiculously large and ornate clockpunk compass. He has a beard and neck length hair. A large and ornate crown The statue himself has grey stone skin and hair, but his clothing and equipment is coloured in earthy tones.]

    Requirements: Wyrd 5, Either Academics or Politics at 4 and the other at 3.

    Joining: The Chartered Kings of Nowhere are not an exclusive order, the opposite in fact. The more members they have, and the more their members use the Entitlement's powers, the happier they are. However this doesn’t mean it's easy to get in. Power must be treated with respect and wielded competently, otherwise people could get hurt. The Chartered Kings and Queen's aren't so blinded by ambition that they forget that these are nations they are building, people do have to live there after all.

    Entering the Entitlement requires a comprehensive written exam, passing bestows the rank of Clerk. Clerks are invited to all social events, they are also permitted to accompany any Chartered King and watch them at work in exchange for providing general assistance.

    To advance a Clerk must pass two further tests which may be taken independently. The first is a test of lawmaking in which the Clerk must write a code of laws and an essay explaining why the laws where chosen. If the laws are well written and accomplish what the Clerk wishes them to accomplish he passes the test.

    The second is a test of magic. The Clerk must craft a working Charterstone and draw (or get someone else to draw) the Hollow it will create. The examiner compares the two, for correctly predicting the results of a Charterstone shows the skill needed to be a Chartered Queen. This is the only time a Clerk is permitted to craft a Charterstone, and the vows sworn to the Entitlement enforce the rule.

    Mein: A Chartered King seems bigger, not taller or wider but larger than life. They also wear large ornate, some would say ostentatious, crowns that are very much a part of their Mein.

    The real effect of joining the Entitlement is no upon the Mein, but upon the Hedge. Chartered Kings warp the Hedge around them as though their Wyrd was two dots higher, and wherever they travel the Thorns themselves seem to wither in their presence.

    Background: No court lays claim to creating the Entitlement but The Autumn Court asserts that they first discovered the magic of Charterstones and it is true that the Leaden Mirror boasts the largest number of Chartered Kings and Queens. The goal of taming the Hedge is nearly exclusive to the Autumn Court, but it is just as common for Changelings of that Court to work on building changeling (or Hobgoblin) villages simply because they wish to live in them.

    The Winter Court has it's Kings and Queens too, they are mostly interested in the practical uses of Charterstones. Hideouts that can be crafted in moments, secret ways that can vanish after they have been walked.

    The Courts of Spring and Summer in contrast rarely join the Entitlement, sure they have as much use for a home or a fortress as anyone else, but they're usually content to contract the Chartered Kings rather than join them.

    As an Entitlement the Chartered Kings and Queens hover on the edge of social pariahs without ever quite crossing the line. No one remembers if the choice of title was a deliberate snub at the Courts or a decision by someone with far more honesty of intention than sense but calling themselves kings and queens gets the Entitlement no favours from the Courts.

    It is only the fact that the Entitlement's powers are so useful that lets them have any respect from the courts at all. Any Changeling can build a hollow, but any human can build a house. It's still a lot of hard work and effort, having someone who can create well built Hollows in a day and only needs to spend minuets clearing the Hedge is an enormous advantage. The other uses of Charterstones cannot be duplicated, a long trek through the Hedge is that much safer when you have a bag full of instant forts and there are so many advantages to creating Trods on demand.

    It also helps that the Entitlement is fabulously wealthy. Only a vanishing minority of Chartered Kings actually do rule successful hobgoblin (or even human) kingdoms within the Hedge; even one king has access to a ton of wealth and resources and those who simply sell Charterstones make good money. Among the lost, as in most places, the rich can get away with things the poor would be punished harshly for.

    Concepts: Hedge conquistador, camp nature sculptor, Hobgoblin queen, dedicated Hedge tamer, introverted writer of laws, large king with a large personality, real estate agent.

    Privileges

    Charterstones

    The ability to craft and activate Charterstones is so important that the Chartered Kings and Queens named their Entitlement after it. In the simplest form a Charterstone is a Pledge, but a Pledge that can carve Trods and clear Hollows.

    A Charterstone's Tasks apply to everyone who home is within the Hollow created (if exp and hard work is spent to increase the Hollow's size, the Pledge affects the new increased size). It's a somewhat vague boundary but the Wyrd can figure it out. Because of this broad effect a Forbiddance like “don't steal” is usually broken before long, and the Chartered Kings and Queens favour Endeavours along the lines of “must fund and maintain a police service to enforce the laws laid down by our founder”, or an annual festival that must be upheld. Charterstones simply cannot function with Endeavours that only need to be performed once.

    A Charterstone can contain three Boons, the first is Hollow which can be rated Lesser, Medial or Graeter and gives 2, 4 or 6 dots divided between Hollow Size and Hollow Wards. A Charterstone must have at least a Lesser Hollow Boon.

    The second Boon is Trod which is rated Lesser and may be taken multiple times, each Trod connects the Hollow to one other Hollow or Trod of the founder's choosing; though connecting to a hostile Hollow will usually cause the Trod to end against the thickest part of the wards. The Hedge is like that

    The third and greatest Boon is Lucidity, which is rated Medial. A Hollow (Trod's don't qualify) with an attached Boon of Lucidity lacks the peculiar effects of the Hedge. Mortal residents for example, are not afflicted by the Hedge's peculiar effects on morality nor will they change into Hobs inside the Hollow. Lucidity is powerful, but it's effects are mostly a storytelling consideration.

    The only sanctions that can be used in a Charterstone are Curse and Flaw, if triggered these apply to everyone living within the Hollow

    Finally the Duration of a Charterstone works like normal, except for the Lifetime duration which lasts until no one calls the Hollow home, plus a month or so to see if anyone turns up. Regardless of the Duration, destroying the Charterstone will end it's pledge, however Charterstones are extremely tough and have a Durability of 5 times the highest Pledge component (counting negatives as positives)

    Each Charterstone costs a Willpower Dot, which may be brought back for eight exp, but they don't count towards a Changeling's maximum Pledges. The Willpower Dot is spent when the Charterstone is activated to create a Hollow, and may be spent by any witness


    A Chartered King may posses up to Wyrd + 3 unactivated Charterstones at any given time, if they wish to create another they must first destroy or give a Charterstone to another within the Entitlement

    Hedge-mastery

    The Chartered Kings and Queens of Nowhere can bend the Hedge to their will, it's what they do. They get +2 to all Hedge-sculpting and Hedgespinning rolls. This does not include searching for ingredients
    Last edited by The Kings Raven; 08-11-2015, 01:29 PM.


    “There are no rules. Only Principles and natural laws.” - Promethius
    My Homebrew no longer fits in a signature, you can find an index of it here.
    Full length fan-books I contributed too: Princess: the Hopeful, Leviathan: the Tempest, Dream Catchers

  • #2
    Oh groovy this is precisely what I'm looking for, one of the key concepts I felt was missing from the book Entitlements (well two actually)! Making charter stones, is it as simple as designing a charter, spending 1 will dot, and placing it onto stone?


    It is a time for great deeds!

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    • #3
      Glad to hear you like it. And yes, charter stones are pretty much that simple (though you place it onto stone first, then spend the willpower dot when you're standing in the hedge where you want your new hollow). Some in the entitlement do make it a lot more complex, spending months carving a beautiful statue or years designing a code of laws. Ultimately though: Design a charter, carve it onto stone, spend the willpower dot.


      BTW, what's the other concept you felt was missing? Maybe I'll be inspired


      “There are no rules. Only Principles and natural laws.” - Promethius
      My Homebrew no longer fits in a signature, you can find an index of it here.
      Full length fan-books I contributed too: Princess: the Hopeful, Leviathan: the Tempest, Dream Catchers

      Comment


      • #4
        Well this fulfilled the vacuum of Hallow/Hedge Building, and Hedge Taming/Trod making. Map making and what have you.

        I think the setting needs an entitlement that concentrates on Hobgoblin Genocide and or Hedge destruction.

        I think a major one needed is an Entitlement that helps changelings find the court that is right for them, the emphasis being that many of the Courtless in the various Freeholds wouldn't be Courtless if they knew of all the court options, so maybe your not really a courtless Business Mogul, maybe your of the Court of the East? Or maybe more Changelings would feel inspired to join the Dawn Court over the Spring Court if they knew they had options.

        I think we should have some sort of mad scientist/inventors entitlement, because even without using magic to sustain inventions many changeling could just use their increased traits, and ability to acquire materials well beyond mortals not backed by a major government. I mean what can Task Force Valkyrie and Cheiron do that a cabal of Genius Changelings couldn't?

        A massive military Entitlement that concentrates on acquiring military strength from the Mortal World to take strength from the Hedge, and use both against the Fae.

        We need more nautical themed stuff!

        And a Mercantile Guild, either competing with the Goblin Markets or one that fully embraces the Goblin Market as a resource.

        Those are the essential vacuums I see in the setting, there are a lot more fun stuff in between, and I would value some overlap and redundancy because I enjoy the options, like yeah I know we have multiple militant Entitlements already but they each emphasize a different scale.

        I have a prototype idea for several of these that I hope to flesh out, and I probably would have already if I had Changeling game on. :P


        It is a time for great deeds!

        Comment


        • #5
          Been working on a 2E Conversion for this Entitlement here.


          "My Homebrew Hub"
          Age of Azar
          The Kingdom of Yamatai

          Comment


          • #6
            Originally posted by Deionscribe View Post
            Been working on a 2E Conversion for this Entitlement here.
            Sorry. I thought i replyed to this days ago. Anyway; it looks good but I think you forgot to copy the first section?


            “There are no rules. Only Principles and natural laws.” - Promethius
            My Homebrew no longer fits in a signature, you can find an index of it here.
            Full length fan-books I contributed too: Princess: the Hopeful, Leviathan: the Tempest, Dream Catchers

            Comment


            • #7
              Originally posted by The Kings Raven View Post

              Sorry. I thought i replyed to this days ago. Anyway; it looks good but I think you forgot to copy the first section?
              Yeah. I've been meaning to do that, but been a bit busy job hunting. I should be able to do it sometime today. Thanks for reminding me.
              ^^


              "My Homebrew Hub"
              Age of Azar
              The Kingdom of Yamatai

              Comment


              • #8
                Anyone think of any rumors for them?


                A god is just a monster you kneel to. - ArcaneArts, Quoting "Fall of Gods"

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                • #9
                  I've got nothing.


                  “There are no rules. Only Principles and natural laws.” - Promethius
                  My Homebrew no longer fits in a signature, you can find an index of it here.
                  Full length fan-books I contributed too: Princess: the Hopeful, Leviathan: the Tempest, Dream Catchers

                  Comment

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