[Material from the old forum -- something Isy made for my Walking Shadows campaign]
Another creation from my player Isabella
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What Is This?
This is a set of very, very loose guidelines based off Goblin Contracts and Pledges, to aid GMs and players in making more esoteric bargains with reality. This is not an ironclad rule set, and elements can be added and thrown out as needed. It is meant to cover aspects of changeling society not currently covered under the rules, such as the swearing of bargains to protect the Freehold, Goblin Vows, or powerful Autumn ritual magic.
Why Were These Made?
A variety of reasons.
Changelings can't do what they're supposed to be able to do - Mentions of long term pledges that protect the Freehold are very common in the Changeling books, but normal pledges don't really cover this. Autumn sorcerers are lauded as the masters of freehold magic, but have the mostly the same Contract options as any other changeling. Likewise, there are a number of effects that are exceptionally common in faerie tales, but that are too powerful or narrowly focused for Contracts to cover. These effects are currently left up to Storyteller fiat.
Hobgoblins have all the fun - No, really. The most obvious trait to point to is the goblin tendency to deal in abstractions and make fell bargains beyond the point of pledges. It seems like ripe ground for plot and adventures to hunt down immaterial things for the Autumn court, but there are no rules for a changeling to be able to do this. Even a Wyrd 10 changeling, on the cusp of turning True Fae, has to go buy a market stall if they want to match the capabilities of a Wyrd 3 hobgoblin.
Goblin Vow prices need some work - I feel like most the issues above already have a potential solution, in the merit Goblin Vow from Rites of Spring. This would allow changelings to bargain with a great old oak, or the London fog, and allow a changeling to make more esoteric bargains. The problem with Goblin Vow is I feel the price range is simply too narrow. Mother Susan is stated to have given up her only child to found the Spring Court; a changeling could follow in her footsteps to make such an epic sacrifice, but they could get the same effect by flying to Hong Kong and delivering a box, or by swearing off fish, avoiding Uzbekistan, and promising to fetch someone a soda. You also don't get a lot for your firstborn child - a modest boon for a duration of a week, at best.
Everyone else gets ritual magic - Bandwagon!
How it Works
The basis of of the vow is the same basis as all Changeling vows - something is promised, and something is received in return. The changeling requires some right to make pledges with an aspect of reality, usually represented by the Goblin Vow Merit. The aspects tend to be very specific in nature. The changeling may have the right to bargain with 'ivy', 'wolves', or 'unrequited love', but cannot claim the right to bargain with 'plants', 'canines', or 'emotions'. The aspect must be present in some fashion for the changeling to make a bargain with it. If a changeling wants to make a pledge with sunlight and is trapped in a dark cement room, the changeling is out of luck.
The changeling must determine the cost of the boon from the list below, and then offer an appropriate sacrifice to receive the effect. The aspect may demand to set its own price for certain services, though the changeling will know this immediately. If one renders nothing at the time of the bargain, the aspect sets its own price. There is no cheating the Wyrd - any attempt to defer the price results in the Wyrd simply taking it, or removing its blessing and then some. No sacrifice can grant powers outside of an aspect's purview. An aspect of fire can start fires or protect from fires, but cannot put a man to sleep or hide a changeling from sight.
Each Ritual has a suggested dot rating, which represents the Wyrd required for the changeling to make that bargain. Autumn Courtiers, in line with their sorcerous leanings, are counted as having a higher Wyrd (+1 at Mantle 1, +2 at Mantle 3, +3 at Mantle 5) for the purposes of Wyrd-Binding.
A lower Wyrd changeling can still make the bargain, but must render an additional sacrifice to make up the difference. The rating of the sacrifice must be equal to the missing Wyrd dots + 2. For example, if a Wyrd 5 changeling wishes to make a Wyrd 7 bargain, they must offer an additional •••• payment, as well as the regular price.
The Rituals
The rituals stated below are simply examples of what can be done with the system, though they also cover faerietale tropes that are missing from the current gameline. The Storyteller and players are encouraged to tweak, alter, and pick and choose to make the rituals more appropriate for specific changelings. The endless variety of aspects allows for an endless variety of effects, and the narrow nature of aspects means no one changeling can perform every one of these rituals. It adds a touch of uniqueness to each changeling, as well as a need to seek out dedicated sorcerers for various tasks.
Every ritual has the following entries in its block:
Title: The dot rating next to the title determines the Wyrd rating required for a changeling to make that bargain. This rating usually matches the price.
Price: The dot rating of the price. The price for each ritual is already worked in and listed under Drawback - the price rating is simply stated so that Storytellers can remove the Drawback and replace it with a different one of appropriate level.
Effect: What the ritual does.
Drawback: Nothing is free, and this is what the changeling pays to be able to perform the Effect.
Purview Variants: As stated above, no aspect can grant powers outside its purview. Some rituals are obviously inappropriate for certain aspects, but may be able to grant a similar ritual with slightly different effects.
How are these different from Contracts, especially Goblin Contracts? First, they are much narrower in scope: a Contract of Fang and Talons can apply to all canines, while a Goblin Vow is limited to wolves or jackals. Secondly, the changeling must make the bargain every time, which can make them difficult to perform in fast-paced situations such as combat. Thirdly, the bargains tend to be more expensive then the simple glamour costs associated with Contracts. A changeling might imitate a contract to sense an element, if they were content to sacrifice an animal or take a penalty every time they cast the spell.
Another creation from my player Isabella
------------------------------------------------------------------------------------------------------------------------
What Is This?
This is a set of very, very loose guidelines based off Goblin Contracts and Pledges, to aid GMs and players in making more esoteric bargains with reality. This is not an ironclad rule set, and elements can be added and thrown out as needed. It is meant to cover aspects of changeling society not currently covered under the rules, such as the swearing of bargains to protect the Freehold, Goblin Vows, or powerful Autumn ritual magic.
Why Were These Made?
A variety of reasons.
Changelings can't do what they're supposed to be able to do - Mentions of long term pledges that protect the Freehold are very common in the Changeling books, but normal pledges don't really cover this. Autumn sorcerers are lauded as the masters of freehold magic, but have the mostly the same Contract options as any other changeling. Likewise, there are a number of effects that are exceptionally common in faerie tales, but that are too powerful or narrowly focused for Contracts to cover. These effects are currently left up to Storyteller fiat.
Hobgoblins have all the fun - No, really. The most obvious trait to point to is the goblin tendency to deal in abstractions and make fell bargains beyond the point of pledges. It seems like ripe ground for plot and adventures to hunt down immaterial things for the Autumn court, but there are no rules for a changeling to be able to do this. Even a Wyrd 10 changeling, on the cusp of turning True Fae, has to go buy a market stall if they want to match the capabilities of a Wyrd 3 hobgoblin.
Goblin Vow prices need some work - I feel like most the issues above already have a potential solution, in the merit Goblin Vow from Rites of Spring. This would allow changelings to bargain with a great old oak, or the London fog, and allow a changeling to make more esoteric bargains. The problem with Goblin Vow is I feel the price range is simply too narrow. Mother Susan is stated to have given up her only child to found the Spring Court; a changeling could follow in her footsteps to make such an epic sacrifice, but they could get the same effect by flying to Hong Kong and delivering a box, or by swearing off fish, avoiding Uzbekistan, and promising to fetch someone a soda. You also don't get a lot for your firstborn child - a modest boon for a duration of a week, at best.
Everyone else gets ritual magic - Bandwagon!
How it Works
The basis of of the vow is the same basis as all Changeling vows - something is promised, and something is received in return. The changeling requires some right to make pledges with an aspect of reality, usually represented by the Goblin Vow Merit. The aspects tend to be very specific in nature. The changeling may have the right to bargain with 'ivy', 'wolves', or 'unrequited love', but cannot claim the right to bargain with 'plants', 'canines', or 'emotions'. The aspect must be present in some fashion for the changeling to make a bargain with it. If a changeling wants to make a pledge with sunlight and is trapped in a dark cement room, the changeling is out of luck.
The changeling must determine the cost of the boon from the list below, and then offer an appropriate sacrifice to receive the effect. The aspect may demand to set its own price for certain services, though the changeling will know this immediately. If one renders nothing at the time of the bargain, the aspect sets its own price. There is no cheating the Wyrd - any attempt to defer the price results in the Wyrd simply taking it, or removing its blessing and then some. No sacrifice can grant powers outside of an aspect's purview. An aspect of fire can start fires or protect from fires, but cannot put a man to sleep or hide a changeling from sight.
Each Ritual has a suggested dot rating, which represents the Wyrd required for the changeling to make that bargain. Autumn Courtiers, in line with their sorcerous leanings, are counted as having a higher Wyrd (+1 at Mantle 1, +2 at Mantle 3, +3 at Mantle 5) for the purposes of Wyrd-Binding.
A lower Wyrd changeling can still make the bargain, but must render an additional sacrifice to make up the difference. The rating of the sacrifice must be equal to the missing Wyrd dots + 2. For example, if a Wyrd 5 changeling wishes to make a Wyrd 7 bargain, they must offer an additional •••• payment, as well as the regular price.
The Rituals
The rituals stated below are simply examples of what can be done with the system, though they also cover faerietale tropes that are missing from the current gameline. The Storyteller and players are encouraged to tweak, alter, and pick and choose to make the rituals more appropriate for specific changelings. The endless variety of aspects allows for an endless variety of effects, and the narrow nature of aspects means no one changeling can perform every one of these rituals. It adds a touch of uniqueness to each changeling, as well as a need to seek out dedicated sorcerers for various tasks.
Every ritual has the following entries in its block:
Title: The dot rating next to the title determines the Wyrd rating required for a changeling to make that bargain. This rating usually matches the price.
Price: The dot rating of the price. The price for each ritual is already worked in and listed under Drawback - the price rating is simply stated so that Storytellers can remove the Drawback and replace it with a different one of appropriate level.
Effect: What the ritual does.
Drawback: Nothing is free, and this is what the changeling pays to be able to perform the Effect.
Purview Variants: As stated above, no aspect can grant powers outside its purview. Some rituals are obviously inappropriate for certain aspects, but may be able to grant a similar ritual with slightly different effects.
How are these different from Contracts, especially Goblin Contracts? First, they are much narrower in scope: a Contract of Fang and Talons can apply to all canines, while a Goblin Vow is limited to wolves or jackals. Secondly, the changeling must make the bargain every time, which can make them difficult to perform in fast-paced situations such as combat. Thirdly, the bargains tend to be more expensive then the simple glamour costs associated with Contracts. A changeling might imitate a contract to sense an element, if they were content to sacrifice an animal or take a penalty every time they cast the spell.
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