Lord Sages of the Unknown Reaches

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Lord or Lady Sage
Lords of Summer.jpg

Lords of Summer p. 147-150
Wyrd ●●
Preqs Occult ●●●, at least 2 Occult Specialties
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Swear to seek beyond the bounds of the known and the safe in order to protect ourselves from unknown threats and to find tools and allies with which we can better defend ourselves against those who would return us all to bondage.


Changelings have learned that they live in a world far richer and stranger than the mortals around them know. Ghosts haunt the sites of their deaths, vampires and werewolves stalk the night, and a few strange and deadly mortals wield fearsome magic. The Lord Sages of the Unknown Reaches are a small and eccentric noble order dedicated to learning about the other supernatural beings that live in or occasionally visit the World of Darkness. Most Lord Sages specialize in a single field of endeavor -- ghosts, vampires, werewolves, mages, spirits, cryptids, necromancers -- while a few attempt to become supernatural polymaths. Some are scholars and relic hunters, while others are diplomats and spies, but all Lord Sages are dedicated to protecting either their freehold or all changelings from other supernatural menaces. Along the way, though, they have a strong interest in acquiring, often by any means necessary, allies and objects that can help changelings in their battles against the fae.


Mien

When in the company of other changelings, Lord Sages are both well dressed and appear somewhat scholarly, as befits someone who is both a scholar and a diplomat. However, when attempting to observe or interact with the werewolves, vampires or other such beings, they usually try to dress like these beings. Lord Sages who study ghosts or spirits naturally don't bother, but Lord Sages who study werewolves tend to emulate the pack or tribe they have made contact with, just as Lord Sages who work with mages dress like the members of the cabal or Legacy they work with. Also, Lord Sages proudly and prominently wear any unusual gifts they have received from the supernatural beings they might have befriended. Such gifts range from a denim jacket on which a werewolf painted the stylized image of a wolf, to an antique necklace or set of cuff links given to the lord sage by a century old vampire.

The mien of a Lord Sage changes in a number of ways. The most obvious is that their eyes seem to enlarge slightly and take on a permanent glow. In addition, their clothing, and occasionally their skin becomes decorated with various occult and esoteric symbols. These symbols come from all cultures and mythologies, but most are associated with the supernatural beings the Lord Sage studies and talks to. These symbols change every time the changeling wakes up. As a Lord Sage's Wyrd rises, the number of symbols increase somewhat or the symbols grow larger. A typical Lord Sage has between half a dozen and several dozen such symbols on his clothing. Lord Sages with Wyrd scores above four also typically appear to have one or more of these occult symbols tattooed on their skin.


Privilege

The Lord Sages each learn the ways of a single other type of supernatural being. Each Lord Sage gains +1 to all Persuasion and Socialize rolls when interacting with a single other type of supernatural being. (This can be particularly useful given that such negotiations are often subject to situational penalties.) Lord Sages can also purchase the Allies or Contacts Merit with any other supernatural being or type of being, including both ghosts and spirits. Although any changeling can possess any of the Merits in The Book of Spirits that are not specifically limited to mortals, Lord Sages are particularly likely to have one or more such Merits, especially Pleasing Aura Shadow Contacts , or Spirit Ear. In addition, they can purchase any of the following Merits, Enhanced Item, the Imbued Item Merit, Library, or a werewolf fetish or talen specifically designed for the changeling to use, which is known as an Outsider Fetish.


Outsider Fetish ● to ●●●

Effects: This Merit allows the character to begin play with a talen or a fetish. Any supernatural character, including characters with both major and minor supernatural templates can use this fetish, but ordinary mortals cannot. Non-werewolves cannot begin play with a fetish rated higher than 2, however. One dot of this Merit indicates that the changeling owns a talen, two dots translates to a one-dot fetish and three dots means the character owns a two-dot fetish. The werewolf must then instruct the character in using the fetish since non-werewolves cannot activate the fetish normally. The character must enact the spirit's ban in order to gain the fetish's benefits. In order to use a fetish, the character must enact the spirit's ban, which can be as simple as sprinkling some salt on the fetish or as complex as reciting a phrase in the werewolf language. The player then rolls Resolve + Occult.

Dramatic Failure: The spirit wrenches itself free of the fetish, which is promptly rendered useless. The spirit is hostile to the character, but doesn't necessarily attack. The spirit might well alert other, more dangerous, beings to the character's presence, depending on how well the character has treated the spirit.

Failure: The character performs the ban incorrectly and the fetish doesn't work. Any subsequent attempts to activate it during the same scene incur a cumulative -1 penalty.

Success: The fetish works as described.

Exceptional Success: The spirit in the fetish looks favorably on the character. The next attempt to activate it receives a +1 bonus.

Joining

The order invites any changeling who has had experience with other supernatural beings to join. Changelings who possess the requisite Wyrd and Occult scores and who have had experiences that significantly add to the Lord Sages' knowledge of some other type of supernatural being are invited to become members. Changelings who are fascinated by other supernatural beings and phenomena but lack any direct experience with such may apply to join, but must convince the members of this noble order that they have something to offer the order. Those who succeed are given a mentor who teaches them the path of the Lord Sage.

The formal end of the apprenticeship occurs when the mentor allows the apprentice to demonstrate her mastery of knowledge before at least one other member of the order apart from himself (three is an ideal number, but difficult to achieve, given that this order is usually rare in any location). In addition to her studies, an apprentice also acts as a general assistant to her mentor, and can be asked to do everything from search large stacks of aging tomes for specific pieces of information to accompanying the mentor into the lairs and dens of other supernatural beings. Having an apprentice who does well gains her mentor significant praise and status, but some mentors enjoy having an unpaid assistant and can be reluctant to release their apprentice.




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