Hedge Wardens
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- | The Hedge Wardens believe there is promise in the Thorns. At the same time, this promise is overshadowed by the vast danger that faces most of those who choose to dare the pathways of the Hedge. Their mission is a simple one, but one that seems insane to many: to tame the local Hedge around the freehold in which they find themselves, to root out and destroy the most dangerous of the region’s Hedge-Beasts, and to keep the trods open so that changelings can escape from Arcadia. | + | The Hedge Wardens believe there is promise in the Thorns. At the same time, this promise is overshadowed by the vast danger that faces most of those who choose to dare the pathways of the Hedge. Their mission is a simple one, but one that seems insane to many: to tame the local Hedge around the freehold in which they find themselves, to root out and destroy the most dangerous of the region’s Hedge-Beasts, and to keep the [[Trod|trods]] open so that changelings can escape from [[Arcadia]]. |
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+ | ===Joining=== | ||
+ | Potential recruits are given basic levels of training, before being set on the three tasks required for proper membership. | ||
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+ | The first task is a journey into the [[Hedge]], accompanied by an older Warden. The prospective member must be ready to spend a full week in the Hedge, with her mentor providing advice but not actively intervening except in situations of extreme danger. The pupil is to avoid any trods or Hollows during this time; her goal is to demonstrate her ability to simply survive amongst the Thorns if need be, and identify the differences between useful and dangerous locations or beings. | ||
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+ | The second task is equally straightforward, but much more dangerous. The recruit, along with whatever allies she can gather not of the Wardens, is sent to destroy a local Hedge-Beast, and recover a valuable thing from it. The Warden giving the task does not tell the pupil exactly what it is that she must gather — it is left to her to determine the most potent part of the creature she destroys. The recruit need not be entirely successful to be considered for the third phase, but she must perform respectably well, and quickly. Wardens are particularly interested in those who can gather many allies for their quest, as it suggests to them that such aid might come in the future. | ||
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+ | Finally, the character is inducted into the Wardens, at which time she must swear two oaths, the first to join the order, and the second as a Title oath upon her newly-forged rank. The exact benefits of the oath vary, but they always require a medial forbiddance against discussing Warden matters with outsiders without permission, last a year and a day, and include a Sanction of Banishment from the Hedge itself. Typical benefits are the granting of a two dot [[Merits#Physical_Merits|Physical Merit]] to cover some area that the elder Wardens feel the character is weak in. Wardens renew their oaths once each year, before their local Lord. | ||
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+ | ===Mien=== | ||
+ | The nature of the Wardens is to oppose Arcadia and the Hedge, and this reflects itself in their appearance. At first, young Wardens find that their weapons and armor take on a faint, dark metallic sheen. This tint gradually spreads to cover all of their clothing, their hair, and eventually their skin, giving them the look of people reflected in iron. Usually, this also reflects itself in Wardens appearing unyielding or inflexible, regardless of how limber they might actually be. | ||
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+ | The Hedge also recognizes the danger that it faces, and hesitates to challenge it directly. In the presence of a Warden, the Hedge always appears faintly wilted or weakened, in addition to whatever other changes a Warden might impose with her presence. This has no effect in the mortal world, of course, and what effect it has upon Arcadian Realms is a matter of pure speculation. | ||
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+ | ===Heart of Iron (Privilege)=== | ||
+ | The Hedge Wardens have dedicated themselves to doing battle with the myriad dangers of the Hedge, and this dedication grants them a certain degree of protection against the dangerous forces that they face. As many Wardens would be quick to remind new recruits, it is far from perfect, but it has saved more than one Warden from death. Whenever a Warden is targeted by a magic that allows her to either apply her Wyrd as a die penalty, or roll her Wyrd as an opposed check, she increases her effective Wyrd by 1 for that purpose. | ||
{{Links|Entitlements|Parent2=Hedge}}{{footer|ctl}}[[Category:Changeling: The Lost]][[Category:Entitlements]] | {{Links|Entitlements|Parent2=Hedge}}{{footer|ctl}}[[Category:Changeling: The Lost]][[Category:Entitlements]] |
Revision as of 19:11, 16 April 2016
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