<?xml version="1.0"?>
<?xml-stylesheet type="text/css" href="http://nwod.org/wiki/skins/common/feed.css?270"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>http://nwod.org/wiki/index.php?feed=atom&amp;target=Saeyer&amp;title=Special%3AContributions%2FSaeyer</id>
		<title>Edge of Darkness Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://nwod.org/wiki/index.php?feed=atom&amp;target=Saeyer&amp;title=Special%3AContributions%2FSaeyer"/>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Special:Contributions/Saeyer"/>
		<updated>2026-07-02T13:45:21Z</updated>
		<subtitle>From Edge of Darkness Wiki</subtitle>
		<generator>MediaWiki 1.16.1</generator>

	<entry>
		<id>http://nwod.org/wiki/index.php/Oneiromancy_Primer</id>
		<title>Oneiromancy Primer</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Oneiromancy_Primer"/>
				<updated>2016-08-06T07:32:14Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: Created page with &amp;quot;{{header|ctl}}Category:GlossaryThis page holds a basic overview of Oneiromancy for players who are just getting started, or need a quick reference.  ===Getting Where You're G...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{header|ctl}}[[Category:Glossary]]This page holds a basic overview of Oneiromancy for players who are just getting started, or need a quick reference.&lt;br /&gt;
&lt;br /&gt;
===Getting Where You're Going===&lt;br /&gt;
=====''Entering the Dreamscape''=====&lt;br /&gt;
&lt;br /&gt;
While a Changeling can access their personal dreams anywhere, Oneiromancy that moves beyond their own dreamscape must take place while in the [[Hedge]]. When a safe space has been secured, the player can make a [[Meditation]] roll augmented by their [[Wyrd]] and whatever equipment they have available to them. When the appropriate number of [[Oneiromancy#Entering_Dreams|successes]] is reached the dreamer successfully enters lucid dreaming.&lt;br /&gt;
&lt;br /&gt;
If loud noises occur near the sleeper’s body, they may be required to roll [[Resolve]]+[[Composure]] to resist waking. To awake intentionally is also a Resolve+Composure roll, though it can be contested by another oneiromancer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====''How to find your destination dream''=====&lt;br /&gt;
Moving between dreams involves navigating the [[The Skein|Skein]], the ephemeral dream-stuff that connects each sleeping mind, and to travel it you need to have an idea of where you’re going. There are three options to help you get to where you want to be:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Oneiroscopy''': An [[Autumn]] Courtier with the appropriate [[Occult Skill|Occult]] specialty can cast an Oneiroscope. They target an individual and a particular kind of dream (maybe a memory dream they can analyze for insight into a specific topic) and divine the next time a dream appropriate to their needs will occur. Changelings working from an oneiroscope also need no assistance noticing gates between dreams.&lt;br /&gt;
&lt;br /&gt;
:: NOTE: An oneiroscope is only possible if the oneiromancer has a name and physical description of the target, or a close personal item to work from. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Gate-Shaping''': An impatient oneiromancer can force a target to have an appropriate dream that will link them to the next dream on their path, via dreamscaping. This disturbs the minds of those whose dreams the changelings move through, leaving nightmares in their wake.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Guides''': Incubi can be hired to take the oneiromancer to their dream of choice, for a price. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
No matter the mode of guidance, several dreams may be moved through before the destination dream is reached. The [[The_Skein#The_True_Gates_of_Horn_and_Ivory|number of gates]] between the starting dream and the destination is determined by how close the dreamers are, physically and otherwise. There is less space between the dreams of two people sharing a bed, and more between people who are little more than acquaintances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dream Intensity===&lt;br /&gt;
&lt;br /&gt;
Dreams have one main stat: Intensity. The higher a dream’s Intensity, the more real it feels and the more resistant it is to change; any roll made to change the dream suffers a penalty equal to the Intensity. A dream with low Intensity will be hazier and easier to manipulate, but also easier to destroy. If a character rolls above the dream’s Intensity in successes to change something, the dream breaks. The oneiromancer may immediately spend 1 [[Willpower]] to preserve the dream, but this does not prevent it from breaking again in the future. If they choose not to spend the Willpower, they can instead use the [[Dreamscaping]] rules to create a new dream, with a new Intensity.&lt;br /&gt;
&lt;br /&gt;
Many oneiromancers choose to hold back when manipulating dreams so as not to break them; as a player, this translates to voluntarily taking a penalty to a roll, at your discretion.&lt;br /&gt;
&lt;br /&gt;
Actions that target the dreamer, such as [[Oneiromachy]], are not subject to Intensity and so cannot break the dream.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Scouring''': If the Intensity of the dream is inhibiting the oneiromancer’s progress, they can attempt to lower it. Scouring is a [[Wits]]+[[Empathy Skill|Empathy]]+[[Wyrd]]-Intensity roll, where each success lowers the Intensity by one. If this lowers the Intensity below 1, the dream ends abruptly and the dreamer wakes. Scouring may be attempted '''only once''' during any given dream.&lt;br /&gt;
&lt;br /&gt;
:: NOTE: If a dream drops below 1 Intensity, the Oneiromancer may make a Dreamscaping action at the cost of 2 [[Glamour]] to create a new one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Manifesting vs. Remaining Incorporeal===&lt;br /&gt;
&lt;br /&gt;
When entering a dream other than their own, an oneiromancer is a background element: they have no form and are not visible to the dreamer. A dream riding roll may be made to give the Changeling a form, but most oneiromancy-based actions do not ''require'' a visible presence within the dream, with the exception of Oneiromachy.&lt;br /&gt;
&lt;br /&gt;
::NOTE: Manifesting counts as a change to the dream itself, meaning that if a character manifests they can no longer use the action ''Learn About the Dreamer'' for that dream, or find out if a dream was prophetic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dream Riding and Dreamscaping===&lt;br /&gt;
=====''Dream Riding''=====&lt;br /&gt;
&lt;br /&gt;
[[Dream Riding|Dream riding]] is subtler than most other forms of oneiromancy, and can be used to learn more about or influence the dreamer, among other things. It includes:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Analyzing the Dream''' ''(Wits+Empathy-Intensity)'' : Through creating small changes to the dream and gauging the response, a Changeling can determine if a dream is a nightmare, a memory dream, a recurring dream, or a wish fulfillment dream.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Convincing the Dreamer''' ''(Wits+Empathy+Wyrd)'' : One roll represents a whole night of work in which an oneiromancer hides subliminal hooks in a dreamer’s subconscious. For each success they may ‘store’ a die in someone that is activated through particular social cues, giving the oneiromancer that many dice to the Manipulation roll or rolls of their choosing. The hooks remain for a week, and only one set can be stored at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Learning About the Dreamer''' ''(Wits+Empathy+Wyrd, extended)'' : By watching several nights worth of sleep, a Changeling can determine information about the dreamer. This is an [[extended]] roll, at a single roll per night and every five successes reveals one of the following details about the dreamer: their [[Virtue]], [[Vice]], one of their [[Derangements]], [[Willpower]], one of their [[Merits]] (Mental or Social only) or one of their [[Flaws]] (Mental or Social only). It can also reveal the use of mind or emotion altering powers on the dreamer within the last month.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Psychotherapy''' ''(Wits+Empathy+Wyrd-Intensity)'' : An oneiromancer with the relevant knowledge (perhaps a skill specialty in Psychotherapy) may attempt to treat a dreamer’s mental or psychological problems from within their dreams. Each night of successful work is the equivalent of a week of regular therapy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Searching for Dream-Poison''' ''(Wits+Empathy+Wyrd-Intensity)'' : Searching for the taint of the True Fae is time consuming, each roll equalling a night of work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====''Dreamscaping''=====&lt;br /&gt;
&lt;br /&gt;
[[Dreamscaping]] is the art of creating dreams from the ground up. To use this on a sleeping individual, they can't already be in a dream: the oneiromancer must either break any current dream by rolling above Intensity, scour the intensity to zero and then spend 2 points of Glamour, or arrive in the dreamer’s mind before they have entered REM sleep (also known as a fallow psyche). &lt;br /&gt;
&lt;br /&gt;
Creating a dream in a fallow psyche requires the use of 1 Glamour and a Wits+Empathy+Wyrd roll, which is opposed by a Wits+Resolve roll from the dreamer. If the oneiromancer wins, the dream begins with an Intensity equal to their successes; if the dreamer wins, a dream begins with an Intensity equal to ''their'' successes.&lt;br /&gt;
&lt;br /&gt;
Dreamscapes can be crafted to do any of the following: [[Dreamscaping#Healing_Sleep|Healing Sleep]], [[Dreamscaping#Stress_Relief|Stress Relief]], [[Dreamscaping#Sleep_Teaching|Sleep Teaching]], and the creation of [[Dreamscaping#Nightmares|nightmares]]. Also see [[Dreamweaving]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Oneiromachy===&lt;br /&gt;
&lt;br /&gt;
If the need arises and an oneiromancer has materialized into a dream, they can take part in dream combat. Oneiromachy is traumatic for the dreamer whose dreamscape it takes place in, and they always lose 1 Willpower regardless of the size of the fight.&lt;br /&gt;
&lt;br /&gt;
Oneiromachic attacks inflict points of Willpower damage, instead of Health. In the case of an exceptional success, however, a single point of Bashing damage is also done to the target.&lt;br /&gt;
&lt;br /&gt;
Similarly, oneiromachy involves different stats for [[Defense]] and [[Armor]]:&lt;br /&gt;
* '''Defense''' is equal to the highest of the character’s Finesse Traits ([[Wits]], [[Dexterity]] or [[Manipulation]])&lt;br /&gt;
* '''Armor''' is equal to the highest of their Resistance Traits ([[Resolve]], [[Stamina]] or [[Composure]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====''Attacking''=====&lt;br /&gt;
&lt;br /&gt;
* '''Personal Attacks''' : Personal attacks are made with a character’s best Power Trait ([[Intelligence]], [[Strength]], or [[Presence]]) + their combat skill of choice ([[Athletics Skill|Athletics]], [[Brawl Skill|Brawl]], [[Firearms Skill|Firearms]] or [[Weaponry Skill|Weaponry]], where appropriate) + their Wyrd. The attack itself is a combination of body-memory and connection to the Wyrd; the exact weapon envisioned does not matter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Environmental Attacks''' ''(Wits+Empathy+Wyrd)'' : The environment of the dreamscape itself may be used to attack opponents: storms, animals, buildings, narrative elements of the dream- all are fair game. No matter how large or devastating the attack is described to be, it never affects anyone beyond the target that has been declared. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Stunting''' : Stunting involves gaining bonus dice through interesting, imaginative, or thematically appropriate narration. It is explained more [[Oneiromachy#Stunting|here]], and is subject to ST discretion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The [[Dream Combat]] Fighting Style and the third stage of [[Dream Contracts|Contracts of Dreams]] can also be used for Oneiromachy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cheat Sheet===&lt;br /&gt;
'''Entering the Dream''': [[Meditation]] roll, extended (Composure+Wits+Wyrd, +equipment)&lt;br /&gt;
&lt;br /&gt;
'''Waking''': Resolve+Composure&lt;br /&gt;
&lt;br /&gt;
'''Resisting Waking''': Resolve+Composure&lt;br /&gt;
&lt;br /&gt;
'''Stopping Another Lucid Dreamer/Oneiromancer From Waking''': Wits+Empathy+Wyrd, [[reflexive]], may be [[Teamwork|Teamworked]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Dream Riding''&lt;br /&gt;
&lt;br /&gt;
'''Analyze the Dream''': Wits+Empathy-Intensity&lt;br /&gt;
&lt;br /&gt;
'''Convince the Dreamer''': Wits+Empathy+Wyrd&lt;br /&gt;
&lt;br /&gt;
'''Learn About the Dreamer''': Wits+Empathy+Wyrd, [[extended]]&lt;br /&gt;
&lt;br /&gt;
'''Psychotherapy''': Wits+Empathy+Wyrd-Intensity&lt;br /&gt;
&lt;br /&gt;
'''Searching for Dream Poison''': Wits+Empathy+Wyrd-Intensity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dreamscaping''': Wits+Empathy+Wyrd (costs 1 or 2 [[Glamour]], depending on circumstances)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Oneiromachy''&lt;br /&gt;
&lt;br /&gt;
'''Damage taken in [[Willpower]], not Health'''&lt;br /&gt;
&lt;br /&gt;
'''Defense''': Highest of Finesse Traits (Wits, Dexterity or Manipulation)&lt;br /&gt;
&lt;br /&gt;
'''Armor''': Highest of Resistance Traits (Resolve, Stamina or Composure)&lt;br /&gt;
&lt;br /&gt;
'''Personal Attack''': Highest Power Trait (Intelligence, Strength, Presence) + Applicable Combat Skill (Athletics, Brawl, Firearms, Weaponry) + Wyrd&lt;br /&gt;
&lt;br /&gt;
'''Environmental Attack''': Wits+Empathy+Wyrd&lt;br /&gt;
&lt;br /&gt;
'''Stunting''': cool narration that may result in 1-3 bonus dice, or no bonus dice at all; it’s up to the ST&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{links|Oneiromancy|Parent2=Changeling}}{{Parent|Changeling}}{{footer|ctl}}[[Category:Glossary]][[Category:RAW|{{PAGENAME}}]][[Category:Changeling: The Lost]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Entitlements</id>
		<title>Entitlements</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Entitlements"/>
				<updated>2016-04-23T01:48:15Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{header|ctl}}{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The noble orders are a fundamental part of [[Changeling]] society. These orders are referred to as &amp;quot;Entitlements,&amp;quot; and those who have gained a title are known as &amp;quot;entitled.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
An Entitlement may be given to changelings, being a member of an organization. Each has their own history and Entitlements. There is usually a cost associated with becoming a member, either &amp;quot;in game&amp;quot; or a mechanical cost of [[Glamour]] and [[Wyrd]].&lt;br /&gt;
&lt;br /&gt;
== Advantages ==&lt;br /&gt;
&lt;br /&gt;
Upon swearing an oath, and therefore joining that order, the changeling gains the benefits of that order. The changeling also gains some changes to their [[Mien]], although its only minor.&lt;br /&gt;
&lt;br /&gt;
== Disadvantages ==&lt;br /&gt;
&lt;br /&gt;
When making dealings with the true fae, a changeling with a title will most probably be noticed before one without. This makes it difficult to avoid the fae.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Entitlements==&lt;br /&gt;
=== Adjudicators of the Wheel   ===&lt;br /&gt;
{{main|Adjudicators of the Wheel}}&lt;br /&gt;
The Adjudicators of the Wheel are firm believers in the principles of fairness and justice. They look at the inequalities in the world and are filled with the need to balance the scales. However, the Judges do not believe in spreading wide-scale social change, at least not by themselves. Instead, they function on a much more personal level. Adjudicators are silent observers and meddlers, a cabal that bears witness to actions and metes out punishments or rewards as they see fit, and takes care that neither their beneficiaries nor their victims can trace their sudden shift in fortunes to anything but simple chance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ancient And Accepted Order Of Bridgemasons   ===&lt;br /&gt;
{{main|Ancient and Accepted Order of Bridgemasons}}&lt;br /&gt;
The Bridgemasons' Order is an old one, dating back at least as far as the Dark Ages. Its doctrine says it was born during a distant mythic era, when the Gentry slipped between worlds with ease. The ancient True Fae took artisans as slaves and taught them how to build bridges across the Hedge so that the Gentry could ride down safe and fast. This became the art of Wyrdbuilding. Practitioners founded the Order of Bridgemasons and made themselves a great guild among the Lost. They built mighty walls, tunnel-ridden mounds and high temples for their freeholds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Barony Of The Lesser Ones   ===&lt;br /&gt;
{{main|Barony of the Lesser Ones}}&lt;br /&gt;
The Hedge has its own inhabitants: a host of goblins, hobgoblins and Hedge Beasts. The Barony of the Lesser Ones is charged with dealing with these hobgoblins. Its members negotiate with some, carefully watch the activities of others, and, when necessary, defend changelings from the depredations of the Hedge's hostile inhabitants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bishopric Of Blackbirds===&lt;br /&gt;
{{main|Bishopric of Blackbirds}}&lt;br /&gt;
The Bishopric of Blackbirds believe themselves the salvation of the freehold, positioning members to be there when others need them. That is their first stated goal: to assist those poor Lost when necessary. They often wander the Hedge and look for those who have escaped from Arcadia, and offer guidance to those who are lost, above all. As a changeling, it’s all too easy to lose one’s way, and the Bishopric accepts the role of savior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bodhisattvas Of The Broken Cage===&lt;br /&gt;
{{main|Bodhisattvas of the Broken Cage}}&lt;br /&gt;
The Bodhisattvas of the Broken Cage are dedicated to encouraging individuals (both human and Lost) to break out of the rut of habit, conformity and social acceptability. Many of society’s rules of social conduct involve restraining one’s self within certain perimeters of behavior which have been deemed to be acceptable by the masses and while this insistence on conformity seems on the surface to protect society, it induces stagnation and punishes those who think outside the box. So, at least, runs the philosophy of the Broken Cage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bronze Beylik===&lt;br /&gt;
{{main|Bronze Beylik}}&lt;br /&gt;
Pride drives the Beys. They accept that they are kingmakers as easily as they accept the wetness of water or the heat of the sun. The Beys are not secret about what they do: they make their efforts clear, which often puts them into opposition with the local changelings. But the Lost of the Beylik take it all in stride, having full faith in their abilities to raise a king, queen, sultan or caliph to the throne. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Charmed Circle===&lt;br /&gt;
{{main|Charmed Circle}}&lt;br /&gt;
“There are kings, and then there are kings.” In the briefest of terms, that is what the Charmed Circle is all about. And that is what they seek: true leaders. Those rulers who are exceptional in some aspect are what draw the attention of this eldritch order. It’s true that a word like “exceptional” is just an adjective and thus, subjective. The Circle argues, however, that it’s no such thing. That one’s excellence is measurable and more importantly, demonstrable, and in doing so merits a monarch to wear the golden torc that rests upon the neck of the Gilded King or Queen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===College Of Worms===&lt;br /&gt;
{{main|College of Worms}}&lt;br /&gt;
The fae of the College of Worms believe that fate needs to be scrutinized. The threads of destiny aren’t easy to find, but they’re there for those who care to sort the chaff from the wheat. If the seemingly inscrutable threads of fate can be parsed and understood, then perhaps the College of Worms can help predict when terrible things might happen to the freehold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Court Of The Solstice===&lt;br /&gt;
{{main|Court of the Solstice}}&lt;br /&gt;
At what point does a true Great Court of changelings develop and how is the process initiated? The so-called Courtiers of the Solstice believe that they are on the path that leads to such a thing, venerating and, in some cases, perhaps even safeguarding the transitions between the seasons. The entitlement serves as a sanctuary for idealists, an experiment for those curious about the power of the between-times and half-places, and, also as a dumping ground for those who couldn’t cut it in any of the established Courts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Duchy Of The Icebound Heart===&lt;br /&gt;
{{main|Duchy of the Icebound Heart}}&lt;br /&gt;
The heart is a fragile thing. The Dukes and Duchesses of the Icebound Heart recognize this fact, having themselves once been vulnerable, and they have sworn to never again be helpless in such a way. Most of the changelings in the Duchy are potent manipulators, playing emotions like a master harpist. It gets them whatever they want, whenever they want it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Duchy Of Truth And Loss===&lt;br /&gt;
{{main|Duchy of Truth and Loss}}&lt;br /&gt;
To many changelings the greatest horror of their captivity strikes upon their return, when they discover that not only was no one aware of the horrors they suffered, but their friends and families did not even know they were gone. Instead, changelings must face a soulless fae-made imposter who has been living their lives and is often now their bitter foe. In an effort to prevent such horrors, the Dukes of Truth and Loss hunt down fetches before the changelings they ape return from Arcadia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eternal Echoes===&lt;br /&gt;
{{main|Eternal Echoes}}&lt;br /&gt;
Many Lost fight their way out of Arcadia and struggle through the Hedge, only to discover themselves all but forgotten by their friends and loved ones. By dedicating themselves to serving as a living memory for those around them, the Eternal Echoes hope to keep themselves and other Lost from being forgotten.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Family of Silent Nights===&lt;br /&gt;
{{main|Family of Silent Nights}}&lt;br /&gt;
Dreams are overlooked by many, and mortals fail to even recognize a threat from the mind, but if you can’t trust even your dreams, all that remains is madness. The Family claims to recognize this threat, and to move forever to fight it. They are an ancient order, known throughout history by a hundred names. Everywhere they travel, they are known in legends as guardians against nightmares and protectors of sleep, but this is only part of the story. The Family holds the terrifying power to trap dreams, only to release them later against their enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Guild Of Goldspinners===&lt;br /&gt;
{{main|Guild of Goldspinners}}&lt;br /&gt;
Even changelings need money. People need to buy food, shelter and everyday comforts, and to live among them changelings need to mimic human appetites or provide for the normal folks they care about.The problem's tricky, but there are solutions. The Goldspinners' Guild is one of them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Guild Of The Sacred Journey===&lt;br /&gt;
{{main|Guild of the Sacred Journey}}&lt;br /&gt;
While every freehold is an independent entity, commerce, negotiations and diplomacy between freeholds is an important part of changeling life. Open only to the Fairest, the Guild of the Sacred Journey is a noble order of messengers and couriers bound by strict oaths to complete their missions to the very best of their ability. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hedge Wardens===&lt;br /&gt;
{{main|Hedge Wardens}}&lt;br /&gt;
The Hedge Wardens believe there is promise in the Thorns. 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hound Tribunal===&lt;br /&gt;
{{main|Hound Tribunal}}&lt;br /&gt;
The Hound Tribunal haunts the freehold in the name of the Court of Wrath and the Summer King, and those that stand in the way of the Court’s interests become targets. Those that dare to oppose the King or Queen — or worse, dare to bring harm to the monarch — are found to be enemies of the freehold, as judged by the members of this secret “noble” council. What happens to those branded as traitors, obstructionists, enemies? It depends on the thirst for blood possessed by the local Hounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Knighthood Of The Dragonslayer===&lt;br /&gt;
{{main|Knighthood of the Dragonslayer}}&lt;br /&gt;
Saint George’s legacy lives on in the form of a noble order. The Knighthood of the Dragonslayer — or Ordem dos Cavaleiros Matadors de Dragão — still works today, but not necessarily in a militaristic capacity. While members are expected to have some martial prowess to their credit, what they really do is function as spies, interrogators and policemen. If what’s exposed cannot be abided, they do whatever must be done to either continue the disclosure or to end it where it lays.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Knighthood Of Utmost Silence===&lt;br /&gt;
{{main|Knighthood of Utmost Silence}}&lt;br /&gt;
All changelings are fugitives, on the run from capricious gods who'd take them back to alien torment. Some of the Lost -- the wrathful, the puissant and the foolish -- dream of fighting the True Fae. The Gentry are not mere monsters, they are boundless things, appetite and intelligence combined into a singular mystic gravity that sucks minions and stratagems into mad orbits. When the Gentry's hounds circle, it's time to call a Knight of Utmost Silence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Knights Of The Knowledge Of The Tongue===&lt;br /&gt;
{{main|Knights of the Knowledge of the Tongue}}&lt;br /&gt;
The Knights of the Knowledge of the Tongue are not knights at all, at least not in the way of waving a sword and galloping a horse into the thick of battle. These Knights are committed gourmands, ill-contented with the standard array of ingredients, venturing far and wide to procure and cook with reagents that only changelings can find. They brave dangers so that they may bring the finest, rarest meals to the table. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Knights Of The Widow’s Walk===&lt;br /&gt;
{{main|Knights of the Widows Walk}}&lt;br /&gt;
The Knights of the Widow’s Walk are much like men lost at sea, gone for so long and so consumed by their mission that they might drown and never be seen again. They are spies, driven into deep, deep cover, who leave their freehold and go to another. There, they assume a whole new identity, a persona suited to the social sphere they seek to penetrate. New name. New face. New role. Some risk Glamour addiction. Some find their Clarity shuddering as they are submerged beneath the waters of the new identity. Some get caught, and get dead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Legacy Of The Black Apple===&lt;br /&gt;
{{main|Legacy of the Black Apple}}&lt;br /&gt;
Part-beggar and part-diplomat, they interface with the most frightening of enemies, the Gentry, and they negotiate terms. The True Fae can be bound by contracts and pledges just like the Lost. If a Legate can get a Keeper to agree to terms (which are unlikely pleasant but may be more favorable than what was originally “on the table”), then the job is done and the deal is sealed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Legion Of The Iron Wall===&lt;br /&gt;
{{main|Legion of the Iron Wall}}&lt;br /&gt;
The Legion of the Iron Wall monitors the status of freeholds across the world, keeping an ear to the ground to find those that have become complacent and those that are in danger of being overrun by the threats that surround them. They pay special attention to rumors of gatherings in the Hedge, newly forming trods, and other warning signs of potential Gentry attacks. And when they find evidence that a freehold is in danger from a threat external or internal, they ride into town to try and sort things out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lord Sages Of The Unknown Reaches===&lt;br /&gt;
{{main|Lord Sages of the Unknown Reaches}}&lt;br /&gt;
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. 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lost Pantheon===&lt;br /&gt;
{{main|Lost Pantheon}}&lt;br /&gt;
This eldritch order is an old one; older, perhaps, than the very notion of “noble title,” and aligned with powers that predate such things as agriculture, walled settlements, and the written word. They think back to a more primal and mysterious age, an age during which it seems that the otherworldly walked side-by-side with the mundane, and a balance existed between gods and men. These changelings have resolved to be those very gods in a jaded modern world. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magi Of The Gilded Thorn===&lt;br /&gt;
{{main|Magi of the Gilded Thorn}}&lt;br /&gt;
The Magi of the Gilded Thorn are a group of Autumn courtiers devoted to unraveling the ages-old riddles of the Thorns, claiming its many assets, and, perhaps, eventually learning to control its dangers. While the perils of this pursuit are many, the rewards are greater still. Or so the Magi maintain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magistrates Of The Wax Mask===&lt;br /&gt;
{{main|Magistrates of the Wax Mask}}&lt;br /&gt;
The Magistrates help to ensure that a Court keeps up its Contracts and pledges with the changelings of the freehold, providing them with the proper festivals, games and other events, but they aren't nearly as charitable and impartial as they’d like the freehold to believe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Margravate Of The Brim===&lt;br /&gt;
{{main|Margravate of the Brim}}&lt;br /&gt;
The Margravate of the Brim is composed of those changelings who belong to the areas at the edges of the Freehold community, the so-called Brim, or “border marches.” These March Lords and Ladies claim that dwelling within the freehold is no safer than living outside of it. They are sworn to protect the freehold, and believe themselves to be the first and hopefully last line of defense against those outside the freehold who would dare to bring harm against the changeling community.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Office Of Vizieral Counsel===&lt;br /&gt;
{{main|Office of Vizieral Counsel}}&lt;br /&gt;
The members of this order all act as sorcerer-advisors to the kings and queens of the freehold. It is their sole purpose, and while not all of them are addled madmen capable of leveling an entire town with some long-forgotten clause of some heretical Contract, many are. Joining this order helps keep their lunacies at bay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Order Of The Hallowed Garden===&lt;br /&gt;
{{main|Order of the Hallowed Garden}}&lt;br /&gt;
The mission of the Hallowed Garden is to reform and change populated areas, making new “gardens” in which certain ideas can grow and flourish, and preventing dangerous ideas from taking root. They are architects of urban renewal and change, careful guardians of whatever ideals they believe in. There are those who mistake the Gardeners for simple philosophers, but this order was formed in violence and death, and the keepers of the Hallowed Garden know that action is required to make their desires a reality. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Order Of The Oneirophysics===&lt;br /&gt;
{{main|Order of the Oneirophysics}}&lt;br /&gt;
All Oneiromancers can enhance dreams to help someone heal better or learn faster. Oneirophysics take this a step further, however. Depending on their rank, a talented Dreamhealer can create miraculous effects through dream-wielding. From simple patch-up jobs to healing what would otherwise be fatal injuries and curing otherwise incurable diseases, they can work miracles in the slumbering world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Parliament Of Victors===&lt;br /&gt;
{{main|Parliament of Victors}}&lt;br /&gt;
Every freehold has one: the hero, the best of the best, a platinum band amongst a handful of dirty silver ingots. Everybody knows the Champion. They know of his exploits because he tells them of his exploits. It’s not about getting into the legends and earning some kind of twisted immortality the long way, it’s about the hero getting what he deserves now. He succeeds because he wants. What he wants — wine, women, song, whatever— are earned because he succeeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Phantom Tong===&lt;br /&gt;
{{main|Phantom Tong}}&lt;br /&gt;
The Phantom Tong is a criminal organization. It exists to purposely propagate an illicit underworld bent toward acts of violence, thievery, gambling, prostitution, drug-peddling, piracy — whatever unruly behavior the group can manage. Its members either belong to “normal” fae society and work with the Tong on the sly, or instead disappear from the freehold’s normal comings and goings, working full-time for the order — becoming phantoms, themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Pilgrims Of The Endless Road===&lt;br /&gt;
{{main|Pilgrims of the Endless Road}}&lt;br /&gt;
To the Pilgrims of the Endless Road, the journey of self-improvement is the most important journey that a person can take. Changing politics, changing the world, none of these things matter if you do not first master yourself, because the weak can only create further weakness, and the world is full of weak people. As far as the Pilgrims are concerned, very few people have the raw strength of will to understand the need for constant growth, to never become complacent or content with what you have made of yourself. For those few, however, the Pilgrims wait with open arms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sacred Band Of The Golden Standard===&lt;br /&gt;
{{main|Sacred Band of the Golden Standard}}&lt;br /&gt;
For as long as they’ve been around, the fae of the Sacred Band of the Golden Standard have been warrior-poets and glory-hounds, hungry for recognition by their own kind and all the changelings of the freehold. On the surface, what they do is protect the freehold, but they don’t do it for the sake of nobility. It’s ultimately all about the legends, and being in them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Satrapy Of Pearls===&lt;br /&gt;
{{main|Satrapy of Pearls}}&lt;br /&gt;
The Pearl Satraps of the Spring Court believe that their happiness is paramount above all things. Not satisfied with mere contentment, the Satraps seek bliss whenever possible. Bliss, however, is rarely easy to come by, and never free. One always finds a cost associated, and the Pearl Satraps have chosen to not only accept that cost, but embrace it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Scarecrow Ministry===&lt;br /&gt;
{{main|Scarecrow Ministry}}&lt;br /&gt;
The Autumn Court changelings of the Scarecrow Ministry seek to use  urban legends to convey their own lessons. They become the monsters in the tales, continuing the purportedly fictional work of the Hook-Hand Man or the Jersey Devil or whatever legend works in a given area. Many Ministers change their names to those of the mythic monsters, embodying fear in a way that most within the Autumn Court are afraid to do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Squires Of The Broken Bough===&lt;br /&gt;
{{main|Squires of the Broken Bough}}&lt;br /&gt;
The Squires spread into freeholds that are facing major threats, or those plagued by corruption and pain. They recruit from those who have lost everything that they cared about — usually to the Others but sometimes due to other causes — and who have no reason left to live, and they give them something worth dying for. Their purpose is simple and straightforward: they will fight so that others can rest, and die so that others will live. Their lives have no other purpose, and every drop of blood shed will be accompanied by rivers of blood from their enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tolltaker Knighthood===&lt;br /&gt;
{{main|Tolltaker Knighthood}}&lt;br /&gt;
The word around the freehold is that the Tolltaker Knights are the foulest mercenaries found among changelings. But there’s one clause to their order’s oath that most people seem to forget or ignore, and that’s the nature of proof. The Knights won’t go after a target unless they agree that the cause is justified ― and proof must be supplied toward this end.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Twilight Gleaners===&lt;br /&gt;
{{main|Twilight Gleaners}}&lt;br /&gt;
Although most changelings have great power at their disposal, they are still human at heart, and in times of danger or uncertainty they are just as likely to turn to whatever sources of certainty they can find. To these souls seeking guidance, the Twilight Gleaners often seem to be a blessing from the Wyrd. They bring with them assurance that the choices their clients make are guaranteed to success, and such confidence carries many changelings forward on their path.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Changeling}}{{#set:Parent=Entitlements}}{{footer|ctl}}[[Category:Changeling: The Lost]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Entitlements</id>
		<title>Entitlements</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Entitlements"/>
				<updated>2016-04-23T01:03:33Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{header|ctl}}{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The noble orders are a fundamental part of [[Changeling]] society. These orders are referred to as &amp;quot;Entitlements,&amp;quot; and those who have gained a title are known as &amp;quot;entitled.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
An Entitlement may be given to changelings, being a member of an organization. Each has their own history and Entitlements. There is usually a cost associated with becoming a member, either &amp;quot;in game&amp;quot; or a mechanical cost of [[Glamour]] and [[Wyrd]].&lt;br /&gt;
&lt;br /&gt;
== Advantages ==&lt;br /&gt;
&lt;br /&gt;
Upon swearing an oath, and therefore joining that order, the changeling gains the benefits of that order. The changeling also gains some changes to their [[Mien]], although its only minor.&lt;br /&gt;
&lt;br /&gt;
== Disadvantages ==&lt;br /&gt;
&lt;br /&gt;
When making dealings with the true fae, a changeling with a title will most probably be noticed before one without. This makes it difficult to avoid the fae.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Entitlements==&lt;br /&gt;
=== Adjudicators of the Wheel   ===&lt;br /&gt;
{{main|Adjudicators of the Wheel}}&lt;br /&gt;
The Adjudicators of the Wheel are firm believers in the principles of fairness and justice. They look at the inequalities in the world and are filled with the need to balance the scales. However, the Judges do not believe in spreading wide-scale social change, at least not by themselves. Instead, they function on a much more personal level. Adjudicators are silent observers and meddlers, a cabal that bears witness to actions and metes out punishments or rewards as they see fit, and takes care that neither their beneficiaries nor their victims can trace their sudden shift in fortunes to anything but simple chance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ancient And Accepted Order Of Bridgemasons   ===&lt;br /&gt;
{{main|Ancient and Accepted Order of Bridgemasons}}&lt;br /&gt;
The Bridgemasons' Order is an old one, dating back at least as far as the Dark Ages. Its doctrine says it was born during a distant mythic era, when the Gentry slipped between worlds with ease. The ancient True Fae took artisans as slaves and taught them how to build bridges across the Hedge so that the Gentry could ride down safe and fast. This became the art of Wyrdbuilding, and practitioners founded the Order of Bridgemasons and made themselves a great guild among the Lost. They built mighty walls, tunnel-ridden mounds and high temples for their freeholds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Barony Of The Lesser Ones   ===&lt;br /&gt;
{{main|Barony of the Lesser Ones}}&lt;br /&gt;
The Hedge has its own inhabitants: A host of goblins, hobgoblins and Hedge Beasts who range from small creatures who cringe when changelings pass by, but occasionally dream of feasting on their bones, to strange and inhuman foes and even a few potential allies against the fae. The Barony of the Lesser Ones is charged with dealing with these hobgoblins. Its members negotiate with some, carefully watch the activities of others, and, when necessary, defend changelings from the depredations of the Hedge's hostile inhabitants. Barons of the Lesser Ones regularly go on expeditions into the Hedge to hunt down and slay hostile hobgoblins like border reavers, enticers or vileshrikes, as well as making deals or treaties with potentially non-hostile hobgoblins like hobs, spryghts or drudgemen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bishopric Of Blackbirds===&lt;br /&gt;
{{main|Bishopric of Blackbirds}}&lt;br /&gt;
The Bishopric of Blackbirds believe themselves the salvation of the freehold, positioning members to be there when others need them. That is their first stated goal: to assist those poor Lost (which, to most Bishops, constitutes all of them) when necessary. They often wander the Hedge and look for those who have escaped from Arcadia, and offer guidance to those who are lost, above all. As a changeling, it’s all too easy to lose one’s way, and the Bishopric accepts the role of savior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bodhisattvas Of The Broken Cage===&lt;br /&gt;
{{main|Bodhisattvas of the Broken Cage}}&lt;br /&gt;
The Bodhisattvas of the Broken Cage are dedicated to encouraging individuals (both human and Lost) to break out of the rut of habit, conformity and social acceptability. Many of society’s rules of social conduct involve restraining one’s self within certain perimeters of behavior which have been deemed to be acceptable by the masses and while this insistence on conformity seems on the surface to protect society, it induces stagnation and punishes those who think outside the box. So, at least, runs the philosophy of the Broken Cage.&lt;br /&gt;
&lt;br /&gt;
===Bronze Beylik===&lt;br /&gt;
{{main|Bronze Beylik}}&lt;br /&gt;
These select and groom the rulers of the Court.&lt;br /&gt;
Pride drives the Beys. They accept that they are kingmakers as easily as they accept the wetness of water or the heat of the sun. The Beys are not secret about what they do. They make their efforts clear, which often puts them into opposition with the local changelings (especially those who support an existing ruler, one who has little interest in being forcibly deposed). But the Lost of the Beylik take it all in stride, having full faith in their abilities to raise a king, queen, sultan or caliph to the throne. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Charmed Circle===&lt;br /&gt;
{{main|Charmed Circle}}&lt;br /&gt;
“There are kings, and then there are kings.” That, in the briefest of terms, is what the Charmed Circle is all about. And that is what they seek: true leaders. Those rulers who are exceptional in some aspect are what draw the attention of this eldritch order. It’s true that a word like “exceptional” is just an adjective and thus, subjective. The Circle argues, however, that it’s no such thing. That one’s excellence is measurable and more importantly, demonstrable, and in doing so merits a monarch to wear the golden torc that rests upon the neck of the Gilded King or Queen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===College Of Worms===&lt;br /&gt;
{{main|College of Worms}}&lt;br /&gt;
The fae of the College of Worms believe that fate needs to be scrutinized. The threads of destiny aren’t easy to find ― the number “13” on a passing cab, the image of a crow formed in the steam that darkens a mirror, an oddly-shaped paper cut on one’s ring finger ― but they’re there for those who care to sort the chaff from the wheat. If the seemingly inscrutable threads of fate can be parsed and understood, then perhaps the College of Worms can help predict when terrible things might happen to the freehold. The diviners of the College are not necessarily glad to provide such a service, as doing so often engenders a risk to their Clarity. But they feel it needs to be done, and accept that they are the only ones truly willing to commit to the task.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Court Of The Solstice===&lt;br /&gt;
{{main|Court of the Solstice}}&lt;br /&gt;
At what point does a true Great Court of changelings develop and how is the process initiated? The so-called Courtiers of the Solstice believe that they are on the path that leads to such a thing, venerating and, in some cases, perhaps even safeguarding the transitions between the seasons. The entitlement serves as a sanctuary for idealists, an experiment for those curious about the power of the between-times and half-places, and, also as a dumping ground for those who couldn’t cut it in any of the established Courts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Duchy Of The Icebound Heart===&lt;br /&gt;
{{main|Duchy of the Icebound Heart}}&lt;br /&gt;
The heart is a fragile thing. The Dukes and Duchesses of the Icebound Heart recognize this fact, having themselves been once-vulnerable, and they have sworn to never again be helpless in such a way. No longer will they be the puppets, instead becoming the puppet-masters. Most of the changelings in the Duchy are potent manipulators, playing emotions like a master harpist. It gets them whatever they want, whenever they want it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Duchy Of Truth And Loss===&lt;br /&gt;
{{main|Duchy of Truth and Loss}}&lt;br /&gt;
To many changelings the greatest horror of their captivity strikes upon their return, when they discover that not only was no one aware of the horrors they suffered, but their friends and families did not even know they were gone. Instead, changelings must face a soulless fae-made imposter who has been living their lives and is often now their bitter foe. In an effort to prevent such horrors, the Dukes of Truth and Loss hunt down fetches before the changelings they ape return from Arcadia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eternal Echoes===&lt;br /&gt;
{{main|Eternal Echoes}}&lt;br /&gt;
Many Lost fight their way out of Arcadia and struggle through the Hedge, only to discover themselves all but forgotten by their friends and loved ones. Whether a changeling has been replaced by a fetch, is believed long-dead, or simply has changed enough that his former family and companions can no longer recognize him, returning to claim a life and being treated as a stranger is a terrible plight to endure. By dedicating themselves to serving as a living memory for those around them, the Eternal Echoes hope to keep themselves and other Lost from being forgotten.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Family of Silent Nights===&lt;br /&gt;
{{main|Family of Silent Nights}}&lt;br /&gt;
Dreams are overlooked by many, and mortals fail to even recognize a threat from the mind, but if you can’t trust even your dreams, all that remains is madness.  The Family claims to recognize this threat, and to move forever to fight it. They are an ancient order, known throughout history by a hundred names. Everywhere they travel, they are known in legends as guardians against nightmares and protectors of sleep, but this is only part of the story. The Family holds the terrifying power to trap dreams, only to release them later against their enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Guild Of Goldspinners===&lt;br /&gt;
{{main|Guild of Goldspinners}}&lt;br /&gt;
Offerers of opportunity, these Rumpelstiltzkins can provide wealth, for a price.&lt;br /&gt;
* ''([[Lords of Summer]] 130)&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Guild Of The Sacred Journey===&lt;br /&gt;
{{main|Guild of the Sacred Journey}}&lt;br /&gt;
Messengers and couriers, these Sacred Couriers will ensure that any accepted delivery arrives at its destination.&lt;br /&gt;
* ''([[Lords of Summer]] 134)&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hedge Wardens===&lt;br /&gt;
{{main|Hedge Wardens}}&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hound Tribunal===&lt;br /&gt;
{{main|Hound Tribunal}}&lt;br /&gt;
The Hound Tribunal haunts the freehold in the name of the Court of Wrath and the Summer King. Those that stand in the way of the Court’s interests become targets. Those that dare to oppose the King or Queen — or worse, dare to bring harm to the monarch — are found to be enemies of the freehold, as judged by the members of this secret “noble” council. What happens to those branded as traitors, obstructionists, enemies? It depends on the thirst for blood possessed by the local Hounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Knighthood Of The Dragonslayer===&lt;br /&gt;
{{main|Knighthood of the Dragonslayer}}&lt;br /&gt;
Saint George’s legacy lives on in the form of a noble order. The Knighthood of the Dragonslayer — or Ordem dos Cavaleiros Matadors de Dragão — still works today, but not necessarily in a militaristic capacity. While members are expected to have some martial prowess to their credit, what they really do is function as spies, interrogators and policemen. If what’s exposed cannot be abided, they do whatever must be done to either continue the disclosure or to end it where it lays.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Knighthood Of Utmost Silence===&lt;br /&gt;
{{main|Knighthood of Utmost Silence}}&lt;br /&gt;
Experts at subterfuge, these Silent Knights help changelings to disappear without a trace, into a new life.&lt;br /&gt;
* ''([[Lords of Summer]] 102)&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Knights Of The Knowledge Of The Tongue===&lt;br /&gt;
{{main|Knights of the Knowledge of the Tongue}}&lt;br /&gt;
Exotic gourmands, these Knights de Cuisine wage battle in the kitchen, striving for victory of the palate.&lt;br /&gt;
* ''([[Lords of Summer]] 138)&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Knights Of The Widow’s Walk===&lt;br /&gt;
{{main|Knights of the Widows Walk}}&lt;br /&gt;
The Knights of the Widow’s Walk are much like men lost at sea, gone for so long and so consumed by their mission that they might drown and never be seen again. They are spies, driven into deep, deep cover, who leave their freehold and go to another. There, they assume a whole new identity, a persona suited to the social sphere they seek to penetrate. New name. New face. New role. Some risk Glamour addiction. Some find their Clarity shuddering as they are submerged beneath the waters of the new identity. Some get caught, and get dead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Legacy Of The Black Apple===&lt;br /&gt;
{{main|Legacy of the Black Apple}}&lt;br /&gt;
Part-beggar and part-diplomat, they interface with the most frightening of enemies, the Gentry, and they negotiate terms. The True Fae can be bound by contracts and pledges just like the Lost. If a Legate can get a Keeper to agree to terms (which are unlikely pleasant but may be more favorable than what was originally “on the table”), then the job is done and the deal is sealed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Legion Of The Iron Wall===&lt;br /&gt;
{{main|Legion of the Iron Wall}}&lt;br /&gt;
The Legion of the Iron Wall monitors the status of freeholds across the world, keeping an ear to the ground to find those that have become complacent and those that are in danger of being overrun by the threats that surround them. They pay special attention to rumors of gatherings in the Hedge, newly forming trods, and other warning signs of potential Gentry attacks. And when they find evidence that a freehold is in danger from a threat external or internal, they ride into town to try and sort things out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lord Sages Of The Unknown Reaches===&lt;br /&gt;
{{main|Lord Sages of the Unknown Reaches}}&lt;br /&gt;
Scholars and spies, these Lords and Ladies seek to discover the truths of the other supernatural denizens of the World of Darkness.&lt;br /&gt;
* ''([[Lords of Summer]] 147)&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lost Pantheon===&lt;br /&gt;
{{main|Lost Pantheon}}&lt;br /&gt;
Self-proclaimed modern gods, these Ancients embody both the gods of old as well as more modern concepts.&lt;br /&gt;
* ''([[Lords of Summer]] 151)&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magi Of The Gilded Thorn===&lt;br /&gt;
{{main|Magi of the Gilded Thorn}}&lt;br /&gt;
Explorers of the Hedge, these Magi seek to discover its secrets and take its power as their own.&lt;br /&gt;
* ''([[Lords of Summer]] 82)&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magistrates Of The Wax Mask===&lt;br /&gt;
{{main|Magistrates of the Wax Mask}}&lt;br /&gt;
Supposed servants, these Magistrates ensure the festivals and events of a freehold are properly enacted.&lt;br /&gt;
* ''([[Changeling The Lost Sourcebook|CtL]] 300)&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Margravate Of The Brim===&lt;br /&gt;
{{main|Margravate of the Brim}}&lt;br /&gt;
Defenders of the border barches, these Margraves and Margravines protect the freehold while detesting the Courts that rule it.&lt;br /&gt;
* ''([[Changeling The Lost Sourcebook|CtL]] 303)&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Office Of Vizieral Counsel===&lt;br /&gt;
{{main|Office of Vizieral Counsel}}&lt;br /&gt;
The members of this order all act as sorcerer-advisors to the kings and queens of the freehold. It is their sole purpose. While not all of them are addled madmen capable of leveling an entire town with some long-forgotten clause of some heretical Contract, many are, and joining this order helps keep their lunacies at bay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Order Of The Hallowed Garden===&lt;br /&gt;
{{main|Order of the Hallowed Garden}}&lt;br /&gt;
The mission of the Hallowed Garden is to reform and change populated areas, making new “gardens” in which certain ideas can grow and flourish, and preventing dangerous ideas from taking root. They are architects of urban renewal and change, careful guardians of whatever ideals they believe in. There are those who mistake the Gardeners for simple philosophers, but this order was formed in violence and death, and the keepers of the Hallowed Garden know that action is required to make their desires a reality. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Order Of The Oneirophysics===&lt;br /&gt;
{{main|Order of the Oneirophysics}}&lt;br /&gt;
Miraculous physcians, these Dreamhealers can heal even fatal injuries through the art of dream-wielding.&lt;br /&gt;
* ''([[Lords of Summer]] 155)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Parliament Of Victors===&lt;br /&gt;
{{main|Parliament of Victors}}&lt;br /&gt;
Every freehold has one: the hero. Not a reluctant hero, this hero knows what he is. The best of the best, a platinum band amongst a handful of dirty silver ingots. And it’s not just about having a success here and there. Everybody knows the Champion. They know of his exploits because he tells them of his exploits. It’s not about getting into the legends and earning some kind of twisted immortality the long way. It’s about the hero getting what he deserves now. Not later. He succeeds because he wants. What he wants — wine, women, song, whatever— are earned because he succeeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Phantom Tong===&lt;br /&gt;
{{main|Phantom Tong}}&lt;br /&gt;
The Phantom Tong is a criminal organization. It exists to purposely propagate an illicit underworld bent toward acts of violence, thievery, gambling, prostitution, drug-peddling, piracy — whatever unruly behavior the group can manage. Its members either belong to “normal” fae society and work with the Tong on the sly, or instead disappear from the freehold’s normal comings and goings, working full-time for the order — becoming phantoms, themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Pilgrims Of The Endless Road===&lt;br /&gt;
{{main|Pilgrims of the Endless Road}}&lt;br /&gt;
To the Pilgrims of the Endless Road, the journey of self-improvement is the most important journey that a person can take. Changing politics, changing the world, none of these things matter if you do not first master yourself, because the weak can only create further weakness, and the world is full of weak people. As far as the Pilgrims are concerned, very few people have the raw strength of will to understand the need for constant growth, to never become complacent or content with what you have made of yourself. For those few, however, the Pilgrims wait with open arms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sacred Band Of The Golden Standard===&lt;br /&gt;
{{main|Sacred Band of the Golden Standard}}&lt;br /&gt;
Warrior poets and glory-hounds, these Gilded Aspirants valiantly protect the freehold, to achieve fame and praise.&lt;br /&gt;
* ''([[Changeling The Lost Sourcebook|CtL]] 306)&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Satrapy Of Pearls===&lt;br /&gt;
{{main|Satrapy of Pearls}}&lt;br /&gt;
Pursuers of happiness, these Satraps embrace the arts of buying bartering and selling to possess or offer whatever they desire.&lt;br /&gt;
* ''([[Changeling The Lost Sourcebook|CtL]] 310)&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Scarecrow Ministry===&lt;br /&gt;
{{main|Scarecrow Ministry}}&lt;br /&gt;
Wielders of fear, these Ministers teach that there are reasons to be afraid by becoming the monsters and urban legends that others fear.&lt;br /&gt;
* ''([[Changeling The Lost Sourcebook|CtL]] 313)&amp;lt;br /&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Squires Of The Broken Bough===&lt;br /&gt;
{{main|Squires of the Broken Bough}}&lt;br /&gt;
The Squires spread into freeholds that are facing major threats, or those plagued by corruption and pain. They recruit from those who have lost everything that they cared about — usually to the Others but sometimes due to other causes — and who have no reason left to live, and they give them something worth dying for. Their purpose is simple and straightforward: they will fight so that others can rest, and die so that others will live. Their lives have no other purpose, and every drop of blood shed will be accompanied by rivers of blood from their enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tolltaker Knighthood===&lt;br /&gt;
{{main|Tolltaker Knighthood}}&lt;br /&gt;
Justified mercenaries, these Knights will accept a bounty provided the cause is just.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Twilight Gleaners===&lt;br /&gt;
{{main|Twilight Gleaners}}&lt;br /&gt;
Although most changelings have great power at their disposal, they are still human at heart, and in times of danger or uncertainty they are just as likely to turn to whatever sources of certainty they can find. To these souls seeking guidance, the Twilight Gleaners often seem to be a blessing from the Wyrd. They bring with them assurance that the choices their clients make are guaranteed to success, and such confidence carries many changelings forward on their path.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Changeling}}{{#set:Parent=Entitlements}}{{footer|ctl}}[[Category:Changeling: The Lost]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Tolltaker_Knighthood</id>
		<title>Tolltaker Knighthood</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Tolltaker_Knighthood"/>
				<updated>2016-04-23T00:37:24Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=Tolltaker Knighthood&lt;br /&gt;
|Nickname=Knight, Tolltaker&lt;br /&gt;
|Wyrd=2&lt;br /&gt;
|Prerequisites=[[Prerequisite::Mantle]] ([[Summer]]) {{dot1}}&amp;lt;br /&amp;gt;Either [[Prerequisite::Brawl Skill|Brawl]], [[Prerequisite::Firearms Skill|Firearms]], or [[Prerequisite::Weaponry Skill|Weaponry]] at {{dot2}}&lt;br /&gt;
|Court=Summer&lt;br /&gt;
|Source=Changeling The Lost Sourcebook&lt;br /&gt;
|Pages=p. 317-319&lt;br /&gt;
}}{{Quote|I’ll put a bullet in your head and a sword in your heart, provided someone pays me to do so and proves to me why it should be done.&lt;br /&gt;
|#008000}}&lt;br /&gt;
&lt;br /&gt;
The word around the freehold is that the Tolltaker Knights are the foulest mercenaries found among changelings. With blood-blemished blades tucked into their belts and snub nose revolvers strapped to their ankles, they offer up a single purpose in this world: to hurt people for payment. The rumors are that they’re particularly good at it, too, as precise or as inexact as one needs them to be. If one person pays the toll, another person ends up in the hospital ― either in a bed, or in the morgue. They’re louts, drunkards and murder-for-hire jackboots... or at least, that’s what everybody believes.&lt;br /&gt;
&lt;br /&gt;
The rumors are true, mostly. They’re mercenaries, yes. They’re good at what they do, indeed. But there’s one clause to their order’s oath that most people seem to forget or ignore, and that’s the nature of proof. The Knights won’t go after a target unless they agree that the cause is justified ― and proof must be supplied toward this end. Now, justice is in the eye of the beholder; one Knight may be a tad more lenient regarding what “injustice” deserves meting out the order’s trademark brutality, while another may refuse to give into such monstrous opportunism.&lt;br /&gt;
&lt;br /&gt;
What tasks tend to universally draw the order’s approval? Some obvious trademarks of inequity include broken pledges, egregious slights at Court in front of the rest of the freehold, unseemly violence toward another changeling and other broaches of freehold decorum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
Tolltaker Knights generally appear physically threatening, with spartan garb, steel-toe boots and flesh stained with grime and blood. Changes to their mien go a long way toward this effect, as well ― their flesh grows tough with erratic scars, and streaks of dried blood grow deep and red (and never to be washed away). If a Knight’s Wyrd increases to abnormally high levels, he may find that he leaves bloody wet fingerprints or boot prints wherever he goes ― prints that, just as the marks on his skin, do not scrub away easily&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bounty's Curse (Privilege)===&lt;br /&gt;
When a Knight Banneret accepts a bounty for a target, that target is marked no matter where in the world he lurks. This curse isn’t obvious; not at first, anyhow. It becomes clear, however, if the target engages in combat with one of the Tolltaker Knights.&lt;br /&gt;
&lt;br /&gt;
At that time, the victim of the bounty feels... sluggish. Imprecise. Even a little clumsy. Attacks land with greater frequency. His feet don’t&lt;br /&gt;
propel him forward as fast as they should.&lt;br /&gt;
&lt;br /&gt;
Assume that, only while in combat with another Tolltaker Knight, the victim of a current bounty finds that his [[Defense]] is halved (round down), and his [[Initiative]] modifier is one less. This can, in many instances, grant the Knight a measure of advantage against his marked foe.&lt;br /&gt;
&lt;br /&gt;
This ability does have its limits. First, the target of a bounty must be identified by the Knight Banneret, and seeing as how some investment of Glamour is usually necessary for this to occur, it’s not easy for a Tolltaker to abuse this power. Also, upon entering into combat with an extant bounty, the Knight must first spend a [[Willpower]] point to gain access to this blessing (well, blessing for him, curse for the other guy).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
Enlisting with the Tolltaker Knights is an often harrowing affair. Most “squires,” as they’re called before they actually gain entrance into the order, are put through rigorous tests and trials to determine their “salt.” First come the physical trials, which range from tests of martial skill to running gauntlets composed of many Knights wielding bats and batons (meant to test the “hardiness of the meat,” as some Knights say).&lt;br /&gt;
&lt;br /&gt;
After that come the moral tests. One cannot stand with the Knights if he holds his own ethics in particularly high esteem. While certainly some Knights Banneret adhere to more strident moral codes, most are middling, at best. Their function in the freehold demands it ― going out and busting heads and shattering kneecaps is rarely seen as precisely “ethical.” And so, a squire is dragged through various tests and trials meant to wear down any reliance on his own code of morals.&lt;br /&gt;
&lt;br /&gt;
The moral tests vary from freehold to freehold. In one, a squire might be expected to dig up some dirt on a loved one, and then act upon it with some measure of violence. In another, the Tollhouse might simply assign him a small bounty and see just how efficiently he carries out the necessary brutality.&lt;br /&gt;
&lt;br /&gt;
Note that, in many cases, the moral test also looks for those who are too debased. A bounty to break the first finger of a pledgebreaker’s hand is no good if a zealous Knight enters into the fray and gleefully starts shooting. Some moral code is necessary. But so is a measure of ethical “flexibility.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements|Parent2=Summer}}{{footer|ctl}}[[Category:Changeling: The Lost]][[Category:Entitlements]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Tolltaker_Knighthood</id>
		<title>Tolltaker Knighthood</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Tolltaker_Knighthood"/>
				<updated>2016-04-23T00:30:05Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=Tolltaker Knighthood&lt;br /&gt;
|Nickname=Knight, Tolltaker&lt;br /&gt;
|Wyrd=2&lt;br /&gt;
|Prerequisites=[[Prerequisite::Mantle]] ([[Summer]]) {{dot1}}&amp;lt;br /&amp;gt;Either [[Prerequisite::Brawl Skill|Brawl]], [[Prerequisite::Firearms Skill|Firearms]], or [[Prerequisite::Weaponry Skill|Weaponry]] at {{dot2}}&lt;br /&gt;
|Court=Summer&lt;br /&gt;
|Source=Changeling The Lost Sourcebook&lt;br /&gt;
|Pages=p. 317&lt;br /&gt;
}}{{Quote|I’ll put a bullet in your head and a sword in your heart, provided someone pays me to do so and proves to me why it should be done.&lt;br /&gt;
|#008000}}&lt;br /&gt;
&lt;br /&gt;
Justified mercenaries, these Knights will accept a bounty provided the cause is just. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
Tolltaker Knights generally appear physically threatening, with spartan garb, steel-toe boots and flesh stained with grime and blood. Changes to their mien go a long way toward this effect, as well ― their flesh grows tough with erratic scars, and streaks of dried blood grow deep and red (and never to be washed away). If a Knight’s Wyrd increases to abnormally high levels, he may find that he leaves bloody wet fingerprints or boot prints wherever he goes ― prints that, just as the marks on his skin, do not scrub away easily&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bounty's Curse (Privilege)===&lt;br /&gt;
When a Knight Banneret accepts a bounty for a target, that target is marked no matter where in the world he lurks. This curse isn’t obvious; not at first, anyhow. It becomes clear, however, if the target engages in combat with one of the Tolltaker Knights.&lt;br /&gt;
&lt;br /&gt;
At that time, the victim of the bounty feels... sluggish. Imprecise. Even a little clumsy. Attacks land with greater frequency. His feet don’t&lt;br /&gt;
propel him forward as fast as they should.&lt;br /&gt;
&lt;br /&gt;
Assume that, only while in combat with another Tolltaker Knight, the victim of a current bounty finds that his [[Defense]] is halved (round down), and his [[Initiative]] modifier is one less. This can, in many instances, grant the Knight a measure of advantage against his marked foe.&lt;br /&gt;
&lt;br /&gt;
This ability does have its limits. First, the target of a bounty must be identified by the Knight Banneret, and seeing as how some investment of Glamour is usually necessary for this to occur, it’s not easy for a Tolltaker to abuse this power. Also, upon entering into combat with an extant bounty, the Knight must first spend a [[Willpower]] point to gain access to this blessing (well, blessing for him, curse for the other guy).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
Enlisting with the Tolltaker Knights is an often harrowing affair. Most “squires,” as they’re called before they actually gain entrance into the order, are put through rigorous tests and trials to determine their “salt.” First come the physical trials, which range from tests of martial skill to running gauntlets composed of many Knights wielding bats and batons (meant to test the “hardiness of the meat,” as some Knights say).&lt;br /&gt;
&lt;br /&gt;
After that come the moral tests. One cannot stand with the Knights if he holds his own ethics in particularly high esteem. While certainly some Knights Banneret adhere to more strident moral codes, most are middling, at best. Their function in the freehold demands it ― going out and busting heads and shattering kneecaps is rarely seen as precisely “ethical.” And so, a squire is dragged through various tests and trials meant to wear down any reliance on his own code of morals.&lt;br /&gt;
&lt;br /&gt;
The moral tests vary from freehold to freehold. In one, a squire might be expected to dig up some dirt on a loved one, and then act upon it with some measure of violence. In another, the Tollhouse might simply assign him a small bounty and see just how efficiently he carries out the necessary brutality.&lt;br /&gt;
&lt;br /&gt;
Note that, in many cases, the moral test also looks for those who are too debased. A bounty to break the first finger of a pledgebreaker’s hand is no good if a zealous Knight enters into the fray and gleefully starts shooting. Some moral code is necessary. But so is a measure of ethical “flexibility.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements|Parent2=Summer}}{{footer|ctl}}[[Category:Changeling: The Lost]][[Category:Entitlements]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Tolltaker_Knighthood</id>
		<title>Tolltaker Knighthood</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Tolltaker_Knighthood"/>
				<updated>2016-04-23T00:21:46Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=Tolltaker Knighthood&lt;br /&gt;
|Nickname=Knight, Tolltaker&lt;br /&gt;
|Wyrd=2&lt;br /&gt;
|Prerequisites=[[Prerequisite::Mantle]] ([[Summer]]) {{dot1}}&amp;lt;br /&amp;gt;Either [[Prerequisite::Brawl Skill|Brawl]], [[Prerequisite::Firearms Skill|Firearms]], or [[Prerequisite::Weaponry Skill|Weaponry]] at {{dot2}}&lt;br /&gt;
|Court=Summer&lt;br /&gt;
|Source=Changeling The Lost Sourcebook&lt;br /&gt;
|Pages=p. 317&lt;br /&gt;
}}{{Quote|I’ll put a bullet in your head and a sword in your heart, provided someone pays me to do so and proves to me why it should be done.&lt;br /&gt;
|#008000}}&lt;br /&gt;
&lt;br /&gt;
Justified mercenaries, these Knights will accept a bounty provided the cause is just. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
Tolltaker Knights generally appear physically threatening, with spartan garb, steel-toe boots and flesh stained with grime and blood. Changes to their mien go a long way toward this effect, as well ― their flesh grows tough with erratic scars, and streaks of dried blood grow deep and red (and never to be washed away). If a Knight’s Wyrd increases to abnormally high levels, he may find that he leaves bloody wet fingerprints or boot prints wherever he goes ― prints that, just as the marks on his skin, do not scrub away easily&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bounty's Curse (Privilege)===&lt;br /&gt;
When a Knight Banneret accepts a bounty for a target, that target is marked no matter where in the world he lurks. This curse isn’t obvious; not at first, anyhow. It becomes clear, however, if the target engages in combat with one of the Tolltaker Knights.&lt;br /&gt;
&lt;br /&gt;
At that time, the victim of the bounty feels... sluggish. Imprecise. Even a little clumsy. Attacks land with greater frequency. His feet don’t&lt;br /&gt;
propel him forward as fast as they should.&lt;br /&gt;
&lt;br /&gt;
Assume that, only while in combat with another Tolltaker Knight, the victim of a current bounty finds that his [[Defense]] is halved (round down), and his [[Initiative]] modifier is one less. This can, in many instances, grant the Knight a measure of advantage against his marked foe.&lt;br /&gt;
&lt;br /&gt;
This ability does have its limits. First, the target of a bounty must be identified by the Knight Banneret, and seeing as how some investment of Glamour is usually necessary for this to occur, it’s not easy for a Tolltaker to abuse this power. Also, upon entering into combat with an extant bounty, the Knight must first spend a [[Willpower]] point to gain access to this blessing (well, blessing for him, curse for the other guy).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rumor and Fact==&lt;br /&gt;
The word around the freehold is that the Tolltaker Knights are the foulest mercenaries found among changelings. With blood-blemished blades tucked into their belts and snub nose revolvers strapped to their ankles, they offer up a single purpose in this world: to hurt people for payment. The rumors are that they’re particularly good at it, too, as precise or as inexact as one needs them to be. If one person pays the toll, another person ends up in the hospital — either in a bed, or in the morgue. They’re louts, drunkards and murder-for-hire jackboots… or at least, that’s what everybody believes.&lt;br /&gt;
&lt;br /&gt;
The rumors are true, mostly. They’re mercenaries, yes. They’re good at what they do, indeed. But there’s one clause to their order’s oath that most people seem to forget or ignore, and that’s the nature of proof. The Knights won’t go after a target unless they agree that the cause is justified — and proof must be supplied toward this end. Now, justice is in the eye of the beholder; one Knight may be a tad more lenient regarding what “injustice” deserves meting out the order’s trademark brutality, while another may refuse to give into such monstrous opportunism.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements|Parent2=Summer}}{{footer|ctl}}&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Tolltaker_Knighthood</id>
		<title>Tolltaker Knighthood</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Tolltaker_Knighthood"/>
				<updated>2016-04-23T00:21:21Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=Tolltaker Knighthood&lt;br /&gt;
|Nickname=Knight, Tolltaker&lt;br /&gt;
|Wyrd=2&lt;br /&gt;
|Prerequisites=[[Prerequisite::Mantle]] ([[Summer]]) {{dot1}}&amp;lt;br /&amp;gt;Either [[Prerequisite::Brawl Skill|Brawl]], [[Prerequisite::Firearms Skill|Firearms]], or [[Prerequisite::Weaponry Skill|Weaponry]] at {{dot2}}&lt;br /&gt;
|Court=Summer&lt;br /&gt;
|Source=Changeling The Lost Sourcebook&lt;br /&gt;
|Pages=p. 317&lt;br /&gt;
}}{{Quote|I’ll put a bullet in your head and a sword in your heart, provided someone pays me to do so and proves to me why it should be done.&lt;br /&gt;
|#008000}}&lt;br /&gt;
&lt;br /&gt;
Justified mercenaries, these Knights will accept a bounty provided the cause is just. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
Tolltaker Knights generally appear physically threatening, with spartan garb, steel-toe boots and flesh stained with grime and blood. Changes to their mien go a long way toward this effect, as well ― their flesh grows tough with erratic scars, and streaks of dried blood grow deep and red (and never to be washed away). If a Knight’s Wyrd increases to abnormally high levels, he may find that he leaves bloody wet fingerprints or boot prints wherever he goes ― prints that, just as the marks on his skin, do not scrub away easily&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bounty's Curse (Privilege)===&lt;br /&gt;
When a Knight Banneret accepts a bounty for a target, that target is marked no matter where in the world he lurks. This curse isn’t obvious; not at first, anyhow. It becomes clear, however, if the target engages in combat with one of the Tolltaker Knights.&lt;br /&gt;
&lt;br /&gt;
At that time, the victim of the bounty feels... sluggish. Imprecise. Even a little clumsy. Attacks land with greater frequency. His feet don’t&lt;br /&gt;
propel him forward as fast as they should.&lt;br /&gt;
&lt;br /&gt;
Assume that, only while in combat with another Tolltaker Knight, the victim of a current bounty finds that his [[Defense]] is halved (round down), and his [[Initiative]] modifier is one less. This can, in many instances, grant the Knight a measure of advantage against his marked foe.&lt;br /&gt;
&lt;br /&gt;
This ability does have its limits. First, the target of a bounty must be identified by the Knight Banneret, and seeing as how some investment of Glamour is usually necessary for this to occur, it’s not easy for a Tolltaker to abuse this power. Also, upon entering into combat with an extant bounty, the Knight must first spend a [[Willpower]] point to gain access to this blessing (well, blessing for him, curse for the other guy).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rumor and Fact==&lt;br /&gt;
The word around the freehold is that the Tolltaker Knights are the foulest mercenaries found among changelings. With blood-blemished blades tucked into their belts and snub nose revolvers strapped to their ankles, they offer up a single purpose in this world: to hurt people for payment. The rumors are that they’re particularly good at it, too, as precise or as inexact as one needs them to be. If one person pays the toll, another person ends up in the hospital — either in a bed, or in the morgue. They’re louts, drunkards and murder-for-hire jackboots… or at least, that’s what everybody believes.&lt;br /&gt;
&lt;br /&gt;
The rumors are true, mostly. They’re mercenaries, yes. They’re good at what they do, indeed. But there’s one clause to their order’s oath that most people seem to forget or ignore, and that’s the nature of proof. The Knights won’t go after a target unless they agree that the cause is justified — and proof must be supplied toward this end. Now, justice is in the eye of the beholder; one Knight may be a tad more lenient regarding what “injustice” deserves meting out the order’s trademark brutality, while another may refuse to give into such monstrous opportunism.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements|Parent2=Summer}}{{footer|ctl}}&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Scarecrow_Ministry</id>
		<title>Scarecrow Ministry</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Scarecrow_Ministry"/>
				<updated>2016-04-23T00:05:25Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=Scarecrow Ministry&lt;br /&gt;
|Nickname=Scarecrow Ministers&amp;lt;br/&amp;gt; (or just Scarecrows)&lt;br /&gt;
|Wyrd=3&lt;br /&gt;
|Prerequisites=[[Prerequisite::Manipulation]] {{dot3}}&amp;lt;br /&amp;gt;[[Prerequisite::Mantle|Autumn Mantle]] {{dot2}}&lt;br /&gt;
|Court=Autumn&lt;br /&gt;
|Source=Changeling The Lost Sourcebook&lt;br /&gt;
|Pages=p. 313-316&lt;br /&gt;
}}{{Quote|I become the ghost in the attic, the rats in the walls, the shadow in the trees. I remind them all that they can’t be scared enough. Fear is my weapon. Better than any sword or rifle. Fear is my ally. Better than any friend or lover|#008000}}&lt;br /&gt;
&lt;br /&gt;
Urban legends are about fear, and more importantly, about keeping people in line with that fear. Implicit in every legend is a lesson: don’t talk to strangers, don’t court danger, don’t sneak away to have premarital sex and so on. The Autumn Court changelings of the Scarecrow Ministry seek to use these urban legends to convey their own lessons. They become the monsters in the tales, continuing the purportedly fictional work of the Hook-Hand Man or the Jersey Devil or whatever legend works in a given area. Many Ministers change their names to those of the mythic monsters, embodying fear in a way that most within the Autumn Court are afraid to do.&lt;br /&gt;
&lt;br /&gt;
Why do they do it? Humans, and even other changelings, aren’t scared enough. The world is dangerous, what with the Gentry out there, snatching lost souls through the Hedge or setting traps for the unsuspecting. And it’s not just the Others, either. All kinds of terrors exist out there in the night ― bloodsucking fiends, Soulless changelings with hell on their minds, men who steal the skins of animals and become feral things hungry for raw meat. The Ministers work to scare people away from such evil.&lt;br /&gt;
&lt;br /&gt;
The Scarecrow Ministers face two prominent dangers. The first is a physical danger: keeping people away from the other horrors sometimes puts the Ministers in direct confrontation with those horrors. The other danger is to their Clarity. They become fake monsters to keep people away from the real monsters ― but, in doing so, it’s very easy to lose perspective. Sometimes, to enforce the old legends and keep people properly afraid, real blood needs to be spilled and people get hurt. The Scarecrows walk a thin line that sometimes is hard to see ― at what point do they become exactly what they work against?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
Many Ministers dress at least in part like the legends they hope to embody. A Scarecrow who wishes to become a sorrowful or vengeful ghost may wear gauzy gray wisps of clothing, even painting her face with kohl or ash. A changeling hoping to appear as the Hook-Hand Man might wear a long coat and a face-concealing hat, with a rusty gaff hook concealed on his person, of course. Some eschew such melodrama and prefer instead to wear the nondescript rags of the homeless or simple blue-collar garb; whatever it takes to remain hidden until the time is right to drive home the horror.&lt;br /&gt;
&lt;br /&gt;
Generally, a Scarecrow of the Ministry appears in the guise of the Autumn Court, revealing the bloody reds and pumpkin oranges so common to the season. A Minister does find that his miens changes upon joining this noble order, with various elements possibly appearing (and often without the character’s choice) as part of her flesh. Most such changes are minor, and evocative of an actual scarecrow: black button eyes, flesh raised in some places with the texture of a burlap sack, various one or two limb joints marked by rope stitching, pits a few bristles of sharp hay and straw sticking out of sleeves and, pant legs. Upon joining, most only show one such element in their seeming. But as time goes on, with Wyrd increasing and Clarity dropping, other elements manifest into one’s being. Particularly old or potent Ministers appear as iconic scarecrows with mean jack-o’-lantern grins painted onto their sack-flesh faces, all shadowed beneath the ratty brims of farmer’s old hats. Most only have one such element added to their seeming, though these can increase with Wyrd gain. Higher-Wyrd changelings sometimes begin to adapt their seeming to whatever monstrosity they’ve chosen to mimic (imagine a changeling whose hand literally becomes a hook or whose eyes glow the flickering yellows and reds of the Mothman). Mortals tend to feel weak and frightened around any Minister with higher than normal Wyrd scores, often needing success on a Resolve + Composure roll to even remain in the character’s presence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bugbear's Mask {{dot3}} (Privilege)===&lt;br /&gt;
Upon joining this so-called noble order, one is allowed to pick out his own mask (either from a local store) or from another Minister’s potentially egregious collection. From there, the pledge to become a Minister and create fear infuses the mask with Glamour and forms from it the token found below&lt;br /&gt;
&lt;br /&gt;
This token appears to be like any rubbery Halloween mask that one could buy for $10 down at the Wal-Mart or corner store. Whether the mask is the visage of a bandage-swaddled mummy or the angry face of a Frankenstein monster, the resultant supernatural effect is still the same. When the mask is worn, the changeling chooses a single target and meets the victim’s eyes. The victim gains the Phobia [[Derangements|derangement]] (mild), with the mask-wearer as the focus of the derangement’s dread. The victim literally sees the mask as real flesh and actual bone, its grisly countenance appearing as wretched as the human’s imagination can make it (often manifesting as something the person was already afraid of, whether that be a face of crawling spiders or the countenance of a violent alcoholic father). The derangement lasts for the rest of the scene. This token can only be used once per day.&lt;br /&gt;
&lt;br /&gt;
'''Action''': [[Action::Instant]]&lt;br /&gt;
&lt;br /&gt;
'''Drawback''': The changeling who uses this token suffers his own mild derangement for the rest of the day: Narcissism. (A character who already possesses the Narcissism derangement sees it become the severe version, Megalomania.) This derangement lasts until the changeling sleeps.&lt;br /&gt;
&lt;br /&gt;
'''Catch''': A mortal or any other character who uses the token without paying the proper cost (Wyrd roll or Glamour point) finds that the&lt;br /&gt;
mask is particularly stubborn to remove. The rubbery fringe at the bottom of the mask seems to literally bond with the flesh of the neck.&lt;br /&gt;
Removing the mask also removes a layer of skin, conferring one lethal point of damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
A changeling doesn’t choose the Scarecrow Ministry, the Ministry chooses her. In fact, for the most part, the Ministry remains secret, known only to a select few within the Court of Fear. The Ministers, once a year (usually Halloween or the Day of the Dead), go through the ranks of the Autumn Court and see if any belong within their order. If they find a worthy candidate, they begin an odd campaign of fear and paranoia against that changeling, testing him at a distance to see how well he handles fear (for one cannot cause fright if one is easily frightened). Maybe they break open the lock on his front door and see how he reacts. Maybe they spread whispers about how that changeling’s Keeper has been seen in the skies above the freehold. Over time, they gauge the changeling’s reactions and try to break him down to see what he’s made of. If they find him capable enough, they extend an invitation to join the order. Refusing the invitation is fine the first time, and fine the second time, for the order always extends the invite three times. The third rejection, however, earns the ire of the Scarecrows. They may do nothing except deny that changeling’s friendship ― or they may continue their campaign of fear against him.&lt;br /&gt;
&lt;br /&gt;
It’s not universally true that the Ministry chooses all of its Scarecrows. Certainly some have uncovered the existence of the order, which is impressive all on its own. Some who discover their presence have begged to be in the order, and have are been chosen for if their talents at manipulating fear and generating terror are up to par (or at least have the potential to be) ― but that is the exception to the rule, not the rule itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements|Parent2=Autumn}}{{footer|ctl}}[[Category:Changeling: The Lost]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Scarecrow_Ministry</id>
		<title>Scarecrow Ministry</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Scarecrow_Ministry"/>
				<updated>2016-04-22T23:47:03Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=Scarecrow Ministry&lt;br /&gt;
|Nickname=Scarecrow Ministers&amp;lt;br/&amp;gt; (or just Scarecrows)&lt;br /&gt;
|Wyrd=3&lt;br /&gt;
|Prerequisites=[[Prerequisite::Manipulation]] {{dot3}}&amp;lt;br /&amp;gt;[[Prerequisite::Mantle|Autumn Mantle]] {{dot2}}&lt;br /&gt;
|Court=Autumn&lt;br /&gt;
|Source=Changeling The Lost Sourcebook&lt;br /&gt;
|Pages=p. 313-316&lt;br /&gt;
}}{{Quote|I become the ghost in the attic, the rats in the walls, the shadow in the trees. I remind them all that they can’t be scared enough. Fear is my weapon. Better than any sword or rifle. Fear is my ally. Better than any friend or lover|#008000}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
Many Ministers dress at least in part like the legends they hope to embody. A Scarecrow who wishes to become a sorrowful or vengeful ghost may wear gauzy gray wisps of clothing, even painting her face with kohl or ash. A changeling hoping to appear as the Hook-Hand Man might wear a long coat and a face-concealing hat, with a rusty gaff hook concealed on his person, of course. Some eschew such melodrama and prefer instead to wear the nondescript rags of the homeless or simple blue-collar garb; whatever it takes to remain hidden until the time is right to drive home the horror.&lt;br /&gt;
&lt;br /&gt;
Generally, a Scarecrow of the Ministry appears in the guise of the Autumn Court, revealing the bloody reds and pumpkin oranges so common to the season. A Minister does find that his miens changes upon joining this noble order, with various elements possibly appearing (and often without the character’s choice) as part of her flesh. Most such changes are minor, and evocative of an actual scarecrow: black button eyes, flesh raised in some places with the texture of a burlap sack, various one or two limb joints marked by rope stitching, pits a few bristles of sharp hay and straw sticking out of sleeves and, pant legs. Upon joining, most only show one such element in their seeming. But as time goes on, with Wyrd increasing and Clarity dropping, other elements manifest into one’s being. Particularly old or potent Ministers appear as iconic scarecrows with mean jack-o’-lantern grins painted onto their sack-flesh faces, all shadowed beneath the ratty brims of farmer’s old hats. Most only have one such element added to their seeming, though these can increase with Wyrd gain. Higher-Wyrd changelings sometimes begin to adapt their seeming to whatever monstrosity they’ve chosen to mimic (imagine a changeling whose hand literally becomes a hook or whose eyes glow the flickering yellows and reds of the Mothman). Mortals tend to feel weak and frightened around any Minister with higher than normal Wyrd scores, often needing success on a Resolve + Composure roll to even remain in the character’s presence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bugbear's Mask {{dot3}} (Privilege)===&lt;br /&gt;
Upon joining this so-called noble order, one is allowed to pick out his own mask (either from a local store) or from another Minister’s potentially egregious collection. From there, the pledge to become a Minister and create fear infuses the mask with Glamour and forms from it the token found below&lt;br /&gt;
&lt;br /&gt;
This token appears to be like any rubbery Halloween mask that one could buy for $10 down at the Wal-Mart or corner store. Whether the mask is the visage of a bandage-swaddled mummy or the angry face of a Frankenstein monster, the resultant supernatural effect is still the same. When the mask is worn, the changeling chooses a single target and meets the victim’s eyes. The victim gains the Phobia [[Derangements|derangement]] (mild), with the mask-wearer as the focus of the derangement’s dread. The victim literally sees the mask as real flesh and actual bone, its grisly countenance appearing as wretched as the human’s imagination can make it (often manifesting as something the person was already afraid of, whether that be a face of crawling spiders or the countenance of a violent alcoholic father). The derangement lasts for the rest of the scene. This token can only be used once per day.&lt;br /&gt;
&lt;br /&gt;
'''Action''': [[Action::Instant]]&lt;br /&gt;
&lt;br /&gt;
'''Drawback''': The changeling who uses this token suffers his own mild derangement for the rest of the day: Narcissism. (A character who already possesses the Narcissism derangement sees it become the severe version, Megalomania.) This derangement lasts until the changeling sleeps.&lt;br /&gt;
&lt;br /&gt;
'''Catch''': A mortal or any other character who uses the token without paying the proper cost (Wyrd roll or Glamour point) finds that the&lt;br /&gt;
mask is particularly stubborn to remove. The rubbery fringe at the bottom of the mask seems to literally bond with the flesh of the neck.&lt;br /&gt;
Removing the mask also removes a layer of skin, conferring one lethal point of damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements|Parent2=Autumn}}{{footer|ctl}}[[Category:Changeling: The Lost]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Tolltaker_Knighthood</id>
		<title>Tolltaker Knighthood</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Tolltaker_Knighthood"/>
				<updated>2016-04-22T23:33:37Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=Tolltaker Knighthood&lt;br /&gt;
|Nickname=Knight, Tolltaker&lt;br /&gt;
|Wyrd=2&lt;br /&gt;
|Prerequisites=[[Prerequisite::Mantle]] ([[Summer]]) {{dot1}}&amp;lt;br /&amp;gt;Either [[Prerequisite::Brawl Skill|Brawl]], [[Prerequisite::Firearms Skill|Firearms]], or [[Prerequisite::Weaponry Skill|Weaponry]] at {{dot2}}&lt;br /&gt;
|Court=Summer&lt;br /&gt;
|Source=Changeling The Lost Sourcebook&lt;br /&gt;
|Pages=p. 317&lt;br /&gt;
}}{{Quote|I’ll put a bullet in your head and a sword in your heart, provided someone pays me to do so and proves to me why it should be done.&lt;br /&gt;
|#008000}}&lt;br /&gt;
&lt;br /&gt;
Justified mercenaries, these Knights will accept a bounty provided the cause is just. &lt;br /&gt;
&lt;br /&gt;
==The Oath==&lt;br /&gt;
''I give my word to break legs, crush skulls and snap necks. I’ll put a bullet in your head and a sword in your heart, provided someone pays me to do so and proves to me why it should be done.''&lt;br /&gt;
&lt;br /&gt;
==Rumor and Fact==&lt;br /&gt;
The word around the freehold is that the Tolltaker Knights are the foulest mercenaries found among changelings. With blood-blemished blades tucked into their belts and snub nose revolvers strapped to their ankles, they offer up a single purpose in this world: to hurt people for payment. The rumors are that they’re particularly good at it, too, as precise or as inexact as one needs them to be. If one person pays the toll, another person ends up in the hospital — either in a bed, or in the morgue. They’re louts, drunkards and murder-for-hire jackboots… or at least, that’s what everybody believes.&lt;br /&gt;
&lt;br /&gt;
The rumors are true, mostly. They’re mercenaries, yes. They’re good at what they do, indeed. But there’s one clause to their order’s oath that most people seem to forget or ignore, and that’s the nature of proof. The Knights won’t go after a target unless they agree that the cause is justified — and proof must be supplied toward this end. Now, justice is in the eye of the beholder; one Knight may be a tad more lenient regarding what “injustice” deserves meting out the order’s trademark brutality, while another may refuse to give into such monstrous opportunism.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements|Parent2=Summer}}{{footer|ctl}}&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Hound_Tribunal</id>
		<title>Hound Tribunal</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Hound_Tribunal"/>
				<updated>2016-04-22T23:32:42Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=Hound Tribunal&lt;br /&gt;
|Nickname= Hound (though many prefer to put “The Honorable” before their names as a title of courtesy)&lt;br /&gt;
|Wyrd=2&lt;br /&gt;
|Prerequisites=[[Prerequisites::Mantle|Mantle (Summer)]] {{dot2}}&amp;lt;br /&amp;gt; [[Prerequisite::Subterfuge Skill|Subterfuge]] {{dot2}}&amp;lt;br /&amp;gt;[[Prerequisite::Stealth Skill|Stealth]] {{dot2}}&amp;lt;br /&amp;gt; One martial Skill ([[Prerequisites::Brawl Skill|Brawl]] [[Prerequisites::Firearms Skill|Firearms]], [[Prerequisites::Weaponry Skill|Weaponry]] at {{dot3}}&lt;br /&gt;
|Court=Summer&lt;br /&gt;
|Source=Lords of Summer&lt;br /&gt;
|Pages=pps. 63-65&lt;br /&gt;
}}__NOTOC__{{Quote|Write a name on this slip of paper, my liege. Then worry no more. This, I swear to you.&lt;br /&gt;
|#008000}}&lt;br /&gt;
&lt;br /&gt;
The Hound Tribunal haunts the freehold in the name of the Court of Wrath and the Summer King. Those that stand in the way of the Court’s interests become targets. Those that dare to oppose the King or Queen — or worse, dare to bring harm to the monarch — are found to be enemies of the freehold, as judged by the members of this secret “noble” council. What happens to those branded as traitors, obstructionists, enemies? It depends on the thirst for blood possessed by the local Hounds.&lt;br /&gt;
&lt;br /&gt;
The curious thing — and to many, the most frightening thing — about the Hound Tribunal is that they only act against the Court’s enemies during those days ascribed to be the literal “dog days” of the season. Most Tribunals use the Old Farmer Almanac definition of July 3rd to August 11th, though some find excuses to widen that range of dates. During these blistering days of summer (either bone-drought dry or chokingly humid depending on the region), the Tribunal acts against all those who have offended the Court of Wrath in some way during the other seasons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Privileges===&lt;br /&gt;
Members of the Tribunal are notoriously apt when it comes to lying about themselves. In explaining where she was or why her collar is marked with three dots of dark blood, a Hound must lie with all her heart. In situations where a character lies about herself, her player gains +2 to the Subterfuge roll. Members of the Hound Tribunal are also taught the parameters of the secret Turncoat’s Assurance, below.&lt;br /&gt;
&lt;br /&gt;
====Pledge: Turncoats’ Assurance====&lt;br /&gt;
''— I vow on my treacherous heart that I shall go beyond the borders of this domain and shall never again let my iniquitous flesh cross the threshold now denied. Should I betray this pledge, my watcher shall become my hunter and all my fortunes are forfeit.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Type''': Corporal, Nemesis [[Pledge]]&lt;br /&gt;
&lt;br /&gt;
'''Tasks''': Forbiddance, Greater (–3, the “turncoat” promises to never again return to the city from whence he is banished); Alliance, Lesser (+0, the two parties agree to a “peace pact”)&lt;br /&gt;
&lt;br /&gt;
'''Boons''': Blessing, Medial (+2, the “turncoat” is allowed to increase the Resources Merit by one dot to pay for “moving expenses”), Blessing, Lesser (+1, the turncoat gains one dot in the “Fleet of Foot” Merit so he can run his ass out of town as fast as possible)&lt;br /&gt;
&lt;br /&gt;
'''Sanction''': Curse, Greater (–3)&lt;br /&gt;
&lt;br /&gt;
'''Duration''': Lifelong (+3)&lt;br /&gt;
&lt;br /&gt;
'''Invocation''': 1 Willpower point, 1 Willpower dot &lt;br /&gt;
&lt;br /&gt;
The Hound Tribunal wants to be clear about this point: an offer to commit to the Turncoat’s Assurance is a mercy. They’ve got a knife to the traitor’s throat and they’re only a few feet from the line marking the city limits. They want the traitor to know that a quick slip of the knife is the easiest thing to do, but they’re bringing an unexpected kindness to the table. Not buying into the pledge, well, that makes their job easy. That’s why most, when given the chance, gladly take the pledge. It’s better than bleeding out on the highway shoulder. &lt;br /&gt;
&lt;br /&gt;
The Turncoat’s Assurance actually manifests as a written document: it can be penned on any kind of paper, and the exact text written is variable. The Hound must write up the document in the juice of a fruit or vegetable. The “turncoat” must sign his name to the pledge in the blood of some animal or insect that normally consumes that fruit or vegetable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
The Tribunal demands decisive members, Hounds who possess an unswerving (and in fact rather slavish) devotion to the Summer Court’s ideals. Anger is of no concern to the Honorable Hounds; even if a changeling’s rage scorches out of control and threatens to consume him, Hounds believe themselves capable of leashing that anger and directing it at those who deserve its burn. What is wrath, after all, but anger focused to a keenly-honed point?&lt;br /&gt;
&lt;br /&gt;
The Tribunal is ostensibly a court of assessors that operates wholly in secret. A changeling cannot petition to join this noble order if she doesn’t know about it. For the most part, that means a changeling does not choose the Tribunal, but the Tribunal chooses her. Upon seeing one of the Lost perform some notable task in service to the Court, the Hounds begin to keep track of her. Over time, those who stand out might be selected to learn what it truly means to serve the Court as one of the Honorable Hounds. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements|Parent2=Summer}}{{footer|ctl}}[[Category:Changeling: The Lost]][[Category:Entitlements]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Bodhisattvas_of_the_Broken_Cage</id>
		<title>Bodhisattvas of the Broken Cage</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Bodhisattvas_of_the_Broken_Cage"/>
				<updated>2016-04-22T23:32:02Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=Bodhisattvas of the Broken Cage&lt;br /&gt;
|Nickname=Bodhisattva, Agent of Change, Succubus/Incubus (intended as offensive, but rarely taken that way)&lt;br /&gt;
|Wyrd=2&lt;br /&gt;
|Prerequisites=[[Prerequisite::Wits]] {{dot3}}&amp;lt;br /&amp;gt;[[Prerequisite::Fleeting Spring]] {{dot1}}&amp;lt;br /&amp;gt;&lt;br /&gt;
|Court=Spring&lt;br /&gt;
|Source=Lords of Summer&lt;br /&gt;
|Pages=pps. 43-46&lt;br /&gt;
}}{{Quote| I swear to do all I can to encourage others to lead, rather than follow. To forge new paths rather than to blindly walk the old ways. To create, to combine, to experiment, and to let their own desires, rather than the complacent pap of the masses, be their guide.&lt;br /&gt;
|#008000}}&lt;br /&gt;
&lt;br /&gt;
The Bodhisattvas of the Broken Cage are dedicated to encouraging individuals (both human and Lost) to break out of the rut of habit, conformity and social acceptability.  Depending on the Bodhisattva, this might be focused on a specific “cause,” like encouraging illegal recreational drug use, pushing for “bleeding edge” fashion trends or inspiring new and innovative uses for technology. Alternately, it might also focus on a particular individual or group, either serving as a personal muse, nag or bully to a particular individual (and then moving on when he has gained enough momentum to continue his forward movement on his own) or by acting in a similar fashion for an entire subset of society.&lt;br /&gt;
&lt;br /&gt;
While the Bodhisattvas are living embodiments of the Spring Court tenet, “Desire Inspires Growth,” their methods are not always beneficial or even safe for those they choose to “help” with growth. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
The Bodhisattvas are all about change, progress and evolution, and their mien reflects that in a tangible, if disturbing manner. A Bodhisattva’s appearance constantly, but subtly, shifts. These changes are uncontrollable and can, over time, result in significant changes to the Bodhisattva’s appearance, although the changeling’s current visage always seems natural and somehow “right” to them. Eye color, hair color and texture, skin tones, facial features, body shape, stature and vocal timber can all shift, although the changes are rarely enough to fool those who see the changeling on any sort of regular basis. Some Bodhisattva have been known, over time, to gradually shift physical forms from male to female or vice versa, although this change takes a matter of months or years during which the Bodhisattva manifests androgynous features (neither strongly male or female) or hermaphroditic ones (both male and female, such as a feminine shape but masculine facial hair). These changes do not affect the Mask.&lt;br /&gt;
&lt;br /&gt;
The one feature which does not change, and is considered by some to be the true mien of the Bodhisattva (with the shifting of features being merely an affectation) is a golden glowing aura which emanates from them. This light does not affect [[Darkling|Darklings]] as the sun’s light does, but it is enough to serve as a subtle source of illumination in darkness (or to make it difficult for them to hide in shadowy environs.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sprung Door {{dot2}} (Privilege)===&lt;br /&gt;
This token takes the form of some variation of a broken door. The stereotypical manifestation (if any such thing can be said to exist) is a tiny golden birdcage with a sprung door. Regardless of the specific symbol, the token is normally crafted in the form of a piece of jewelry (pendant, earring, brooch or bracelet charm), although it can also take the form of a piece of clothing like a batik scarf, embroidered sash or elaborately painted biker’s jacket.&lt;br /&gt;
&lt;br /&gt;
While the gifting of the token from one Bodhisattva to a new member is an important symbolic invitation into the entitlement, the exact cage gifted does not have to be the one empowered to become the token, allowing a new recruit to create (or commission) a piece which suits her own individual style. Should it be stolen or destroyed (or simply become passé) the owner can spend a point of Glamour to disinvest her connection with the old symbol and a point of Willpower to connect herself with a new piece that takes on the qualities of the Sprung Door. Only one token of this kind can be associated with any given character at a time.&lt;br /&gt;
&lt;br /&gt;
The Sprung Door gives a +3 dice to any Social challenge involving an attempt to get the subject to thwart social mores, break out of established habits or comfortable patterns, or try new things. If the Bodhisattva has successfully used Cupid’s Eye to determine that the course of action she is attempting to influence the subject into is something that he truly desires to do, she receives an additional +2 dice to the above Social challenge. &lt;br /&gt;
&lt;br /&gt;
'''Drawback''': On fellow members of the entitlement, any Agent of Change suffers from a –2 penalty to any active [[Presence]] or [[Manipulation]] challenges (this penalty affects only the character attempting the action, not the defending Bodhisattva.) This disadvantage occurs regardless of whether the Bodhisattva was attempting to use the Token or not, and happens even if the Token is not present (or if the Bodhisattva has temporarily divested herself of the Token altogether).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements|Parent2=Spring}}{{footer|ctl}}[[Category:Changeling: The Lost]][[Category:Entitlements]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Satrapy_of_Pearls</id>
		<title>Satrapy of Pearls</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Satrapy_of_Pearls"/>
				<updated>2016-04-22T23:30:21Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=Satrapy of Pearls&lt;br /&gt;
|Nickname=Satrap, Pearl Satrap&lt;br /&gt;
|Wyrd=3&lt;br /&gt;
|Prerequisites=[[Prerequisite::Persuasion Skill|Persuasion]] {{dot2}}&amp;lt;br /&amp;gt;[[Prerequisite::Mantle|Spring Mantle]] {{dot2}}&lt;br /&gt;
|Court=Spring&lt;br /&gt;
|Source=Changeling The Lost Sourcebook&lt;br /&gt;
|Pages=p. 310-312&lt;br /&gt;
}}{{Quote|I vow to never turn down an offer to buy, barter or sell. Even happiness can be bought and sold, including my own.|#008000}}&lt;br /&gt;
&lt;br /&gt;
The Pearl Satraps of the Spring Court believe that their happiness is paramount above all things. Not satisfied with mere contentment, the Satraps seek bliss whenever possible. Bliss, however, is rarely easy to come by, and never free. One always finds a cost associated, and the Pearl Satraps have chosen to not only accept that cost, but embrace it.&lt;br /&gt;
&lt;br /&gt;
All things are up for purchase, sale or trade. That is the single overriding principle of the Satrapy of Pearls. But it’s not just about cars, real estate, old books or new technology. They embrace such material wealth, absolutely. But that’s all wealth is: trifling feathers, mere ornamentation. The Satrapy’s interest goes far deeper. And that cuts to the heart of the matter: everything is for sale, not just objects and luxuries. Sex, love, hate, betrayal, sorrow... all lie waiting on the auction block, but only the Pearl Satraps believe themselves wise enough to see it and take advantage of it.&lt;br /&gt;
&lt;br /&gt;
It’s not just about one’s own happiness, though. Many Pearl Satraps place themselves as procurators for others, be they changelings, mortals or any of the odd strangers that skulk around the edges of the freehold. Everybody knows that if you need something bad enough, the Satrapy of Pearls can get it for you. A draught of a child’s blood? The heel from the left shoe of the Winter Court Queen? A simple apology whispered in one’s ear beneath the last full moon of Autumn? Of course. What’s desired can be purchased, the Satraps assure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
Pearl Satraps dress well as an emblem to project their luxury. The Satrapy has no shared standard for style, and so one changeling might prefer the modern trappings of haute couture, while another might traipse about in a lavish (even gaudy) silken robe once worn by some ancient Persian governess. Ostentatious displays, while rarely tasteful, work to affirm a Satrap’s commitment to wealth of some kind.&lt;br /&gt;
&lt;br /&gt;
A Satrap’s mien shifts slightly, too. Mostly, it simply reflects impeccable grooming: not a hair out of place, perfect nails, heavenly skin. The other change to a Satrap’s mien happens to his eyes: they become pearlescent, as if they are not eyes at all but perfect pearls thrust into the sockets. It’s difficult to tell when a Satrap is looking at you, as his pupils are lost in a sea of opaline white. As a Satrap’s Wyrd increases, however, the mortal world begins to feel it. Those with Greed as a Vice have trouble resisting their own avarice, overtaken by a palpable hunger as the Satrap passes by. Mortals may believe that the changeling suffers from some kind of cataract, as well, seeing past the human guise and peering into those unnerving eyes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Avaricious Finesse (Privilege)===&lt;br /&gt;
Performing the task necessary to join the ranks of the Satrapy earns the changeling two rewards (as joining the Satrapy is just another transaction with something purchased and something paid). The first and most obvious reward is entry into the Satrapy. The second reward is something to be learned. One of the Satraps will impart a bit of wisdom to a new member of the order, passing along a handful of the secrets she’s learned over her time within the Satrapy.&lt;br /&gt;
&lt;br /&gt;
Therefore, upon joining, a Satrap may take a new Social Skill Specialty. The only catch is that this Specialty must be possessed by one of the other local Satraps (for the character must be taught this Skill focus by another within the order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
One must belong to the Spring Court to join the Satrapy of Pearls. The noble order considers the other Courts to have missed the point, thus eschewing the potential of life and the magic that accompanies it. Life is meant to be enjoyed, and if one cannot understand that most basic of concepts, then one does not deserve membership of such noble standing.&lt;br /&gt;
&lt;br /&gt;
One must still prove oneself worthy of the Satrapy of Pearls, however. The proof demanded is simple enough to understand, but often difficult to procure. One must first gain audience with a Pearl Satrap, which isn’t difficult as most are glad for the conversation (and the possibility of commerce). In asking for acceptance into the Satrapy, one only needs the say-so from a single other Satrap. In obtaining that say-so, however, the changeling must accept a challenge of commerce as determined by the Satrap. The Satrap will demand that the changeling acquire something from someone: a love letter, a favorite brooch, an embarrassing memory, whatever. In&lt;br /&gt;
obtaining this, the changeling cannot steal or inveigle it freely. It must be acquired by finding a price and paying that price ― which is what the Satraps do every day. If the changeling is incapable of playing that game and comprehending the give-and-take of universal commerce, then she doesn’t belong among the Pearl Satraps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements|Parent2=Spring}}{{footer|ctl}}[[Category:Changeling: The Lost]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Order_of_the_Oneirophysics</id>
		<title>Order of the Oneirophysics</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Order_of_the_Oneirophysics"/>
				<updated>2016-04-22T23:29:04Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=The Order of the Oneirophysics&lt;br /&gt;
|Nickname=Oneirophysic, Dreamhealer, Dream Doc, Leech/Nightmare/Quack&lt;br /&gt;
|Wyrd=2&lt;br /&gt;
|Prerequisites=[[Prerequisite::Medicine Skill|Medicine]] {{dot2}}&amp;lt;br /&amp;gt;[[Prerequisite::Empathy Skill|Empathy]] {{dot1}}&lt;br /&gt;
|Source=Lords of Summer&lt;br /&gt;
|Pages=p. 155-158&lt;br /&gt;
}}__NOTOC__&lt;br /&gt;
{{Quote|I walk the ethereal path to heal those who are wounded by ghostly barbs. I swim the darkest river, brave the bottomless channel and dive into the depths of night-time's passage. I go where each man holds his deepest fears and his secret passions, and I do so for the good of all.|#008000}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Oneiromancers can enhance dreams to help someone heal better or learn faster. Oneirophysics take this a step further, however. Depending on their rank, a talented Dreamhealer can create miraculous effects through dream-wielding. From simple patch-up jobs to healing what would otherwise be fatal injuries and curing otherwise incurable diseases, they can work miracles in the slumbering world.&lt;br /&gt;
&lt;br /&gt;
The Oneirophysics don't refer to themselves as a noble order. They see themselves as more of a trade union, a guild of healers. Even so, the gifts of the entitlement aren't to be given out lightly. A cruel hand could wield a dream-scalpel in ways that would rival even the most twisted of Gentry. This caution drives them to keep as rigorous an eye on potential recruits as any more aristocratic-minded entitlement might.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
&lt;br /&gt;
Onierophysics spend so much of their time and energy working in the ethereal world of dreams that they find that their presence in the waking world is diminished. For each rank within the Onierophysics that the changeling possesses, he gains a permanent cumulative -1 penalty to all rolls which involve [[Presence]].&lt;br /&gt;
&lt;br /&gt;
As well, with each rank gained, the Onierophysic becomes less visibly tangible in the waking world. For some, this manifests as a fading of coloration, until eventually they seem little more than a transparent outline of themselves. For others, individual parts of their body become colorless. A Dreamhealer might, as an Intern, find that his hands become little more than translucent outlines, possessing mass but little visual definition. As he progresses, he may similarly lose the coloration in his legs and feet, trunk, arms, and eventually his head, until he appears (like his companion whose whole body gradually faded out) as a near-clear form. This lack of color does not leave an Oneirophysic invisible or grant him bonuses to Stealth rolls. There is still obviously a changeling present; he just appears to be a gradually more and more translucent version of himself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Privilege===&lt;br /&gt;
&lt;br /&gt;
Depending on their rank within the entitlement, Oneirophysics can achieve various effects which would be impossible for non-Dreamhealers.&lt;br /&gt;
&lt;br /&gt;
'''The Plunge'''&lt;br /&gt;
&lt;br /&gt;
All Oneirophysics have the ability to take the Plunge, essentially slipping into a deep dream state at will. By spending a point of [[Glamour]], the Dreamhealer can drop into a state of lucid dreaming that allows him to connect to the dreamstuff of the [[Wyrd]], even if he is outside of the Hedge or a Hollow. See p. 193 of [[Changeling: The Lost]] for the normal rolls and A Oneirophysic who has entered into the Plunge can use this state to enter into the dreams of any individual who is, herself, currently sleeping or unconscious, so long as he is making physical skin-to-skin contact with her at the time of taking the Plunge. If this contact is broken after the connection has been made, the Oneirophysic can attempt to maintain contact and continue his work by making a successful reflexive [[Resolve]] + [[Composure]] + [[Wyrd]] roll at the beginning of each turn. Success means he may continue the contact for that turn. Exceptional Success means he may continue the contact for the rest of the scene (or until the target wakes up, whichever comes first) without further rolls. If the Oneirophysic fails his roll to remain connected to his patient, the bond is forcibly broken, and he suffers a -2 penalty to all actions for the rest of the scene, due to disorientation.&lt;br /&gt;
&lt;br /&gt;
The Plunge may be used only to enter the dreams of an individual who the Oneirophysic is making physical contact with at the time, at which time it can be used for any of the normal [[Dream Riding]], [[Dreamscaping]] or [[Dreamweaving]] uses. It is, however, most often used for dreamhealing, the Oneirophysic specific rank-related Privilege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Rank-Related Privilege:'' Dreamhealing'''''&lt;br /&gt;
&lt;br /&gt;
Dreamhealing is a privilege which goes above and beyond the normal oneiromancer's abilities to accelerate healing or reduce stress by promoting a restful or affirming dream. Rank-related Privileges are available only to those of appropriate rank for the privilege. Thus a Physic has access to all three rank related privileges, while an intern can only use Dream Triage.&lt;br /&gt;
&lt;br /&gt;
An Oneirophysic can use dreamhealing on individuals whose dreams he has connected to through normal oneiromancy methods (rather than through the Plunge). He must, however, meet all the requirements of those methods (including being in the [[Hedge]] or a [[Hollow]] and taking the time to enter the meditative state, etc.) Dreamhealing cannot be used on one's self, nor can it be used on a conscious patient, making ''Aetherwine'' a commonly used draught by the Dreamdoctors.&lt;br /&gt;
&lt;br /&gt;
'''Rank One:''''' Dream Triage'' -- Changelings (and humans) are often fragile creatures compared to some of the threats that exist in the World of Darkness. While any oneiromancer can hurry along healing by using [[dreamscaping]] Healing Sleep, sometimes a gentle nudge is simply not enough to keep someone from dying. Oneirophysics can produce more immediate and drastic results, which sometimes can mean the difference between life and death for their companions. To use Dream Triage, the Oneirophysic exerts his own will over the target's physiological systems through the dreamscape. He can force his patient's body to begin knitting severed muscles and tendons, slow or speed blood flow to injured areas and generally reduce the impact of life-threatening injuries, illnesses or toxins. Dream Triage is an instant action requiring the expenditure of a point of Willpower on the part of the Oneirophysic which clears any damage from the character's rightmost health box. Only one use of Dream Triage can be applied to any individual within any 24 hour period. This has the added affect of stabilizing a target that is bleeding to death or in a coma. (The loss of Health points to aggravated damage each minute is stopped.&lt;br /&gt;
&lt;br /&gt;
'''Rank Two:''' ''Psychic Healing'' -- Through the use of Psychic Healing, the Oneirophysic can apply normal medical treatments (physical or mental) while in a shared dream with their patient. All rolls to heal or provide therapy once within a shared dream are made as if they were happening in the waking world, regardless of whether the patient is nearby (as with The Plunge) or across the world. As well, upon attaining the rank of Resident, the dreamhealer must choose one of the following specializations (or create a similarly powered one with the approval of his player's Storyteller):'' Battle Injuries, Communicable Disease, Mental Illness, Geriatrics, Pediatrics, Supernatural Illnesses, Reproductive Medicine, Emergency Medicine, Exotic Disease.'' The Oneirophysic can use the shared dream state to not only speed normal healing, but can diagnose and treat injuries and illnesses within it. Furthermore, he can apply a +4 bonus to all rolls to diagnose or treat within a shared dream, as long as the injury or illness pertains to his particular Psychic Healing specialization.&lt;br /&gt;
&lt;br /&gt;
'''Rank Three:''''' Intensive Care'' -- While round-the-clock intensive medical treatment can speed a character's healing process drastically, this kind of medical care is frequently not available to the Lost who are unlikely to have the identification, funding or insurance to facilitate a hospital stay. An Oneirophysic can, through intense effort, duplicate (or exceed) some of the healing offered in modern medical facilities, although at a severe cost to themselves. Using the Intensive Care privilege, an Oneirophysic can sacrifice his own [[health]] for that of their patient. The results are astounding; each turn, the Oneirophysic spends a point of [[Willpower]] and a single point of the patient's [[aggravated]] damage is reduced to [[lethal]], [[lethal]] damage is reduced to [[bashing]], or [[bashing]] damage is healed entirely (which damage is healed is at the Oneirophysic's discretion). The cost, however, is equally great; for every level of damage reduction, the Oneirophysic takes a point of [[lethal]] damage himself. This inflicted damage cannot be avoided through [[defense]], [[armor]] or any other means. Attempts to negate the damage transferal also negate the healing process, leaving the patient as severely injured as he was at the beginning of the treatment. Damage incurred through the use of Intensive Care is just as painful to the healer as it was to the patient, and must be healed by the Oneirophysic naturally over time; supernatural healing, dreamhealing to speed the healing process, mundane medical treatments or the use of goblin fruit such as amaranthine have no effect . It is entirely possible for an Oneirophysic to kill himself by injudicious use of this privilege.&lt;br /&gt;
&lt;br /&gt;
====Aetherwine — Dangerous Brews====&lt;br /&gt;
&lt;br /&gt;
Aetherfruit generally take the form of small grape-like bunches, although they are also sometimes found in larger soft-fleshed forms with a single central stone. When consumed raw they intensify dreams, and are sometimes used by those seeking prophetic visions. When properly processed, however, they produce Aetherwine, a powerful general anesthetic highly coveted by [[Chirurgeon]]s and Onierophysics, as well as those with lesswholesome intentions for the substance.&lt;br /&gt;
&lt;br /&gt;
Aetherwine must be processed in very small batches, a lengthy process which requires several weeks of careful attention as the Aetherfruit are first fermented and then distilled into a foul-tasting fortified liqueur. (Creating Aetherwine is an extended [[Wits]] + [[Crafts Skill|Crafts]] + [[Wyrd]] challenge with '''20 successes necessary''' '''and each roll representing a day of wine-making'''. Anyone other than [[Wizened]] [[Brewer]]s makes all rolls to create Aetherwine at a -2 penalty, and failure on any individual roll results in the batch being ruined.) &lt;br /&gt;
&lt;br /&gt;
A successful batch of Aetherwine produces only 10 doses. Each one-ounce dose has the potential to render its consumer unconscious almost immediately. (Roll the consumer’s [[Stamina]] + [[Resolve]] at a -4 penalty. Success or Exceptional Success means the wine does not work. Failure or Dramatic Failure and the consumer falls into a deep dream-state and remains unconscious for 11 turns minus his [[Stamina]] + [[Resolve]] if the roll was a contested one. The consumer can elect not to resist the Aetherwine’s effect.) &lt;br /&gt;
&lt;br /&gt;
This property is lost if the substance is diluted, and as Aetherwine has a bitter taste and numbs the tongue when tasted, it is difficult (but not impossible) to consume it unknowingly. Tasting the wine without consuming a full dose does not activate its anesthetic property.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
&lt;br /&gt;
Oneirophysics are most often those who have exhibited a marked interest and acuity for [[oneiromancy]], and who have been approached by current members of the entitlement for additional training and possible indoctrination into the organization. Sometimes, however, a changeling's innate ability and knack for [[oneiromancy]] will allow them to spontaneously manifest the entitlement's mien and privileges, without formal mentoring. These cases often come to the attention of the more traditionally indoctrinated members of the entitlement who will investigate them and (assuming the individual is abiding by or willing to conform to the Oneirophysic Oath) will encourage them to formalize their membership in the entitlement. Those who spurn the invitation to formalize their connection to the group as a whole are often seen as &amp;quot;rogues&amp;quot; and treated with scorn and distrust by more traditional members of the entitlement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Organization===&lt;br /&gt;
&lt;br /&gt;
Oneirophysics hold themselves to strict ranks based on skill, ability and demonstrated adherence to the Oneirophysic Oath. Those who show talent and skill but are believed to be less than ethical in their wielding of said abilities are often placed under close scrutiny and investigation by higher ranking members of the entitlement and if found guilty of misusing their abilities, are &amp;quot;dealt with&amp;quot; in a myriad of manners beginning with having their own sleep tormented until they see the error of their ways.&lt;br /&gt;
&lt;br /&gt;
Note: Characters enter the entitlement as Interns, but players may choose to advance their character to higher ranks at any point that they have met the prerequisites for that rank (with the Storyteller's permission).&lt;br /&gt;
&lt;br /&gt;
'''No Rank:''' ''Initiates'' -- Initiates are those who are being considered or groomed for membership in the Order, but who have not yet been accepted (or spontaneously manifested any of the Order's privileges). They may be students of official members of the entitlement or associates who aid members in their studies, maintain contact between Entitlement members in different freeholds or who act as an information network to locate those who could benefit from the Entitlement's attention. Initiates have neither the entitlement's privileges nor mien and are not officially part of the entitlement, although they are associated with it.&lt;br /&gt;
&lt;br /&gt;
'''Rank One:''' ''Intern'' -- Interns must meet the basic prerequisites for the entitlement. They may be those Lost who have finished their initial interviews and cursory studies with other members of the entitlement and who have been indoctrinated into the entitlement proper. Alternately, they may be talented rogues who have begun to spontaneously manifest the entitlement's privileges and mien on their own. Due to the nature of the Oneirophysic privilege associated with the Intern rank, some Interns manifest the Intern level Oneirophysic ability (and are spontaneously indoctrinated into the entitlement) in emergency situations, such as when a motley-mate has sustained a life-threatening injury and no other medical aid is available.&lt;br /&gt;
&lt;br /&gt;
'''Rank Two:''' ''Resident'' -- Resident Oneirophysics have usually undertaken in-depth studies of the healing potential inherent in dreams, and quite often have developed a specialty -- battle wounds, mundane disease, age-related debilitation, mental illness or the like. Some act predominantly as healers for their own motley, while others may serve a freehold or even travel as an itinerant healer, trusting that their paths will take them to those who are most in need of their services. (Prerequisites: [[Wyrd]] {{dot3}}, [[Medicine Skill|Medicine]] {{dot3}} + Specialty, [[Empathy Skill|Empathy]] {{dot2}} )&lt;br /&gt;
&lt;br /&gt;
'''Rank Three:''' ''Physic'' -- Full-fledged Physics have wholly come into a sense of oneness with the nature of their entitlement. While they are capable of performing medical miracles, the cost to themselves is a heavy one to bear. Some become quite reclusive, either to deal with the heavy price of their power, or to prevent themselves from being asked to tend to every foolhardy Lost who rushes into dangerous situations without thinking. (Prerequisites: [[Wyrd]] {{dot4}}, [[Medicine Skill|Medicine]] {{dot4}}, [[Empathy Skill|Empathy]] {{dot3}} )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements}}{{footer|ctl}}[[Category:Changeling: The Lost]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Margravate_of_the_Brim</id>
		<title>Margravate of the Brim</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Margravate_of_the_Brim"/>
				<updated>2016-04-22T23:27:45Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=Margravate of the Brim&lt;br /&gt;
|Nickname=Margrave, March Lord (male), Margravine, March Lady (female)&lt;br /&gt;
|Wyrd=2&lt;br /&gt;
|Clarity=5&lt;br /&gt;
|Court=Courtless&lt;br /&gt;
|Source=Changeling The Lost Sourcebook&lt;br /&gt;
|Pages=pp. 303-305&lt;br /&gt;
}}{{Quote|To the Margravate, I promise many things. I promise to never join the ranks of those perfidious Courts, much as I promise to never be stupid enough to go swimming with sharks. But I’ll protect my kind no matter what I think of them, from threats without and threats within.|#008000}}&lt;br /&gt;
&lt;br /&gt;
The Margravate of the Brim is composed of those changelings who belong to the areas at the edges of the Freehold community, the so-called Brim, or “border marches.” These March Lords and Ladies claim that dwelling within the freehold is no safer than living outside of it ― and, at least the enemies outside usually have the courtesy to stick the knife in your chest instead of your back.&lt;br /&gt;
&lt;br /&gt;
The fae of the Brim make one thing clear: those of the Courts are not to be trusted, at least not without a solid pledge to keep one’s hind end safe (and even then, the slippery eels always seem to have a couple of loopholes, just in case). To the Margraves, the nobles of the freehold are treacherous cowards on the best day, and fickle monsters on the worst. And so, the Margraves have chosen to live on the periphery of changeling society, eschewing the tangled politics of the Courts and demanding that their own members remain soundly apolitical.&lt;br /&gt;
&lt;br /&gt;
Contrary to the March Lords’ bitter disavowal of anything Court-related, they are sworn to protect the freehold ― which, ironically, means they’re sworn to protect those of the Courts, as well. The Margraves believe themselves to be the first and hopefully last line of defense against those outside the freehold who would dare to bring harm against the changeling community.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
For the most part, the March Lords and Ladies look nothing like Lords or Ladies. They tend to dress in old secondhand clothing, eschewing any interest in luxury or fashion. Many wear hats to help conceal their faces (without walking around with masks on, as that would surely spook the humans). A few appear utterly disheveled, draping themselves in the filthy rags and looking more like the homeless than anything.&lt;br /&gt;
&lt;br /&gt;
Their miens only reinforce this. Their skin is always covered in the red, brown or ashen dust that occasionally blows off them in an unfelt wind. The grit and grime lurks everywhere upon them: between their teeth, ringing their callused hands, clumping on eyelashes and brows. Shadows, too, drift across them, as if sun-concealed clouds move swiftly overhead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Safety of the Brim (Privilege)===&lt;br /&gt;
The territory defined as the border marches or Brim differs for every freehold, but usually is composed of the land that surrounds the freehold proper (again, loosely defined, but the Margraves make a very concerted effort to map out the boundaries). This generally accounts for at least a few square miles of land. When within the territory of the Brim, a Margravine gains a number of minor bonuses, for this is her territory, and she knows it better than any fancy Court-enslaved fool.&lt;br /&gt;
&lt;br /&gt;
When within the accepted territory of the border marches, the changeling gains the following: +1 to her Initiative modifier, +1 to any Perception rolls made (including the Wits + Composure rolls made to detect surprise attacks) and +1 to any Stealth rolls made (as she knows how best to use the land and its shadow to conceal her actions). These effects end if she leaves the known territory ― even stepping over the invisible “line” that marks the border between freehold and Brim, or Brim and what lies beyond, will cut short her bonuses. She gains no penalties while outside her territory from this effect, though the Storyteller may see fit to incur penalties for other reasons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
One cannot belong to the Courts and simultaneously belong to the Margravate of the Brim. Some within this order merely distrust the Courts, others loathe the Courts outright ― but rarely does a Margrave have a positive word to share about the so-called nobles. Therefore, connection to the Courts is the uttermost demerit. Even those who no longer belong find themselves distrusted for years, regardless of how often they’ve proven their worth to the March Lords.&lt;br /&gt;
&lt;br /&gt;
The other base requirement is that one must live just outside the freehold. The Margraves have their own maps that show the often improvised boundaries between the freehold and the outer world. Between the two waits the border marches, a kind of buffer zone &lt;br /&gt;
between that which belongs to changeling society and that which does not. The border marches might be a street, a whole block or a broken procession of fallow fields and tracts of old forest. The changelings who belong to this order must dwell within the border marches. To live on either side is to declare one’s uncertainty and cowardice, and the Margravate cares little for either.&lt;br /&gt;
&lt;br /&gt;
Some March Lords are more demanding than others. In one freehold, the Margravate might take any Lost who have outwardly rejected the Courts and their noble vanities. To them, nothing else matters. Eschewing the Courts is proof enough, and everybody has some kind of skill they can bring to the table, whether it’s hammering nails or writing missives. In another freehold, however, the March Lords may declare a prohibition against weakness, demanding only the saltiest, most stalwart fae to stand against the freehold’s adversaries. These veteran outposts tend to include only the most hardened changelings ― those with mean eyes, angry words and scars that itch and tingle when the weather turns bad.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements|Parent2=Courtless}}{{footer|ctl}}[[Category:Changeling: The Lost]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Magi_of_the_Gilded_Thorn</id>
		<title>Magi of the Gilded Thorn</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Magi_of_the_Gilded_Thorn"/>
				<updated>2016-04-22T23:26:29Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=The Lost Pantheon&lt;br /&gt;
|Nickname=Magus, Maga&lt;br /&gt;
|Wyrd=2&lt;br /&gt;
|Prerequisites=[[Prerequisite::Mantle|Autumn Mantle]] {{dot2}}&amp;lt;br /&amp;gt;[[Prerequisite::Occult Skill|Occult]] {{dot2}}&amp;lt;br /&amp;gt;[[Prerequisite::Survival Skill|Survival]] {{dot3}}&lt;br /&gt;
|Court=Autumn&lt;br /&gt;
|Source=Lords of Summer&lt;br /&gt;
|Pages=p. 82-85&lt;br /&gt;
}}&lt;br /&gt;
{{Quote|I vow to pursue the mysteries of the Thorns until I have mastered every changeling's first and greatest fear, and taken its power for myself.|#008000}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Hedge is a strange and mysterious place, a realm of wonder and terror. From the most luscious goblin fruits, to the most horrific hobgoblins, to the occasional wandering Gentry, the Briars conceal uncertainty and odd magic. Some Ashen fae aspire to learn the every secret of the Hedge, to tame this unfathomable realm and to reap its powers. The so-called Magi of the Gilded Thorn are a group of Autumn courtiers devoted to unraveling the ages-old riddles of the Thorns, claiming its many assets, and, perhaps, eventually learning to control its dangers. While the perils of this pursuit are many, the rewards are greater still. Or so the Magi maintain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
&lt;br /&gt;
As the Magi of the Gilded Thorn tend to spend more time in the Hedge than is normal for changelings, many of them prefer simple, sturdy garments that are easily mended and, when need be, cheaply replaced. Heavy boots and rough denim or leather is preferred, and several Magi make use of armor. Of course, Hedge-spun raiment is common to those entitled to the Gilded Thorn. Some older or more hidebound Magi prefer the garb of traditional wood-wise folk (ranging from heavy robes, to deerskins, to little more than natural pigments), though these grow fewer and fewer with each passing year, as mortals develop ever more efficient ways of thriving in wilderness environments and the Gilded Thorn eagerly adopts them. Still, in rural freeholds and those based out of less industrialized societies, a considerable number of Magi cling to the trappings of what are, to their thinking, purer and more venerable ways of life.&lt;br /&gt;
&lt;br /&gt;
Upon adopting the Oath of the Gilded Thorn, a changeling's mien often manifests subtle markings suggestive of the Briars: Faint patterns (looking like birthmarks or faded scars in the shape of thorny vines) on one or more limbs, for instance, or small, bloody and painless wounds upon a hand or foot that make it look as though the character's flesh has been pierced by thorns. As the fae's [[Wyrd]] grows, these telltale signs also become more evident, as writhing strands of golden thorns slither upon every inch of exposed skin or thorns poke out of bloody divots in the skin, forever wet with blood. These barbs are soft and supple -- incapable of causing harm -- but act as a visual reminder of the Magus' bond to the Briars. Eventually, slender vines may thread from one wound to the next, or small leaves (and perhaps flowers or even berries) sprout from their edges. Some say that the eldest and most powerful Magi are, themselves, almost indistinguishable from the Hedge that they aspire to master.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wisdom Of The Thorns (Privilege)===&lt;br /&gt;
&lt;br /&gt;
The fervor with which the changelings of the Gilded Thorn seek the lore of the Hedge grants them some protection against its deleterious properties. Magi do not receive the customary –1 penalty to degeneration checks made while within the Hedge, just as if they were within sight of an exit at all times. In addition, they may go a number of hours equal to their dots in [[Wyrd]] before losing a point of [[Glamour]] to the Thorns, and an equal period of time thereafter between each such loss of [[Glamour]].&lt;br /&gt;
&lt;br /&gt;
Among other things, this means that the Magi can delve far more deeply into the Briars than other changelings would dream of doing, enabling them to access some of the choicest goblin fruits, strangest Hedge-beasts, best-hidden [[trod]]s, and deepest mysteries of the Thorns. Some Magi use this ability to establish Hollows in nigh-inaccessible locations within the Hedge, where they can find the solitude that many of them frequently crave.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
&lt;br /&gt;
Changelings drawn to the life of the Magi are often curious sorts, unwilling to back down in the face of the unknown or even the frightful. They delve headlong (sometimes with foolhardy zeal) into mysteries, ready and willing to suffer the occasional hurt in the pursuit of forgotten or wholly undiscovered lore. As perhaps one of the deepest and most universal uncertainties of the changeling world, the Hedge represents a powerful, instinctual fear native to the very condition of being Lost. Those drawn to the Gilded Thorn feel a certain need to explore and analyze that fear, to question and challenge it at every turn, until they understand the reasons behind the terror and, in so doing, dispel the hold that it has over their spirits.&lt;br /&gt;
&lt;br /&gt;
Of course, a desire to know and overcome one's own fear isn't enough by itself. Prospective Magi must also have knowledge about basic wilderness survival to thrive in the innumerable environments encompassed by the Hedge. Accordingly, [[Beast]]s are common among the Magi, as are [[Elemental]]s aligned to natural forces associated with the wild places of the world. Changelings of [[Seemings]] less inherently connected to the green and growing places, such as [[Fairest]] or [[Darkling]]s, are considerably less frequently entitled by the Gilded Thorn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements|Parent2=Autumn}}{{footer|ctl}}[[Category:Changeling: The Lost]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Knighthood_of_Utmost_Silence</id>
		<title>Knighthood of Utmost Silence</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Knighthood_of_Utmost_Silence"/>
				<updated>2016-04-22T23:24:23Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=Knighthood of Utmost Silence&lt;br /&gt;
|Nickname=Silent Knight&lt;br /&gt;
|Wyrd=3&lt;br /&gt;
|Prerequisites=[[Prerequisite::Stealth Skill|Stealth]] {{dot2}}&amp;lt;br /&amp;gt;[[Prerequisite::Subterfuge Skill|Subterfuge]] {{dot2}}&amp;lt;br /&amp;gt;[[Prerequisite::Weaponry Skill|Weaponry]] {{dot1}}&amp;lt;br /&amp;gt;[[Prerequisite::Mantle|Winter Mantle]] {{dot1}}&lt;br /&gt;
|Court=Winter&lt;br /&gt;
|Source=Lords of Summer&lt;br /&gt;
|Pages=p. 102-105&lt;br /&gt;
}}&lt;br /&gt;
{{Quote|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.|#008000}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Look for the one with the sword, his mouth invisible. Perhaps it's in shadow, or maybe his face is blank except for the alert eyes. He will hide you, protect you. It's his purpose in life -- he's a Knight of Utmost Silence.&lt;br /&gt;
&lt;br /&gt;
All changelings are fugitives, on the run from capricious gods who'd take them back to alien torment. Some of the Lost -- the wrathful, the puissant and the foolish -- dream of fighting the True Fae, telling them with a blade's sting that their reign has ended. The Gentry are not mere monsters, though monstrous they are. They are boundless things, appetite and intelligence combined into a singular mystic gravity that sucks minions and stratagems into mad orbits. An individual can kill an unprepared Loyalist or exile. A strong motley might even rout a cult of servitors. For now, though, the idea of a crusade against the Gentry is pure folly. The best policy is to walk quietly in the world, hiding from Arcadia's attentions, but that doesn't guarantee your freedom forever. When the Gentry's hounds circle, it's time to call a Knight of Utmost Silence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
&lt;br /&gt;
Knights arm themselves with blades: Symbols of their calling. In freeholds and other places where open tradition is viable they wear light swords. In public places they prefer sturdy fighting knives, concealed in easy reach of their hands. Knights of Utmost Silence carry other weapons when necessary, but the blade is important to them. It not only symbolizes knighthood itself, but it can be used quietly, swiftly cutting the throats and kidneys of pursuers. Good knives are also multipurpose tools, suited to the many non-combat tasks Knights perform to protect their charges.&lt;br /&gt;
&lt;br /&gt;
Aside from the blade, Knights wear very little that distinguishes them from anyone else. They tend to dress conservatively, behind the latest trends but ahead of anything dated enough to notice. They wear dark colors when they can to help them hide. Deep red, blue and black -- the natural colors of a dimly lit night -- are favorites. Of course, in trendy fashion districts, snow-covered woods or scorching deserts they dress to blend in, discarding their habitual wardrobe. They're reluctant to do anything or go anywhere unarmed or dressed in anything that would hamper their movements. This isn't so much to help them fight but to allow them to run. The order favors flight and ambush over standing their ground and taking enemy steel face to face.&lt;br /&gt;
&lt;br /&gt;
The Knights have a distinctive mien that would seem to defy their subtle role, but most welcome it as an easy way for changelings in need to find them. To anyone who can see their mien, their mouths are invisible. This manifests in any number of ways. Some Knights' miens have no mouths at all. Others are partly concealed in mist and shadow. A few wear a mask or veil that looks like clothing, but is integral to the mien. This in no way restricts a Knight's ability to speak, though it sometimes adds odd features to the voice that are apparent to those who can see the mien.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Shadowkiss (Privilege)===&lt;br /&gt;
&lt;br /&gt;
Once a knight completes his training the Quiet Marshal bestows the first Shadowkiss, welcoming him into the order. He can employ the privilege ever after, concealing friends and charges under its mark.&lt;br /&gt;
&lt;br /&gt;
To use the Shadowkiss, the knight lowers his face to some exposed part of the recipient's body. To mortal eyes, he kisses a hand, a cheek or some other area. But anyone able to see the world of the Lost sees the mouthless part of the knight's mien brush against the spot. The recipient feels searing cold and then numbness: The sensations of frostbite. An imprint of the knight's invisible lips appears as a red, blistering burn mark that will not fade until the privilege's effects wear off.&lt;br /&gt;
&lt;br /&gt;
The knight spends a point of [[Glamour]] to seal the kiss, activating its benefit for a day. While it lasts, the Shadowkiss imposes a -3 dice penalty to all attempts to uncover information about the recipient. This is a broad benefit; the penalty applies to everything from attempts to find the beneficiary while she's hiding in the woods to examining her tax records. Subtle twists of fate make an investigator's task more difficult. On a wilderness manhunt, tracking dogs get their noses into wasps' nests and fall down cliffs. In the city, bureaucrats lose records. Bartenders are too busy with attractive customers and brawling drunks to notice the beneficiary's passage. Even the knight is subject to these effects. If a pursuer tortures him, he says vague and mistaken things even if he sincerely intends otherwise. The benefit is indiscriminate, affecting allies and enemies alike.&lt;br /&gt;
&lt;br /&gt;
Once a day passes, the knight can choose to let the benefit end or spend another point of [[Glamour]], extending it for another day. The knight doesn't need to physically renew the Shadowkiss to extend it; he doesn't even need to know where the recipient is. If the knight lets the privilege's benefits lapse for even a moment however, he must kiss the subject again.&lt;br /&gt;
&lt;br /&gt;
Knights of Utmost Silence cannot benefit from the Shadowkiss themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
&lt;br /&gt;
The Knights believe that one of their own should be able to give himself the new life he promises others. They recruit fugitives, con artists, actors and other people who’ve exchanged old lives for new. These aren’t the most trustworthy folks around, but the knights know that abduction by the Gentry often sparks a perverse redemption. Those who’ve lived their lives as exploiters and deceivers learn what it is to be nothing more than a tool for another creature’s pleasure. The Lost do not reform, per se, but the trauma of being taken makes their old self-indulgence unbearable to contemplate. Still, the old skills ''itch'' in them. The Knights of Utmost Silence provide an outlet for these people.&lt;br /&gt;
&lt;br /&gt;
Other changelings often start anew after escaping Arcadia, but the order looks for people who've taken an extra step. If an outcast from one freehold sets up shop in another using a new name, the Knights get interested. This serves a two-fold purpose because rogues who aren't suitable recruits might be a danger to the community. The order circumspectly investigates the potential recruit's character. If local Knights are absolutely sure that he'll obey the rules, they'll quietly let him know that if he wishes they'll let him into their ranks.&lt;br /&gt;
&lt;br /&gt;
In this century, the Knights of Utmost Silence have increasingly scouted for recruits with applicable skills: Bureaucrats, IT experts, private investigators and other people who know how to track, attack and create the information trails that permeate the modern world. There's an increasing attitude that the order should look for these strong skills and then teach inductees anything else they need to know. The old tradition of searching for people who've discarded an old life still applies, but it is no longer the central criterion form membership.&lt;br /&gt;
&lt;br /&gt;
The order has never forgotten its military origins. Members have to be able to fight with a blade. They should be athletic, sneaky and capable of swallowing their fears in the face of danger. Some of the most talented prospects need some severe guidance to get ready for duty. To put not too fine a point on it, a lot of them are cowards. They learned useful skills by running away from something. The Knights want the skills, not the personality problems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements|Parent2=Winter}}{{footer|ctl}}[[Category:Changeling: The Lost]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Guild_of_Goldspinners</id>
		<title>Guild of Goldspinners</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Guild_of_Goldspinners"/>
				<updated>2016-04-22T23:22:49Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=The Guild of Goldspinners&lt;br /&gt;
|Nickname=Rumpelstiltzkin, Goldspinner&lt;br /&gt;
|Wyrd=2&lt;br /&gt;
|Prerequisites=[[Prerequisite::Crafts Skill|Crafts]] {{dot2}}, and Specialties: Textiles and Smithing&amp;lt;br /&amp;gt;[[Prerequisite::Mantle|Spring Mantle]] {{dot1}}&lt;br /&gt;
|Court=Spring&lt;br /&gt;
|Source=Lords of Summer&lt;br /&gt;
|Pages=p. 130-133&lt;br /&gt;
}}&lt;br /&gt;
{{Quote|My brothers, I will never mislead the Lost or mortals about the bargains I offer, though for safety's sake, I might not reveal the secret mechanisms at work. They will always know that I provide opportunities -- not gifts -- and that my work is no charity. I will respect my tools and trade, and never betray the Guild, lest I pay the full price of my life. My wheel is but a shadow of the Great Wheel, beautiful and merciless as Fate itself.|#008000}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even changelings need money. At first, it looks like quick cash would be no challenge to someone able to raid dreams or haggle with the elements. There's some truth to this, in that a changeling who pays no heed to the consequences can amass a great deal of wealth. He can steal, raid minds for ATM passwords, but he could lose his human qualities to fae-touched greed. The alternative is a normal job, but that's not easy; most Lost can't do 9 to 5. Whenever they leave a mark in the mortal world, enemies might follow it. Strange conspiracies could rip her from her desk or factory station. A freeholder's obligations might summon him away when he's supposed to be in a meeting. Worse still, every job is a promise made to one's boss, and in the world of the Lost, breaking even the most ordinary agreements bars changelings from the highest levels of Clarity.&lt;br /&gt;
&lt;br /&gt;
Then again, Clarity demands human contact, too. The Lost need relationships that root them in a semblance of normalcy. That isn't free; normal people need to buy food, shelter and everyday comforts. To live among them, changelings need to mimic human appetites or provide for the normal folks they care about. The money problem's tricky, but there are solutions. The Goldspinners' Guild is one of them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
Senior Guild members dress conservatively, but display wealth in the form of designer watches, fine suits and gold jewelry. The tradition is to accent one's appearance with tasteful accessories. Younger Goldspinners usually dress like artisans -- or whatever they think artisans look like. They wear rugged work clothes, bandannas and heavy boots. A metal briefcase with a combination lock (and when the occasion demands, a shackle securing it to the changeling's wrist) is universal, as Guild members are often called on to carry cash and valuables. Goldspinners always wear their signature metal.&lt;br /&gt;
&lt;br /&gt;
Goldspinners have the standard miens for their [[seeming]]s until you look at their hands. They're weathered, strong looking and covered in sparkling flecks. It looks like the gold they make gets into the skin, pressed by hours of work on the Gildwheel. The stereotypical Goldspinner is Wizened, and it's true that a lot of them join the Guild, but there are members of all kinds, from Fairest financiers that swoop in to help with their noble words as much as money to Ogres who collect payment past due -- provided that the Gildwheel's magic doesn't do the job itself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Privilege===&lt;br /&gt;
&lt;br /&gt;
The Goldspinners' privilege comes from their unique Tokens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gildwheel'''&lt;br /&gt;
&lt;br /&gt;
A Gildwheel is an enchanted spinning wheel. Spinning wheels have been around for over a thousand years. There are many kinds: Indian charka of ancient design, the walking wheel for wool and others born of many times and cultures, all used to turn fibers into thread or yarn. According to custom, every Goldspinner carves his initials or personal sign on his wheel. Some old Gildwheels are covered in markings, but most only have a few, as they've more recently drifted from the Hedge in accord with the old, secret pacts that founded the Guild.&lt;br /&gt;
&lt;br /&gt;
Other than these markings, Gildwheels look like normal spinning wheels -- tools or antiques, depending on who you are. A Goldspinner (or anyone else) claims a Gildwheel by touching it and investing a '''Willpower dot'''. Once he does so, he always knows where it is. He can take back the Willpower at any time, so the player can't spend Experience to replace the lost dot. Without this investment, the Gildwheel will not function and the Goldspinner can't locate it. &lt;br /&gt;
&lt;br /&gt;
If someone destroys the Gildwheel the Willpower dot is lost forever, but it can then be replaced with Experience.&lt;br /&gt;
&lt;br /&gt;
When a properly bonded changeling puts fiber to the wheel he can spin gold. It comes out in unnatural looking strands that the Guild calls &amp;quot;Sif's Hair.&amp;quot; Sif's Hair is real gold, but its silky, light, flexible qualities make it useless for mortal commerce because it doesn't look like normal gold at all. Fortunately, any decent smith can melt and beat it into bars, coins and jewelry. Once the Goldspinner starts to work the wheel it puts out Sif's Hair at an exponential rate, producing ''one Resource dot's'' worth per day, to a maximum number of dots equal to the changeling's [[Wyrd]]. Other users are limited by equivalent supernatural traits such as [[Gnosis]], [[Blood Potency]] or [[Primal Urge]]. Mortals can spin one Resource dot's worth of gold. Of course, these other users need to mind the Token's catch (see below).&lt;br /&gt;
&lt;br /&gt;
A Gildwheel's bonded owner can't spend Gildwheel gold. If she tries, it dissolves into thread and dust immediately.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Action''': Standard&lt;br /&gt;
&lt;br /&gt;
'''Mien''': The Gildwheel takes on a golden shine, as if it's been well-polished and is just the right color to reflect rich, yellow light.&lt;br /&gt;
&lt;br /&gt;
'''Drawback''': Unless it's sanctified with the pledge, the gold (in the form of Sif's Hair or anything else) turns into crudely painted and glued yarn about an day after it's sold, used as collateral, or otherwise affects any economic transaction. The [[Wyrd]] has a way of drawing a swindled merchant's attention to the &amp;quot;gold&amp;quot; he just bought, so most victims of such scams find out about them quickly.&lt;br /&gt;
&lt;br /&gt;
'''Catch''': Anyone can use a Gildwheel by soaking the fibers to be spun in blood, freshly wrung from a human (or changeling) heart at midnight. The fibers need a generous coating, so someone who wants to spin a lot of gold will probably need to kill a number of people. Furthermore, anyone using a Gildwheel by way of the catch needs to know how to use a real spinning wheel. Characters with the Crafts skill can pick it up with a day's practice, but anyone else needs lessons, or else they'll churn out tangled chunks of fiber -- or thread that isn't Sif's Hair, but might have unpredictable and dangerous supernatural properties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gildwheel Pledges'''&lt;br /&gt;
&lt;br /&gt;
Goldspinners also use Gildwheels to create permanent gold, but only by way of special [[pledge]]s. There are many different kinds of Gildwheel pledges, but they all have the following conditions. Once it's been negotiated, the pledge must balance out as usual.&lt;br /&gt;
&lt;br /&gt;
'''Type''': Corporal Oath upon the Gildwheel, a Title Emblem.&lt;br /&gt;
&lt;br /&gt;
'''Tasks''': Endeavor, Lesser (-1) for Gildwheel's user; creating the pledge's boon is the Goldspinner's task, so it's pretty easy. Both parties agree to transfer a set amount of spun gold, measured in Resource dots. This gold does not show false after it's used -- it lasts forever unless the Goldspinner spends it, in which case it turns into the same dull muck as it normally would. (Giving the gold to the other party in the pledge doesn't count as spending it.) The other party negotiates her own task with the Goldspinner. This task must have a value at least equal to the Resources dots' worth of gold she's getting from the deal.&lt;br /&gt;
&lt;br /&gt;
'''Boon''': Blessing (Resources dots in gold only -- variable). This takes the form of enough Sif's Hair that, when worked into a saleable form, would bring in money equal to the negotiated Resources dots. It's up to the recipient to sell the gold to get the negotiated Resources dots. These dots are not added to the recipient's current Resources, so bargaining for less gold than one's Resources dots is usually a waste of time, unless the recipient plans to give it to someone else. As a courtesy, the Guild customarily works the Sif's Hair into saleable form, but anybody with the requisite skill could do it.&lt;br /&gt;
&lt;br /&gt;
'''Sanction''': Variable. Desperate clients have been known to accept terrible sanctions to drive down the value of the task they need to perform. Goldspinners try to minimize their risks whenever possible.&lt;br /&gt;
&lt;br /&gt;
'''Duration''': Variable, though the payout in gold is immediate and is not replaced if lost or stolen.&lt;br /&gt;
&lt;br /&gt;
'''Invocation''': 1 Willpower (both). By investing a Willpower dot in the Gildwheel, the Goldspinner avoids Willpower dot costs, should they arise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
&lt;br /&gt;
The Guild of the Goldspinners is very cautious about potential applicants. It takes a certain amount of greed to be interested in the Guild in the first place, but too much greed and a member would be more of a detriment than a boon. Their first criterion is membership in the Spring Court, largely because a potential Goldspinner needs to have a strong understanding of the pull of desire -- and preferably mastery over the same.&lt;br /&gt;
&lt;br /&gt;
The common challenge given to a potential applicant is &amp;quot;Show me what riches are worth to you.&amp;quot; There are many potential answers to this question: some offer to do whatever it takes for riches, others destroy something valuable as a sign that wealth has no power over them. But the proper answer is to show the Goldspinners an investment. It might be as simple as giving a homeless person enough money to get back on her feet; the real trick is picking the person who will get back on her feet given the chance and determining what sort of favor one might gain in return. To be a member of the Guild, one must demonstrate that the purpose of riches isn't to have things, not that things themselves are worthless -- riches are valued by the changes they can effect on people and the favors they can buy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements|Parent2=Spring}}{{footer|ctl}}[[Category:Changeling: The Lost]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Duchy_of_the_Icebound_Heart</id>
		<title>Duchy of the Icebound Heart</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Duchy_of_the_Icebound_Heart"/>
				<updated>2016-04-22T23:21:36Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=Duchy of the Icebound Heart&lt;br /&gt;
|Nickname=Icebound Duke, Icebound Duchess&lt;br /&gt;
|Wyrd=2&lt;br /&gt;
|Prerequisites=[[Prerequisite::Persuasion Skill|Persuasion]] {{dot2}}&amp;lt;br/&amp;gt;[[Prerequisite::Subterfuge Skill|Subterfuge]] {{dot2}}&amp;lt;br/&amp;gt;[[Prerequisite::Mantle|Winter Mantle]] {{dot2}}&lt;br /&gt;
|Court=Winter&lt;br /&gt;
|Source=Changeling The Lost Sourcebook&lt;br /&gt;
|Pages=pp. 297-299&lt;br /&gt;
}}{{Quote|I refuse to be a slave to love and a servant to grief. I prove this by breaking hearts and drinking the sorrow from within.|#008000}}&lt;br /&gt;
&lt;br /&gt;
The heart is a fragile thing. The Dukes and Duchesses of the Icebound Heart recognize this fact, having themselves been once-vulnerable, and they have sworn to never again be helpless in such a way. No longer will they be the puppets, instead becoming the puppet-masters.&lt;br /&gt;
&lt;br /&gt;
Most of the changelings in the Duchy are potent manipulators, playing emotions like a master harpist. It gets them whatever they want, whenever they want it. Need a new car? Date the salesman, or better still, the guy who owns the dealership. Want to feel treasured for a night? Call an old lover, have a tryst under the promise of renewing that old fire and then kick him out the door. The Dukes and Duchesses even attempt to ply the heartstrings of other changelings, most of whom should know better (the Duchy does not operate in secret, after all).&lt;br /&gt;
&lt;br /&gt;
At the end of the day, the changelings of this order recognize that they have given themselves over to a callous double standard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
The Icebound Dukes and Duchesses dress to impress. Each member of the order has an angle to play, and exterior appearance helps to reinforce that angle. One Duchess plays the “troubled waif” role, appearing in the dress of a humble, oft-abused urchin girl. A Duke might alternately play up the role of the sensitive loner (clothes off the racks at the Salvation Army, white iPod headphones dangling from the ears) or powerbroker playboy (sharp-angled suits, polished shoes, engraved money clip). The changeling’s outward exterior always helps to reinforce whatever persona that character uses to get her way.&lt;br /&gt;
&lt;br /&gt;
The fae’s mien changes, too. The normal trappings of the Winter Court are present, only moreso: breath of frost, icy skin, hoary eyes. Another change to one’s mien is the addition of frozen tears that cling to the character’s face. These tears are more symbolic than realistic, looking like frozen teardrops fastened to the cold skin of the character’s cheek. As one’s Wyrd increases, so do the number of tears. A Duke or Duchess with an abnormally high Wyrd score begins to have trouble at her task, because those tears seem to give off a palpable aura of sorrow. Those around them begin to feel overwhelmed by it ― which, as it turns out, makes it difficult for them to ply their trade in broken hearts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hearthooks (Privilege)===&lt;br /&gt;
Heartbreak is a powerful thing. It can be fickle, too ― a heart might be broken after a particularly potent one night stand in a neon-lit highway hotel, or might not be broken after a years-long marriage disintegrates. The Icebound Dukes and Duchesses strive to bring heartbreak to others, because it gives them power.&lt;br /&gt;
&lt;br /&gt;
The changelings of this order gain +3 Social dice over those whose hearts the changelings have truly broken. Only those who have been decimated by the relationship are weakened in such a way. While it seems odd that one would gain a benefit after the heartbreak, that’s part of the privilege. It cores the heart, removes some intangible strength from the person and the changeling benefits by taking that strength unto herself. Its uses are many. She can call upon the heartbroken to perform simple tasks (“Get me a drink, will you?”) or to use in elaborate schemes to make another jealous (and thus secure yet another broken heart). Make no mistake, it’s cruel. While some changelings maintain a vast stable of old lovers, many simply discard them after a few uses. Discarded lovers don’t always handle it so well. Some give in to massive sorrow, eventually killing themselves. Others fail to have productive relationships, resorting to stalking or other sorts of deviancy. The most ironic is when those abandoned playthings become just as the changelings who destroyed their hearts: callous, vindictive, abusive. The bonus remains until the victim loves again, as intensely as he once loved the Duke of the Icebound Heart.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
What the fae of the Duchy do is con artistry. Everything is a confidence game, with the fulcrum of every con being the emotions of another. Those who usually end up joining the ranks of the Duchy are often those who seem able to recognize the con and turn it around upon the Duke or Duchess who’s running it. Particularly gifted changelings might even be able to orchestrate the game from the get-go, playing the victim while truly controlling the outcome. It’s not often that this works; the Lost of the Duchy have been at this game for a long time, and can often recognize the smell of deceit hanging in the air. That being said, they’re also notoriously vain, which can lead one to be more than a little shortsighted. Those who remain unwilling to believe that they could ever again be victims soon end up as victims.&lt;br /&gt;
&lt;br /&gt;
Regardless, that’s the key to impressing the ranks of the Duchy. One must show that one’s heart is sufficiently encased in an unbreakable carapace of ice. Turning the trick back around on the emotional tormentors is a virtuoso move.&lt;br /&gt;
&lt;br /&gt;
A future Duke or Duchess must belong to the Winter Court. Worth mentioning is that the Icebound Dukes and Duchesses don’t maintain a very positive relationship with the fae of the Spring Court. The Icebound changelings have, in a way, pilfered the Spring Court’s attack on “desire” and are doing it in their own selfish way. A rivalry exists between the Court and the order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements|Parent2=Winter}}{{footer|ctl}}[[Category:Changeling: The Lost]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Duchy_of_Truth_and_Loss</id>
		<title>Duchy of Truth and Loss</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Duchy_of_Truth_and_Loss"/>
				<updated>2016-04-22T23:20:56Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=The Duchy of Truth and Loss&lt;br /&gt;
|Nickname=Duke or Duchess of Truth and Loss&lt;br /&gt;
|Wyrd=2&lt;br /&gt;
|Prerequisites=[[Prerequisite::Resolve]] {{dot3}}&amp;lt;br /&amp;gt;[[Prerequisite::Investigation Skill|Investigation]] {{dot3}}&amp;lt;br /&amp;gt;[[Prerequisite::Mantle|Winter Mantle]] {{dot1}}&lt;br /&gt;
|Court=Winter&lt;br /&gt;
|Source=Lords of Summer&lt;br /&gt;
|Pages=p. 121-124&lt;br /&gt;
}}&lt;br /&gt;
{{Quote|I swear to save mortals from the dangerous and alien fetches that invade their lives and to deal with all fetches in such a way that the mortals around them will never suspect the greater truth of abduction.|#008000}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To many changelings the greatest horror of their captivity strikes upon their return, when they discover that not only was no one aware of the horrors they suffered, but their friends and families did not even know they were gone. Instead, changelings must face a soulless fae-made imposter who has been living their lives and is often now their bitter foe. In an effort to prevent such horrors, the Dukes of Truth and Loss hunt down fetches before the changelings they ape return from Arcadia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
Dukes of Truth and Loss value functionality over appearance and tend to wear clothing that is easy to move in and within which they can conceal weapons, lock picks, small surveillance cameras and similar devices. Most favor dark-colored clothing and because a few Fetches are profoundly dangerous and attempt to hunt them instead, most always carry various weapons and other useful gear with them at all times. The primary changes to a duke's mien are their armored breastplate and the face-shaped token (see below). In addition, their fingers lengthen and become somewhat skeletal and claw-like in appearance and their faces take on a slightly predatory appearance.&lt;br /&gt;
&lt;br /&gt;
Many Dukes of Truth and Loss are bitter and somewhat brutal changelings who see killing fetches as a way to both strike back at the fae and a method of causing the mortals left behind to suffer a lesser version of what happened to them. Others honestly believe that fetches are a danger to humanity and that ridding the world of them is a good and just act. Some dukes also feel sympathy for fetches and wish to let them know the truth behind the lies of their existence, while also taking care to remove them from the mortal family and friends that they think they have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Privilege===&lt;br /&gt;
&lt;br /&gt;
Dukes of Truth and Loss gain ''two two-dot [[token]]s'' upon their initiation. The ''first'' is a [[Hedgespun]] raiment. This two-dot raiment is armor that always has the mien of an elegantly simple leather breastplate that looks more like a heavy leather vest than actual armor. It is decorated with polished bone buttons, which are each carved in the form of a smaller and simpler version of the same doll face as their other token, the False Face of Truth. To mortals, this armor appears to be either a simple but well made suit jacket fitted with Kevlar armor or a long coat with similar armor. Although not immediately obvious as armor, mortals trained to look for concealed armor, like most criminals and law-enforcement personnel, notice the armor if they make a successful ''Wits + Investigation'' roll.&lt;br /&gt;
&lt;br /&gt;
'''The False Face of Truth''' {{dot2}}&amp;lt;br /&amp;gt;&lt;br /&gt;
This token always comes in the shape of a small badge or pin, around two inches in diameter, made in the shape of a disturbingly inhuman-looking doll face that appears to be made from painted porcelain. The face’s mouth is slightly open. If the changeling touches a drop of blood or a strand of hair to the face, the changeling using it instantly knows if this person is a fetch, a changeling, or a mortal. This token is one of the very few ways to tell a fetch from an ordinary mortal.&lt;br /&gt;
&lt;br /&gt;
'''Action''': Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Drawback''': After every use, the changeling must then feed the face a small amount of her own blood. Doing this simply requires the changeling to place her finger against the face’s mouth. It drinks a bit of blood and does one point of bashing damage to the changeling. The token cannot be used again until it has been fed.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Catch''': Any mortal or other character using this token without the requisite [[Glamour]] expenditure or [[Wyrd]] roll must feed the face at least a tablespoon of the target’s fresh blood to determine if the target is a fetch. In addition, before he can use it again, the user must feed the face a sufficient amount of his own blood, which causes him to suffer one point of lethal damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
&lt;br /&gt;
The first step in joining the Duchy of Truth and Loss is correctly identifying someone who is a fetch. Lacking the token that all properly initiated Dukes possess, prospective members must use a mixture of careful observation, keen deduction skills, and intuition to locate a likely fetch. Then, the prospective member must explain how she decided that this person was a fetch to three Dukes, who decide if her methods were sufficiently meticulous, or if she was merely lucky. The Dukes check and see if the target actually is a fetch. If the prospective member is correct, then these three Dukes tell her to go and deal with the fetch as she sees fit. The Dukes wait nearby, in case the fetch tries to escape or if the changeling calls for help. Anyone who can correctly identifies a fetch and successfully deal with it in the manner they choose is eligible to become a member. Changelings who fail at this task cannot try again for one year.&lt;br /&gt;
&lt;br /&gt;
For their first few hunts, new members must work with experienced dukes who critique their performance and prevent them from either letting a fetch get away or mistaking an innocent person for a fetch. If the new Duchess does well, she is permitted to work on her own. If she does poorly, the more experienced Duke remains with her. Initiates who are insufficiently careful or competent are stripped of their rank. Hunting fetches is a dangerous business. Some Dukes who sufficiently distrust or dislike the new member that they are observing are said to be deliberately slow in coming to the aid of their apprentice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements|Parent2=Winter}}{{footer|ctl}}[[Category:Changeling: The Lost]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Scarecrow_Ministry</id>
		<title>Scarecrow Ministry</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Scarecrow_Ministry"/>
				<updated>2016-04-22T23:18:59Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=Scarecrow Ministry&lt;br /&gt;
|Nickname=Scarecrow Ministers&amp;lt;br/&amp;gt; (or just Scarecrows)&lt;br /&gt;
|Wyrd=3&lt;br /&gt;
|Prerequisites=[[Prerequisite::Manipulation]] {{dot3}}&amp;lt;br /&amp;gt;[[Prerequisite::Mantle|Autumn Mantle]] {{dot2}}&lt;br /&gt;
|Court=Autumn&lt;br /&gt;
|Source=Changeling The Lost Sourcebook&lt;br /&gt;
|Pages=p. 313-316&lt;br /&gt;
}}{{Quote|I become the ghost in the attic, the rats in the walls, the shadow in the trees. I remind them all that they can’t be scared enough. Fear is my weapon. Better than any sword or rifle. Fear is my ally. Better than any friend or lover|#008000}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements|Parent2=Autumn}}{{footer|ctl}}[[Category:Changeling: The Lost]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Scarecrow_Ministry</id>
		<title>Scarecrow Ministry</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Scarecrow_Ministry"/>
				<updated>2016-04-22T23:17:11Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: Created page with &amp;quot;{{Infobox Entitlement |Name=Scarecrow Ministry |Nickname=Scarecrow Ministers&amp;lt;br/&amp;gt; (or just Scarecrows) |Wyrd=3 |Prerequisites=Prerequisite::Manipulation {{dot3}}&amp;lt;br /&amp;gt;[[Prere...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=Scarecrow Ministry&lt;br /&gt;
|Nickname=Scarecrow Ministers&amp;lt;br/&amp;gt; (or just Scarecrows)&lt;br /&gt;
|Wyrd=3&lt;br /&gt;
|Prerequisites=[[Prerequisite::Manipulation]] {{dot3}}&amp;lt;br /&amp;gt;[[Prerequisite::Mantle|Autumn Mantle]] {{dot2}}&lt;br /&gt;
|Court=Autumn&lt;br /&gt;
|Source=Changeling The Lost Sourcebook&lt;br /&gt;
|Pages=p. 313-316&lt;br /&gt;
}}{{Quote|I become the ghost in the attic, the rats in the walls, the shadow in the trees. I remind them all that they can’t be scared enough. Fear is my weapon. Better than any sword or rifle. Fear is my ally. Better than any friend or lover|#008000}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements}}{{footer|ctl}}[[Category:Changeling: The Lost]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Satrapy_of_Pearls</id>
		<title>Satrapy of Pearls</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Satrapy_of_Pearls"/>
				<updated>2016-04-22T15:25:45Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=Satrapy of Pearls&lt;br /&gt;
|Nickname=Satrap, Pearl Satrap&lt;br /&gt;
|Wyrd=3&lt;br /&gt;
|Prerequisites=[[Prerequisite::Persuasion Skill|Persuasion]] {{dot2}}&amp;lt;br /&amp;gt;[[Prerequisite::Mantle|Spring Mantle]] {{dot2}}&lt;br /&gt;
|Court=Spring&lt;br /&gt;
|Source=Changeling The Lost Sourcebook&lt;br /&gt;
|Pages=p. 310-312&lt;br /&gt;
}}{{Quote|I vow to never turn down an offer to buy, barter or sell. Even happiness can be bought and sold, including my own.|#008000}}&lt;br /&gt;
&lt;br /&gt;
The Pearl Satraps of the Spring Court believe that their happiness is paramount above all things. Not satisfied with mere contentment, the Satraps seek bliss whenever possible. Bliss, however, is rarely easy to come by, and never free. One always finds a cost associated, and the Pearl Satraps have chosen to not only accept that cost, but embrace it.&lt;br /&gt;
&lt;br /&gt;
All things are up for purchase, sale or trade. That is the single overriding principle of the Satrapy of Pearls. But it’s not just about cars, real estate, old books or new technology. They embrace such material wealth, absolutely. But that’s all wealth is: trifling feathers, mere ornamentation. The Satrapy’s interest goes far deeper. And that cuts to the heart of the matter: everything is for sale, not just objects and luxuries. Sex, love, hate, betrayal, sorrow... all lie waiting on the auction block, but only the Pearl Satraps believe themselves wise enough to see it and take advantage of it.&lt;br /&gt;
&lt;br /&gt;
It’s not just about one’s own happiness, though. Many Pearl Satraps place themselves as procurators for others, be they changelings, mortals or any of the odd strangers that skulk around the edges of the freehold. Everybody knows that if you need something bad enough, the Satrapy of Pearls can get it for you. A draught of a child’s blood? The heel from the left shoe of the Winter Court Queen? A simple apology whispered in one’s ear beneath the last full moon of Autumn? Of course. What’s desired can be purchased, the Satraps assure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
Pearl Satraps dress well as an emblem to project their luxury. The Satrapy has no shared standard for style, and so one changeling might prefer the modern trappings of haute couture, while another might traipse about in a lavish (even gaudy) silken robe once worn by some ancient Persian governess. Ostentatious displays, while rarely tasteful, work to affirm a Satrap’s commitment to wealth of some kind.&lt;br /&gt;
&lt;br /&gt;
A Satrap’s mien shifts slightly, too. Mostly, it simply reflects impeccable grooming: not a hair out of place, perfect nails, heavenly skin. The other change to a Satrap’s mien happens to his eyes: they become pearlescent, as if they are not eyes at all but perfect pearls thrust into the sockets. It’s difficult to tell when a Satrap is looking at you, as his pupils are lost in a sea of opaline white. As a Satrap’s Wyrd increases, however, the mortal world begins to feel it. Those with Greed as a Vice have trouble resisting their own avarice, overtaken by a palpable hunger as the Satrap passes by. Mortals may believe that the changeling suffers from some kind of cataract, as well, seeing past the human guise and peering into those unnerving eyes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Avaricious Finesse (Privilege)===&lt;br /&gt;
Performing the task necessary to join the ranks of the Satrapy earns the changeling two rewards (as joining the Satrapy is just another transaction with something purchased and something paid). The first and most obvious reward is entry into the Satrapy. The second reward is something to be learned. One of the Satraps will impart a bit of wisdom to a new member of the order, passing along a handful of the secrets she’s learned over her time within the Satrapy.&lt;br /&gt;
&lt;br /&gt;
Therefore, upon joining, a Satrap may take a new Social Skill Specialty. The only catch is that this Specialty must be possessed by one of the other local Satraps (for the character must be taught this Skill focus by another within the order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
One must belong to the Spring Court to join the Satrapy of Pearls. The noble order considers the other Courts to have missed the point, thus eschewing the potential of life and the magic that accompanies it. Life is meant to be enjoyed, and if one cannot understand that most basic of concepts, then one does not deserve membership of such noble standing.&lt;br /&gt;
&lt;br /&gt;
One must still prove oneself worthy of the Satrapy of Pearls, however. The proof demanded is simple enough to understand, but often difficult to procure. One must first gain audience with a Pearl Satrap, which isn’t difficult as most are glad for the conversation (and the possibility of commerce). In asking for acceptance into the Satrapy, one only needs the say-so from a single other Satrap. In obtaining that say-so, however, the changeling must accept a challenge of commerce as determined by the Satrap. The Satrap will demand that the changeling acquire something from someone: a love letter, a favorite brooch, an embarrassing memory, whatever. In&lt;br /&gt;
obtaining this, the changeling cannot steal or inveigle it freely. It must be acquired by finding a price and paying that price ― which is what the Satraps do every day. If the changeling is incapable of playing that game and comprehending the give-and-take of universal commerce, then she doesn’t belong among the Pearl Satraps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements}}{{footer|ctl}}[[Category:Changeling: The Lost]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Satrapy_of_Pearls</id>
		<title>Satrapy of Pearls</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Satrapy_of_Pearls"/>
				<updated>2016-04-22T15:25:17Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=Satrapy of Pearls&lt;br /&gt;
|Nickname=Satrap, Pearl Satrap&lt;br /&gt;
|Wyrd=3&lt;br /&gt;
|Prerequisites=[[Prerequisite::Persuasion Skill|Persuasion]] {{dot2}}&amp;lt;br /&amp;gt;[[Prerequisite::Mantle|Spring Mantle]] {{dot2}}&lt;br /&gt;
|Court=Spring&lt;br /&gt;
|Source=Changeling The Lost Sourcebook&lt;br /&gt;
|Pages=p. 310-312&lt;br /&gt;
}}{{Quote|I vow to never turn down an offer to buy, barter or sell. Even happiness can be bought and sold, including my own.|#008000}}&lt;br /&gt;
&lt;br /&gt;
The Pearl Satraps of the Spring Court believe that their happiness is paramount above all things. Not satisfied with mere contentment, the Satraps seek bliss whenever possible. Bliss, however, is rarely easy to come by, and never free. One always finds a cost associated, and the Pearl Satraps have chosen to not only accept that cost, but embrace it.&lt;br /&gt;
&lt;br /&gt;
All things are up for purchase, sale or trade. That is the single overriding principle of the Satrapy of Pearls. But it’s not just about cars, real estate, old books or new technology. They embrace such material wealth, absolutely. But that’s all wealth is: trifling feathers, mere ornamentation. The Satrapy’s interest goes far deeper.&lt;br /&gt;
 And that cuts to the heart of the matter: everything is for sale, not just objects and luxuries. Sex, love, hate, betrayal, sorrow... all lie waiting on the auction block, but only the Pearl Satraps believe themselves wise enough to see it and take advantage of it.&lt;br /&gt;
&lt;br /&gt;
It’s not just about one’s own happiness, though. Many Pearl Satraps place themselves as procurators for others, be they changelings, mortals or any of the odd strangers that skulk around the edges of the freehold. Everybody knows that if you need something bad enough, the Satrapy of Pearls can get it for you. A draught of a child’s blood? The heel from the left shoe of the Winter Court Queen? A simple apology whispered in one’s ear beneath the last full moon of Autumn? Of course. What’s desired can be purchased, the Satraps assure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
Pearl Satraps dress well as an emblem to project their luxury. The Satrapy has no shared standard for style, and so one changeling might prefer the modern trappings of haute couture, while another might traipse about in a lavish (even gaudy) silken robe once worn by some ancient Persian governess. Ostentatious displays, while rarely tasteful, work to affirm a Satrap’s commitment to wealth of some kind.&lt;br /&gt;
&lt;br /&gt;
A Satrap’s mien shifts slightly, too. Mostly, it simply reflects impeccable grooming: not a hair out of place, perfect nails, heavenly skin. The other change to a Satrap’s mien happens to his eyes: they become pearlescent, as if they are not eyes at all but perfect pearls thrust into the sockets. It’s difficult to tell when a Satrap is looking at you, as his pupils are lost in a sea of opaline white. As a Satrap’s Wyrd increases, however, the mortal world begins to feel it. Those with Greed as a Vice have trouble resisting their own avarice, overtaken by a palpable hunger as the Satrap passes by. Mortals may believe that the changeling suffers from some kind of cataract, as well, seeing past the human guise and peering into those unnerving eyes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Avaricious Finesse (Privilege)===&lt;br /&gt;
Performing the task necessary to join the ranks of the Satrapy earns the changeling two rewards (as joining the Satrapy is just another transaction with something purchased and something paid). The first and most obvious reward is entry into the Satrapy. The second reward is something to be learned. One of the Satraps will impart a bit of wisdom to a new member of the order, passing along a handful of the secrets she’s learned over her time within the Satrapy.&lt;br /&gt;
&lt;br /&gt;
Therefore, upon joining, a Satrap may take a new Social Skill Specialty. The only catch is that this Specialty must be possessed by one of the other local Satraps (for the character must be taught this Skill focus by another within the order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
One must belong to the Spring Court to join the Satrapy of Pearls. The noble order considers the other Courts to have missed the point, thus eschewing the potential of life and the magic that accompanies it. Life is meant to be enjoyed, and if one cannot understand that most basic of concepts, then one does not deserve membership of such noble standing.&lt;br /&gt;
&lt;br /&gt;
One must still prove oneself worthy of the Satrapy of Pearls, however. The proof demanded is simple enough to understand, but often difficult to procure. One must first gain audience with a Pearl Satrap, which isn’t difficult as most are glad for the conversation (and the possibility of commerce). In asking for acceptance into the Satrapy, one only needs the say-so from a single other Satrap. In obtaining that say-so, however, the changeling must accept a challenge of commerce as determined by the Satrap. The Satrap will demand that the changeling acquire something from someone: a love letter, a favorite brooch, an embarrassing memory, whatever. In&lt;br /&gt;
obtaining this, the changeling cannot steal or inveigle it freely. It must be acquired by finding a price and paying that price ― which is what the Satraps do every day. If the changeling is incapable of playing that game and comprehending the give-and-take of universal commerce, then she doesn’t belong among the Pearl Satraps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements}}{{footer|ctl}}[[Category:Changeling: The Lost]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Satrapy_of_Pearls</id>
		<title>Satrapy of Pearls</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Satrapy_of_Pearls"/>
				<updated>2016-04-22T06:35:54Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=Satrapy of Pearls&lt;br /&gt;
|Nickname=Satrap, Pearl Satrap&lt;br /&gt;
|Wyrd=3&lt;br /&gt;
|Prerequisites=[[Prerequisite::Persuasion Skill|Persuasion]] {{dot2}}&amp;lt;br /&amp;gt;[[Prerequisite::Mantle|Spring Mantle]] {{dot2}}&lt;br /&gt;
|Court=Spring&lt;br /&gt;
|Source=Changeling The Lost Sourcebook&lt;br /&gt;
|Pages=p. 310-312&lt;br /&gt;
}}{{Quote|I vow to never turn down an offer to buy, barter or sell. Even happiness can be bought and sold, including my own.|#008000}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
Pearl Satraps dress well as an emblem to project their luxury. The Satrapy has no shared standard for style, and so one changeling might prefer the modern trappings of haute couture, while another might traipse about in a lavish (even gaudy) silken robe once worn by some ancient Persian governess. Ostentatious displays, while rarely tasteful, work to affirm a Satrap’s commitment to wealth of some kind.&lt;br /&gt;
&lt;br /&gt;
A Satrap’s mien shifts slightly, too. Mostly, it simply reflects impeccable grooming: not a hair out of place, perfect nails, heavenly skin. The other change to a Satrap’s mien happens to his eyes: they become pearlescent, as if they are not eyes at all but perfect pearls thrust into the sockets. It’s difficult to tell when a Satrap is looking at you, as his pupils are lost in a sea of opaline white. As a Satrap’s Wyrd increases, however, the mortal world begins to feel it. Those with Greed as a Vice have trouble resisting their own avarice, overtaken by a palpable hunger as the Satrap passes by. Mortals may believe that the changeling suffers from some kind of cataract, as well, seeing past the human guise and peering into those unnerving eyes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Avaricious Finesse (Privilege)===&lt;br /&gt;
Performing the task necessary to join the ranks of the Satrapy earns the changeling two rewards (as joining the Satrapy is just another transaction with something purchased and something paid). The first and most obvious reward is entry into the Satrapy. The second reward is something to be learned. One of the Satraps will impart a bit of wisdom to a new member of the order, passing along a handful of the secrets she’s learned over her time within the Satrapy.&lt;br /&gt;
&lt;br /&gt;
Therefore, upon joining, a Satrap may take a new Social Skill Specialty. The only catch is that this Specialty must be possessed by one of the other local Satraps (for the character must be taught this Skill focus by another within the order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
One must belong to the Spring Court to join the Satrapy of Pearls. The noble order considers the other Courts to have missed the point, thus eschewing the potential of life and the magic that accompanies it. Life is meant to be enjoyed, and if one cannot understand that most basic of concepts, then one does not deserve membership of such noble standing.&lt;br /&gt;
&lt;br /&gt;
One must still prove oneself worthy of the Satrapy of Pearls, however. The proof demanded is simple enough to understand, but often difficult to procure. One must first gain audience with a Pearl Satrap, which isn’t difficult as most are glad for the conversation (and the possibility of commerce). In asking for acceptance into the Satrapy, one only needs the say-so from a single other Satrap. In obtaining that say-so, however, the changeling must accept a challenge of commerce as determined by the Satrap. The Satrap will demand that the changeling acquire something from someone: a love letter, a favorite brooch, an embarrassing memory, whatever. In&lt;br /&gt;
obtaining this, the changeling cannot steal or inveigle it freely. It must be acquired by finding a price and paying that price ― which is what the Satraps do every day. If the changeling is incapable of playing that game and comprehending the give-and-take of universal commerce, then she doesn’t belong among the Pearl Satraps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements}}{{footer|ctl}}[[Category:Changeling: The Lost]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Satrapy_of_Pearls</id>
		<title>Satrapy of Pearls</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Satrapy_of_Pearls"/>
				<updated>2016-04-22T06:28:29Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: Created page with &amp;quot;{{Infobox Entitlement |Name=Satrapy of Pearls |Nickname=Satrap, Pearl Satrap |Wyrd=3 |Prerequisites=Persuasion {{dot2}}&amp;lt;br /&amp;gt;[[Prerequisite::Ma...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=Satrapy of Pearls&lt;br /&gt;
|Nickname=Satrap, Pearl Satrap&lt;br /&gt;
|Wyrd=3&lt;br /&gt;
|Prerequisites=[[Prerequisite::Persuasion Skill|Persuasion]] {{dot2}}&amp;lt;br /&amp;gt;[[Prerequisite::Mantle|Spring Mantle]] {{dot2}}&lt;br /&gt;
|Court=Spring&lt;br /&gt;
|Source=Changeling The Lost Sourcebook&lt;br /&gt;
|Pages=p. 310-312&lt;br /&gt;
}}{{Quote|I vow to never turn down an offer to buy, barter or sell. Even happiness can be bought and sold, including my own.|#008000}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements}}{{footer|ctl}}[[Category:Changeling: The Lost]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Sacred_Band_of_the_Golden_Standard</id>
		<title>Sacred Band of the Golden Standard</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Sacred_Band_of_the_Golden_Standard"/>
				<updated>2016-04-22T06:25:24Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=Sacred Band of the Golden Standard&lt;br /&gt;
|Nickname=Gilded Aspirant (also, within the order they sometimes refer to themselves as “Standard Bearers”)&lt;br /&gt;
|Wyrd=2&lt;br /&gt;
|Prerequisites=[[Prerequisite::Presence]] {{dot3}}&lt;br /&gt;
|Source=Changeling The Lost Sourcebook&lt;br /&gt;
|Pages=p. 306-309&lt;br /&gt;
}}{{Quote|You have my word. This is what I seek. My glory for the freehold, and my name in all the tales.|#008000}}&lt;br /&gt;
&lt;br /&gt;
For as long as they’ve been around, the fae of the Sacred Band of the Golden Standard have been warrior-poets and glory-hounds, hungry for recognition by their own kind and all the changelings of the freehold. To have stories told about them makes them timeless ― it enters their name into the invisible annals of history.&lt;br /&gt;
&lt;br /&gt;
On the surface, what they do is protect the freehold. They serve whatever Court is currently in power, regardless of whatever Mantle or Court Goodwill its members have earned over the years. The changelings of this order are noble warriors serving the military needs of the reigning powers and the personal safety of every individual changeling within the freehold. It all sounds very dignified and righteous.&lt;br /&gt;
&lt;br /&gt;
What these warriors do is noble, but they don’t do it for the sake of nobility. They do it for the fame and praise, for the vainglorious pleasure brought on by being the focus of tales and myths. It’s ultimately all about the legends, and being in them. The changelings of the Sacred Band love to hear their own names and stories recounted back to them. An Aspirant is not immune to corruption, either. While many wouldn’t dare besmirch their own honor, others would do it gladly ― as long as they don’t get caught. A rare few turn to outright barbarism, realizing that if they can’t earn a place in the stories as heroes, then perhaps they can earn it as monsters, instead. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
Changelings of the Sacred Band like to appear impressive. They wear whatever clothes will earn them attention. They train to physical perfection ― or, at least, groom themselves to grant that illusion. Even those Darklings or Wizened who join the ranks take care of themselves as best they can, standing tall and wearing whatever finery will draw others’ gazes. Local styles are not lost on them ― a cadre of urban Aspirants might wear the newest sneakers, white suits and gold or platinum medallions. Those with a more medieval predilection might wear a breastplate burnished to mirrored bronze. Many, too, present their weapons of choice in an almost fetishistic manner. It is unsurprising to see an Aspirant with an expensive rosewood-handled dagger (inscribed with poetry or symbols of glory such as crowns, scepters or heraldry) or a gleaming nickel-plated six-shooter used by some famous Wild West showman. Their weapons are often nearly as impressive as they are, as much symbols as tools of war.&lt;br /&gt;
&lt;br /&gt;
An Aspirant’s seeming reflects some of his gilded glory, as well. Blemishes and scars fade away (unless they were a part of his seeming before). Teeth grow whiter, and the color or cast of his eyes deepens to a lustrous hue. The changeling’s head or body also becomes wreathed in a halo of colored light ― often a warm color such as saffron, crimson or the blaze of a righteous fire. Some, though, find that other colors frame them ― auras of holy white, flashes of sky blue or the glinting nimbus of sun-splashed steel. An Aspirant with a particularly high Wyrd finds that he has an easier time impressing people, as they can almost sense the aura of a champion as he enters the room. This has a downside. Those of the Sacred Band who possess higher than normal Wyrd rarely go unnoticed, no matter when they might want to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Strength of One's Presence (Privilege)===&lt;br /&gt;
The Gilded Aspirants generally represent a powerful physical presence ― strong, tough, quick. This makes them impressive to most, and allows them greater social leeway than others may possess.&lt;br /&gt;
&lt;br /&gt;
Once per scene, an Aspirant can spend a point of [[Glamour]] to add her highest Physical Attribute (whether [[Strength]], [[Dexterity]] or [[Stamina]]) to any [[Presence]] roll she makes. This doesn’t work, however, against those who have more cumulative Physical Attribute dots than the warrior herself possesses. For instance, if a target has Strength 3, Dexterity 3 and Stamina 3, that counts as nine Attribute dots total. If the Aspirant has only eight Attribute dots total (Strength 4, Dexterity 2, Stamina 2), then this ability cannot be used on any Presence rolls invoked to affect that target. The only exception to this is if the Presence roll is meant to affect a crowd; then this fails to be a concern.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
A changeling joins the Sacred Band of the Golden Standard in one of two ways. The first way is that he does something worthy of talk and awe among the other fae. Anything that gets the grapevine talking ― saving an infant, delving deep into the Hedge, executing his fetch in a bloody rooftop duel ― thus draws the attention of other Gilded Aspirants. This order of legend-hungry warriors doesn’t see this changeling as competition, but as kin. In this case, the fae of the Sacred Band are the ones who extend the invite... and they fully expect all changelings to want to belong to their order. When a fae turns down the invitation to join such a “gilded legacy,” it’s an insult of the highest order. Some Aspirants let such a slight slide, but many engage in bitter reprisals, spreading slander (or digging up nasty truths and spreading them, instead) and ensuring that the changeling won’t be a part of any lasting legends. The Aspirants hate it when other changelings outside the order gain glory, and do what they must to stop that from happening.&lt;br /&gt;
&lt;br /&gt;
The second way a changeling joins the ranks of the Sacred Band is by pleading to be a part of the order ― and most Gilded Aspirants really do demand that a changeling begs. If they find that such entreaties are humble enough and appropriately self deprecating, they ask the changeling to go out into the world and impress them. Some make this as ambiguous as possible, setting no single challenge beyond that vague charge. Others ask for a specific task to be performed: defeat a beast from the Hedge, steal an earring from a known loyalist or challenge another fae’s fetch to a duel and win. Most are honorable enough about this, and completing the task as asked is usually enough to warrant entrance into the order. A few Aspirants play a changeling’s eagerness or sycophancy, continuing to demand new tasks (usually ones that serve the Aspirant’s own selfish interests), making the puppet dance while the strings are still connected.&lt;br /&gt;
&lt;br /&gt;
It’s worth mentioning that, out of the two ways to join, changelings of the first type are generally better regarded within the order than fae of the second. Those who begged to join must work to remove the reputation of being toadies and brown-nosers, even though that’s what the order demanded of them to join in the first place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements}}{{footer|ctl}}[[Category:Changeling: The Lost]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Sacred_Band_of_the_Golden_Standard</id>
		<title>Sacred Band of the Golden Standard</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Sacred_Band_of_the_Golden_Standard"/>
				<updated>2016-04-22T06:09:18Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: Created page with &amp;quot;{{Infobox Entitlement |Name=Sacred Band of the Golden Standard |Nickname=Gilded Aspirant (also, within the order they sometimes refer to themselves as “Standard Bearers”) |Wy...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=Sacred Band of the Golden Standard&lt;br /&gt;
|Nickname=Gilded Aspirant (also, within the order they sometimes refer to themselves as “Standard Bearers”)&lt;br /&gt;
|Wyrd=2&lt;br /&gt;
|Prerequisites=[[Prerequisite::Presence]] {{dot3}}&lt;br /&gt;
|Source=Changeling The Lost Sourcebook&lt;br /&gt;
|Pages=p. 306-309&lt;br /&gt;
}}{{Quote|You have my word. This is what I seek. My glory for the freehold, and my name in all the tales.|#008000}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
Changelings of the Sacred Band like to appear impressive. They wear whatever clothes will earn them attention. They train to physical perfection ― or, at least, groom themselves to grant that illusion. Even those Darklings or Wizened who join the ranks take care of themselves as best they can, standing tall and wearing whatever finery will draw others’ gazes. Local styles are not lost on them ― a cadre of urban Aspirants might wear the newest sneakers, white suits and gold or platinum medallions. Those with a more medieval predilection might wear a breastplate burnished to mirrored bronze. Many, too, present their weapons of choice in an almost fetishistic manner. It is unsurprising to see an Aspirant with an expensive rosewood-handled dagger (inscribed with poetry or symbols of glory such as crowns, scepters or heraldry) or a gleaming nickel-plated six-shooter used by some famous Wild West showman. Their weapons are often nearly as impressive as they are, as much symbols as tools of war.&lt;br /&gt;
&lt;br /&gt;
An Aspirant’s seeming reflects some of his gilded glory, as well. Blemishes and scars fade away (unless they were a part of his seeming before). Teeth grow whiter, and the color or cast of his eyes deepens to a lustrous hue. The changeling’s head or body also becomes wreathed in a halo of colored light ― often a warm color such as saffron, crimson or the blaze of a righteous fire. Some, though, find that other colors frame them ― auras of holy white, flashes of sky blue or the glinting nimbus of sun-splashed steel. An Aspirant with a particularly high Wyrd finds that he has an easier time impressing people, as they can almost sense the aura of a champion as he enters the room. This has a downside. Those of the Sacred Band who possess higher than normal Wyrd rarely go unnoticed, no matter when they might want to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Strength of One's Presence (Privilege)===&lt;br /&gt;
The Gilded Aspirants generally represent a powerful physical presence ― strong, tough, quick. This makes them impressive to most, and allows them greater social leeway than others may possess.&lt;br /&gt;
&lt;br /&gt;
Once per scene, an Aspirant can spend a point of [[Glamour]] to add her highest Physical Attribute (whether [[Strength]], [[Dexterity]] or [[Stamina]]) to any [[Presence]] roll she makes. This doesn’t work, however, against those who have more cumulative Physical Attribute dots than the warrior herself possesses. For instance, if a target has Strength 3, Dexterity 3 and Stamina 3, that counts as nine Attribute dots total. If the Aspirant has only eight Attribute dots total (Strength 4, Dexterity 2, Stamina 2), then this ability cannot be used on any Presence rolls invoked to affect that target. The only exception to this is if the Presence roll is meant to affect a crowd; then this fails to be a concern.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
A changeling joins the Sacred Band of the Golden Standard in one of two ways. The first way is that he does something worthy of talk and awe among the other fae. Anything that gets the grapevine talking ― saving an infant, delving deep into the Hedge, executing his fetch in a bloody rooftop duel ― thus draws the attention of other Gilded Aspirants. This order of legend-hungry warriors doesn’t see this changeling as competition, but as kin. In this case, the fae of the Sacred Band are the ones who extend the invite... and they fully expect all changelings to want to belong to their order. When a fae turns down the invitation to join such a “gilded legacy,” it’s an insult of the highest order. Some Aspirants let such a slight slide, but many engage in bitter reprisals, spreading slander (or digging up nasty truths and spreading them, instead) and ensuring that the changeling won’t be a part of any lasting legends. The Aspirants hate it when other changelings outside the order gain glory, and do what they must to stop that from happening.&lt;br /&gt;
&lt;br /&gt;
The second way a changeling joins the ranks of the Sacred Band is by pleading to be a part of the order ― and most Gilded Aspirants really do demand that a changeling begs. If they find that such entreaties are humble enough and appropriately self deprecating, they ask the changeling to go out into the world and impress them. Some make this as ambiguous as possible, setting no single challenge beyond that vague charge. Others ask for a specific task to be performed: defeat a beast from the Hedge, steal an earring from a known loyalist or challenge another fae’s fetch to a duel and win. Most are honorable enough about this, and completing the task as asked is usually enough to warrant entrance into the order. A few Aspirants play a changeling’s eagerness or sycophancy, continuing to demand new tasks (usually ones that serve the Aspirant’s own selfish interests), making the puppet dance while the strings are still connected.&lt;br /&gt;
&lt;br /&gt;
It’s worth mentioning that, out of the two ways to join, changelings of the first type are generally better regarded within the order than fae of the second. Those who begged to join must work to remove the reputation of being toadies and brown-nosers, even though that’s what the order demanded of them to join in the first place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements}}{{footer|ctl}}[[Category:Changeling: The Lost]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Margravate_of_the_Brim</id>
		<title>Margravate of the Brim</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Margravate_of_the_Brim"/>
				<updated>2016-04-21T06:29:23Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=Margravate of the Brim&lt;br /&gt;
|Nickname=Margrave, March Lord (male), Margravine, March Lady (female)&lt;br /&gt;
|Wyrd=2&lt;br /&gt;
|Clarity=5&lt;br /&gt;
|Court=Courtless&lt;br /&gt;
|Source=Changeling The Lost Sourcebook&lt;br /&gt;
|Pages=pp. 303-305&lt;br /&gt;
}}{{Quote|To the Margravate, I promise many things. I promise to never join the ranks of those perfidious Courts, much as I promise to never be stupid enough to go swimming with sharks. But I’ll protect my kind no matter what I think of them, from threats without and threats within.|#008000}}&lt;br /&gt;
&lt;br /&gt;
The Margravate of the Brim is composed of those changelings who belong to the areas at the edges of the Freehold community, the so-called Brim, or “border marches.” These March Lords and Ladies claim that dwelling within the freehold is no safer than living outside of it ― and, at least the enemies outside usually have the courtesy to stick the knife in your chest instead of your back.&lt;br /&gt;
&lt;br /&gt;
The fae of the Brim make one thing clear: those of the Courts are not to be trusted, at least not without a solid pledge to keep one’s hind end safe (and even then, the slippery eels always seem to have a couple of loopholes, just in case). To the Margraves, the nobles of the freehold are treacherous cowards on the best day, and fickle monsters on the worst. And so, the Margraves have chosen to live on the periphery of changeling society, eschewing the tangled politics of the Courts and demanding that their own members remain soundly apolitical.&lt;br /&gt;
&lt;br /&gt;
Contrary to the March Lords’ bitter disavowal of anything Court-related, they are sworn to protect the freehold ― which, ironically, means they’re sworn to protect those of the Courts, as well. The Margraves believe themselves to be the first and hopefully last line of defense against those outside the freehold who would dare to bring harm against the changeling community.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
For the most part, the March Lords and Ladies look nothing like Lords or Ladies. They tend to dress in old secondhand clothing, eschewing any interest in luxury or fashion. Many wear hats to help conceal their faces (without walking around with masks on, as that would surely spook the humans). A few appear utterly disheveled, draping themselves in the filthy rags and looking more like the homeless than anything.&lt;br /&gt;
&lt;br /&gt;
Their miens only reinforce this. Their skin is always covered in the red, brown or ashen dust that occasionally blows off them in an unfelt wind. The grit and grime lurks everywhere upon them: between their teeth, ringing their callused hands, clumping on eyelashes and brows. Shadows, too, drift across them, as if sun-concealed clouds move swiftly overhead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Safety of the Brim (Privilege)===&lt;br /&gt;
The territory defined as the border marches or Brim differs for every freehold, but usually is composed of the land that surrounds the freehold proper (again, loosely defined, but the Margraves make a very concerted effort to map out the boundaries). This generally accounts for at least a few square miles of land. When within the territory of the Brim, a Margravine gains a number of minor bonuses, for this is her territory, and she knows it better than any fancy Court-enslaved fool.&lt;br /&gt;
&lt;br /&gt;
When within the accepted territory of the border marches, the changeling gains the following: +1 to her Initiative modifier, +1 to any Perception rolls made (including the Wits + Composure rolls made to detect surprise attacks) and +1 to any Stealth rolls made (as she knows how best to use the land and its shadow to conceal her actions). These effects end if she leaves the known territory ― even stepping over the invisible “line” that marks the border between freehold and Brim, or Brim and what lies beyond, will cut short her bonuses. She gains no penalties while outside her territory from this effect, though the Storyteller may see fit to incur penalties for other reasons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
One cannot belong to the Courts and simultaneously belong to the Margravate of the Brim. Some within this order merely distrust the Courts, others loathe the Courts outright ― but rarely does a Margrave have a positive word to share about the so-called nobles. Therefore, connection to the Courts is the uttermost demerit. Even those who no longer belong find themselves distrusted for years, regardless of how often they’ve proven their worth to the March Lords.&lt;br /&gt;
&lt;br /&gt;
The other base requirement is that one must live just outside the freehold. The Margraves have their own maps that show the often improvised boundaries between the freehold and the outer world. Between the two waits the border marches, a kind of buffer zone &lt;br /&gt;
between that which belongs to changeling society and that which does not. The border marches might be a street, a whole block or a broken procession of fallow fields and tracts of old forest. The changelings who belong to this order must dwell within the border marches. To live on either side is to declare one’s uncertainty and cowardice, and the Margravate cares little for either.&lt;br /&gt;
&lt;br /&gt;
Some March Lords are more demanding than others. In one freehold, the Margravate might take any Lost who have outwardly rejected the Courts and their noble vanities. To them, nothing else matters. Eschewing the Courts is proof enough, and everybody has some kind of skill they can bring to the table, whether it’s hammering nails or writing missives. In another freehold, however, the March Lords may declare a prohibition against weakness, demanding only the saltiest, most stalwart fae to stand against the freehold’s adversaries. These veteran outposts tend to include only the most hardened changelings ― those with mean eyes, angry words and scars that itch and tingle when the weather turns bad.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements}}{{footer|ctl}}[[Category:Changeling: The Lost]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Margravate_of_the_Brim</id>
		<title>Margravate of the Brim</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Margravate_of_the_Brim"/>
				<updated>2016-04-21T06:16:39Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=Margravate of the Brim&lt;br /&gt;
|Nickname=Margrave, March Lord (male), Margravine, March Lady (female)&lt;br /&gt;
|Wyrd=2&lt;br /&gt;
|Clarity=5&lt;br /&gt;
|Court=Courtless&lt;br /&gt;
|Source=Changeling The Lost Sourcebook&lt;br /&gt;
|Pages=pp. 303-305&lt;br /&gt;
}}{{Quote|To the Margravate, I promise many things. I promise to never join the ranks of those perfidious Courts, much as I promise to never be stupid enough to go swimming with sharks. But I’ll protect my kind no matter what I think of them, from threats without and threats within.|#008000}}&lt;br /&gt;
&lt;br /&gt;
(description)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
For the most part, the March Lords and Ladies look nothing like Lords or Ladies. They tend to dress in old secondhand clothing, eschewing any interest in luxury or fashion. Many wear hats to help conceal their faces (without walking around with masks on, as that would surely spook the humans). A few appear utterly disheveled, draping themselves in the filthy rags and looking more like the homeless than anything.&lt;br /&gt;
&lt;br /&gt;
Their miens only reinforce this. Their skin is always covered in the red, brown or ashen dust that occasionally blows off them in an unfelt wind. The grit and grime lurks everywhere upon them: between their teeth, ringing their callused hands, clumping on eyelashes and brows. Shadows, too, drift across them, as if sun-concealed clouds move swiftly overhead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Safety of the Brim (Privilege)===&lt;br /&gt;
The territory defined as the border marches or Brim differs for every freehold, but usually is composed of the land that surrounds the freehold proper (again, loosely defined, but the Margraves make a very concerted effort to map out the boundaries). This generally accounts for at least a few square miles of land. When within the territory of the Brim, a Margravine gains a number of minor bonuses, for this is her territory, and she knows it better than any fancy Court-enslaved fool.&lt;br /&gt;
&lt;br /&gt;
When within the accepted territory of the border marches, the changeling gains the following: +1 to her Initiative modifier, +1 to any Perception rolls made (including the Wits + Composure rolls made to detect surprise attacks) and +1 to any Stealth rolls made (as she knows how best to use the land and its shadow to conceal her actions). These effects end if she leaves the known territory ― even stepping over the invisible “line” that marks the border between freehold and Brim, or Brim and what lies beyond, will cut short her bonuses. She gains no penalties while outside her territory from this effect, though the Storyteller may see fit to incur penalties for other reasons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements}}{{footer|ctl}}[[Category:Changeling: The Lost]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Margravate_of_the_Brim</id>
		<title>Margravate of the Brim</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Margravate_of_the_Brim"/>
				<updated>2016-04-21T06:12:30Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: Created page with &amp;quot;{{Infobox Entitlement |Name=Margravate of the Brim |Nickname=Margrave, March Lord (male), Margravine, March Lady (female) |Wyrd=2 |Clarity=5 |Court=Courtless |Source=Changeling T...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=Margravate of the Brim&lt;br /&gt;
|Nickname=Margrave, March Lord (male), Margravine, March Lady (female)&lt;br /&gt;
|Wyrd=2&lt;br /&gt;
|Clarity=5&lt;br /&gt;
|Court=Courtless&lt;br /&gt;
|Source=Changeling The Lost Sourcebook&lt;br /&gt;
|Pages=pp. 303-305&lt;br /&gt;
}}{{Quote|To the Margravate, I promise many things. I promise to never join the ranks of those perfidious Courts, much as I promise to never be stupid enough to go swimming with sharks. But I’ll protect my kind no matter what I think of them, from threats without and threats within.|#008000}}&lt;br /&gt;
&lt;br /&gt;
(description)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== (Privilege)===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements}}{{footer|ctl}}[[Category:Changeling: The Lost]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Magistrates_of_the_Wax_Mask</id>
		<title>Magistrates of the Wax Mask</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Magistrates_of_the_Wax_Mask"/>
				<updated>2016-04-21T06:08:44Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=Magistrates of the Wax Mask&lt;br /&gt;
|Nickname=Magistrate&lt;br /&gt;
|Wyrd=3&lt;br /&gt;
|Source=Changeling The Lost Sourcebook&lt;br /&gt;
|Pages=pp. 300-302&lt;br /&gt;
}}{{Quote|And so I give myself over to the will of the freehold and act on its behalf to ensure that the games and festivals of old are honored. I am a humble servant.|#008000}}&lt;br /&gt;
&lt;br /&gt;
The Magistrates of the Wax Mask pretend that they are not a noble order at all, but are instead servants of the people acting in the interest of the freehold’s greater good. This is true, to a point, but hardly depicts the full nature of this order.&lt;br /&gt;
&lt;br /&gt;
The Magistrates help to ensure that a Court keeps up its Contracts and pledges with the changelings of the freehold, providing them with the proper festivals, games and other events. Such events are critical to many freeholds; while some events are nothing more than mere celebrations, others are about renewing treaties and pledges with the world at large. If three sows aren’t sacrificed in the town square during the Harvest Festival, then the True Fae will have an easier time finding their lost changeling servants. If the Summer Court fails to hold its blood-soaked animal fights in the tunnels beneath the city, then Autumn will come earlier that year and the Court of Fear will have greater power.&lt;br /&gt;
&lt;br /&gt;
Enter the Magistrates, who have a long legacy of providing the Courts with their aid in regard to such events. In many freeholds, this grants the Magistrates of the Wax Mask considerable power. Technically, the Magistrates have no allegiance to one Court over another, but sometimes this order finds itself composed predominantly of members from one Court, and this gives that Court substantial influence. The Magistrates aren’t nearly as charitable and impartial as they’d like the freehold to believe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
Many Magistrates dress professionally and humbly. Some wear simple suits and dresses, others plain robes. Not all resist dressing flamboyantly ― after all, they are the curators and creators of some of the greatest and most necessary events held by the freehold. The chance to enter the spotlight for a time is compelling to some, though other Magistrates often frown upon those that give into such brazen urges.&lt;br /&gt;
&lt;br /&gt;
A Magistrate’s mien changes in one substantial way: the slowly oozing wax mask that the changeling may don over his normal face. The mask is largely faceless and featureless, with dollops of fresh wax occasionally breaking open and running in rivulets down the length of the face. Sometimes, the mask takes on the color schemes of whatever Court is in charge at the time ― green for Spring, reds and oranges for Summer and so forth. However, a telling sign is that a Magistrate belonging to one Court above others often finds that his wax mask reveals his allegiance: even if the Court of Fear is currently in power, if the Magistrate belongs to the Winter Court, his mask may show the icy blues and hoarfrost whites of his own people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Waxen Violet {{dot2}} (Privilege)===&lt;br /&gt;
The violet ― that small, purple flower with the sweet smell ― is sometimes considered a symbol of one’s humility and trustworthiness. That is, at least, how the Magistrates hope it will be perceived, and this token goes a good way toward ensuring that. This small flower, preserved in a thin coating of wax, is a token that one pins to his clothing (or skin if he’s willing to suffer a pinch and a few beads of blood). When activated, the Violet gives off a pleasing aroma that seems to linger around the Magistrate. Those who are within 50 yards must succeed on a Resolve + Composure roll, and must achieve successes that equal or surpass the Magistrate’s Wyrd score. Failure to do so indicates that the Magistrate appears ― as the flower suggests ― humble, and ultimately trustworthy. He gains +3 Social dice against those affected. The effects of this token last for the remainder of the scene.&lt;br /&gt;
&lt;br /&gt;
'''Action''': [[Action::Reflexive]]&lt;br /&gt;
&lt;br /&gt;
'''Drawback''': The Violet has its effect on the changeling who uses it, as well. Except for him, the effect is somewhat soporific. The lingering aroma has a sleep-inducing effect that, while thankfully delayed, is still quite potent when it finally strikes. The changeling has two remaining hours left awake after using the Waxen Violet. If he does not find a place to sleep before that time, he will collapse into slumber unless he spends a Willpower point. That Willpower point only earns him a single turn, however (though several points can be spent to grant several turns). Once asleep, the character sleeps for eight hours straight. If at any point he’s forced awake during this time, he suffers a –2 dice penalty on all rolls until he is able to go to sleep and finish his eight hours.&lt;br /&gt;
&lt;br /&gt;
'''Catch''': In addition to the Drawback, a mortal or other character using this token without the requisite Glamour expenditure or Wyrd roll suffers one lethal wound upon its use. The Violet literally numbs the flesh beneath where it rests and “drinks” a wound level (its petals turning deep reddish-purple in the process). This wound always leaves a small, puckered scar shaped like a flower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
The official “party line” for becoming a Magistrate is that those who wish to join the order may join the order. No tests, no trials. One’s interest in serving the freehold by performing a rather rigorous job (and a known time-sink) is enough to warrant entry.&lt;br /&gt;
&lt;br /&gt;
It doesn’t always work that way, however. The truth is that, in many freeholds, the Magistrates represent a rather exclusive club. Those within the order possess a great deal of potential power, even though it’s not meant to be such a socially profitable endeavor. Membership in this order is also perceived as a springboard to greater roles within the Courts or freehold, and the Magistrates know that “not just anybody” deserves access to that opportunity.&lt;br /&gt;
&lt;br /&gt;
And so, they tend to freeze out potential Magistrates of whom the current Magistrates don’t approve. They make life difficult for such a novitiate (before he makes the pledge to become a Magistrate), or ignore his requests entirely. They never act so obviously as to make threats, but threats often become implicit in their actions.&lt;br /&gt;
&lt;br /&gt;
Of course, that’s not to say a character can’t join the Magistrates after they’ve written him off. He simply has to play them at their own game, and find some leverage against them. Either that, or meet with their approval in the first place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements}}{{footer|ctl}}[[Category:Changeling: The Lost]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Magistrates_of_the_Wax_Mask</id>
		<title>Magistrates of the Wax Mask</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Magistrates_of_the_Wax_Mask"/>
				<updated>2016-04-21T06:07:12Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: Created page with &amp;quot;{{Infobox Entitlement |Name=Magistrates of the Wax Mask |Nickname=Magistrate |Wyrd=3 |Source=Changeling The Lost Sourcebook |Pages=pp. 300-302 }}{{Quote|And so I give myself over...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=Magistrates of the Wax Mask&lt;br /&gt;
|Nickname=Magistrate&lt;br /&gt;
|Wyrd=3&lt;br /&gt;
|Source=Changeling The Lost Sourcebook&lt;br /&gt;
|Pages=pp. 300-302&lt;br /&gt;
}}{{Quote|And so I give myself over to the will of the freehold and act on its behalf to ensure that the games and festivals of old are honored. I am a humble servant.|#008000}}&lt;br /&gt;
&lt;br /&gt;
The Magistrates of the Wax Mask pretend that they are not a noble order at all, but are instead servants of the people acting in the interest of the freehold’s greater good. This is true, to a point, but hardly depicts the full nature of this order.&lt;br /&gt;
&lt;br /&gt;
The Magistrates help to ensure that a Court keeps up its Contracts and pledges with the changelings of the freehold, providing them with the proper festivals, games and other events. Such events are critical to many freeholds; while some events are nothing more than mere celebrations, others are about renewing treaties and pledges with the world at large. If three sows aren’t sacrificed in the town square during the Harvest Festival, then the True Fae will have an easier time finding their lost changeling servants. If the Summer Court fails to hold its blood-soaked animal fights in the tunnels beneath the city, then Autumn will come earlier that year and the Court of Fear will have greater power.&lt;br /&gt;
&lt;br /&gt;
Enter the Magistrates, who have a long legacy of providing the Courts with their aid in regard to such events. In many freeholds, this grants the Magistrates of the Wax Mask considerable power. This leads to a problem: technically, the Magistrates have no allegiance to one Court over another. But sometimes, this order finds itself composed predominantly of members from one Court, and this gives that Court substantial influence. The Magistrates aren’t nearly as charitable and impartial as they’d like the freehold to believe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
Many Magistrates dress professionally and humbly. Some wear simple suits and dresses, others plain robes. Not all resist dressing flamboyantly ― after all, they are the curators and creators of some of the greatest and most necessary events held by the freehold. The chance to enter the spotlight for a time is compelling to some, though other Magistrates often frown upon those that give into such brazen urges.&lt;br /&gt;
&lt;br /&gt;
A Magistrate’s mien changes in one substantial way: the slowly oozing wax mask that the changeling may don over his normal face. The mask is largely faceless and featureless, with dollops of fresh wax occasionally breaking open and running in rivulets down the length of the face. Sometimes, the mask takes on the color schemes of whatever Court is in charge at the time ― green for Spring, reds and oranges for Summer and so forth. However, a telling sign is that a Magistrate belonging to one Court above others often finds that his wax mask reveals his allegiance: even if the Court of Fear is currently in power, if the Magistrate belongs to the Winter Court, his mask may show the icy blues and hoarfrost whites of his own people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Waxen Violet {{dot2}} (Privilege)===&lt;br /&gt;
The violet ― that small, purple flower with the sweet smell ― is sometimes considered a symbol of one’s humility and trustworthiness. That is, at least, how the Magistrates hope it will be perceived, and this token goes a good way toward ensuring that. This small flower, preserved in a thin coating of wax, is a token that one pins to his clothing (or skin if he’s willing to suffer a pinch and a few beads of blood). When activated, the Violet gives off a pleasing aroma that seems to linger around the Magistrate. Those who are within 50 yards must succeed on a Resolve + Composure roll, and must achieve successes that equal or surpass the Magistrate’s Wyrd score. Failure to do so indicates that the Magistrate appears ― as the flower suggests ― humble, and ultimately trustworthy. He gains +3 Social dice against those affected. The effects of this token last for the remainder of the scene.&lt;br /&gt;
&lt;br /&gt;
'''Action''': [[Action::Reflexive]]&lt;br /&gt;
&lt;br /&gt;
'''Drawback''': The Violet has its effect on the changeling who uses it, as well. Except for him, the effect is somewhat soporific. The lingering aroma has a sleep-inducing effect that, while thankfully delayed, is still quite potent when it finally strikes. The changeling has two remaining hours left awake after using the Waxen Violet. If he does not find a place to sleep before that time, he will collapse into slumber unless he spends a Willpower point. That Willpower point only earns him a single turn, however (though several points can be spent to grant several turns). Once asleep, the character sleeps for eight hours straight. If at any point he’s forced awake during this time, he suffers a –2 dice penalty on all rolls until he is able to go to sleep and finish his eight hours.&lt;br /&gt;
&lt;br /&gt;
'''Catch''': In addition to the Drawback, a mortal or other character using this token without the requisite Glamour expenditure or Wyrd roll suffers one lethal wound upon its use. The Violet literally numbs the flesh beneath where it rests and “drinks” a wound level (its petals turning deep reddish-purple in the process). This wound always leaves a small, puckered scar shaped like a flower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
The official “party line” for becoming a Magistrate is that those who wish to join the order may join the order. No tests, no trials. One’s interest in serving the freehold by performing a rather rigorous job (and a known time-sink) is enough to warrant entry.&lt;br /&gt;
&lt;br /&gt;
It doesn’t always work that way, however. The truth is that, in many freeholds, the Magistrates represent a rather exclusive club. Those within the order possess a great deal of potential power, even though it’s not meant to be such a socially profitable endeavor. Membership in this order is also perceived as a springboard to greater roles within the Courts or freehold, and the Magistrates know that “not just anybody” deserves access to that opportunity.&lt;br /&gt;
&lt;br /&gt;
And so, they tend to freeze out potential Magistrates of whom the current Magistrates don’t approve. They make life difficult for such a novitiate (before he makes the pledge to become a Magistrate), or ignore his requests entirely. They never act so obviously as to make threats, but threats often become implicit in their actions.&lt;br /&gt;
&lt;br /&gt;
Of course, that’s not to say a character can’t join the Magistrates after they’ve written him off. He simply has to play them at their own game, and find some leverage against them. Either that, or meet with their approval in the first place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements}}{{footer|ctl}}[[Category:Changeling: The Lost]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Duchy_of_the_Icebound_Heart</id>
		<title>Duchy of the Icebound Heart</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Duchy_of_the_Icebound_Heart"/>
				<updated>2016-04-21T05:35:19Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=Duchy of the Icebound Heart&lt;br /&gt;
|Nickname=Icebound Duke, Icebound Duchess&lt;br /&gt;
|Wyrd=2&lt;br /&gt;
|Prerequisites=[[Prerequisite::Persuasion Skill|Persuasion]] {{dot2}}&amp;lt;br/&amp;gt;[[Prerequisite::Subterfuge Skill|Subterfuge]] {{dot2}}&amp;lt;br/&amp;gt;[[Prerequisite::Mantle|Winter Mantle]] {{dot2}}&lt;br /&gt;
|Court=Winter&lt;br /&gt;
|Source=Changeling The Lost Sourcebook&lt;br /&gt;
|Pages=pp. 297-299&lt;br /&gt;
}}{{Quote|I refuse to be a slave to love and a servant to grief. I prove this by breaking hearts and drinking the sorrow from within.|#008000}}&lt;br /&gt;
&lt;br /&gt;
The heart is a fragile thing. The Dukes and Duchesses of the Icebound Heart recognize this fact, having themselves been once-vulnerable, and they have sworn to never again be helpless in such a way. No longer will they be the puppets, instead becoming the puppet-masters.&lt;br /&gt;
&lt;br /&gt;
Most of the changelings in the Duchy are potent manipulators, playing emotions like a master harpist. It gets them whatever they want, whenever they want it. Need a new car? Date the salesman, or better still, the guy who owns the dealership. Want to feel treasured for a night? Call an old lover, have a tryst under the promise of renewing that old fire and then kick him out the door. The Dukes and Duchesses even attempt to ply the heartstrings of other changelings, most of whom should know better (the Duchy does not operate in secret, after all).&lt;br /&gt;
&lt;br /&gt;
At the end of the day, the changelings of this order recognize that they have given themselves over to a callous double standard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
The Icebound Dukes and Duchesses dress to impress. Each member of the order has an angle to play, and exterior appearance helps to reinforce that angle. One Duchess plays the “troubled waif” role, appearing in the dress of a humble, oft-abused urchin girl. A Duke might alternately play up the role of the sensitive loner (clothes off the racks at the Salvation Army, white iPod headphones dangling from the ears) or powerbroker playboy (sharp-angled suits, polished shoes, engraved money clip). The changeling’s outward exterior always helps to reinforce whatever persona that character uses to get her way.&lt;br /&gt;
&lt;br /&gt;
The fae’s mien changes, too. The normal trappings of the Winter Court are present, only moreso: breath of frost, icy skin, hoary eyes. Another change to one’s mien is the addition of frozen tears that cling to the character’s face. These tears are more symbolic than realistic, looking like frozen teardrops fastened to the cold skin of the character’s cheek. As one’s Wyrd increases, so do the number of tears. A Duke or Duchess with an abnormally high Wyrd score begins to have trouble at her task, because those tears seem to give off a palpable aura of sorrow. Those around them begin to feel overwhelmed by it ― which, as it turns out, makes it difficult for them to ply their trade in broken hearts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hearthooks (Privilege)===&lt;br /&gt;
Heartbreak is a powerful thing. It can be fickle, too ― a heart might be broken after a particularly potent one night stand in a neon-lit highway hotel, or might not be broken after a years-long marriage disintegrates. The Icebound Dukes and Duchesses strive to bring heartbreak to others, because it gives them power.&lt;br /&gt;
&lt;br /&gt;
The changelings of this order gain +3 Social dice over those whose hearts the changelings have truly broken. Only those who have been decimated by the relationship are weakened in such a way. While it seems odd that one would gain a benefit after the heartbreak, that’s part of the privilege. It cores the heart, removes some intangible strength from the person and the changeling benefits by taking that strength unto herself. Its uses are many. She can call upon the heartbroken to perform simple tasks (“Get me a drink, will you?”) or to use in elaborate schemes to make another jealous (and thus secure yet another broken heart). Make no mistake, it’s cruel. While some changelings maintain a vast stable of old lovers, many simply discard them after a few uses. Discarded lovers don’t always handle it so well. Some give in to massive sorrow, eventually killing themselves. Others fail to have productive relationships, resorting to stalking or other sorts of deviancy. The most ironic is when those abandoned playthings become just as the changelings who destroyed their hearts: callous, vindictive, abusive. The bonus remains until the victim loves again, as intensely as he once loved the Duke of the Icebound Heart.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
What the fae of the Duchy do is con artistry. Everything is a confidence game, with the fulcrum of every con being the emotions of another. Those who usually end up joining the ranks of the Duchy are often those who seem able to recognize the con and turn it around upon the Duke or Duchess who’s running it. Particularly gifted changelings might even be able to orchestrate the game from the get-go, playing the victim while truly controlling the outcome. It’s not often that this works; the Lost of the Duchy have been at this game for a long time, and can often recognize the smell of deceit hanging in the air. That being said, they’re also notoriously vain, which can lead one to be more than a little shortsighted. Those who remain unwilling to believe that they could ever again be victims soon end up as victims.&lt;br /&gt;
&lt;br /&gt;
Regardless, that’s the key to impressing the ranks of the Duchy. One must show that one’s heart is sufficiently encased in an unbreakable carapace of ice. Turning the trick back around on the emotional tormentors is a virtuoso move.&lt;br /&gt;
&lt;br /&gt;
A future Duke or Duchess must belong to the Winter Court. Worth mentioning is that the Icebound Dukes and Duchesses don’t maintain a very positive relationship with the fae of the Spring Court. The Icebound changelings have, in a way, pilfered the Spring Court’s attack on “desire” and are doing it in their own selfish way. A rivalry exists between the Court and the order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements}}{{footer|ctl}}[[Category:Changeling: The Lost]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Duchy_of_the_Icebound_Heart</id>
		<title>Duchy of the Icebound Heart</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Duchy_of_the_Icebound_Heart"/>
				<updated>2016-04-21T04:14:34Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=Duchy of the Icebound Heart&lt;br /&gt;
|Nickname=Icebound Duke (male), Icebound Duchess (female)&lt;br /&gt;
|Wyrd=2&lt;br /&gt;
|Prerequisites=[[Prerequisite::Persuasion Skill|Persuasion]] {{dot2}}&amp;lt;br/&amp;gt;[[Prerequisite::Subterfuge Skill|Subterfuge]] {{dot2}}&amp;lt;br/&amp;gt;[[Prerequisite::Mantle|Winter Mantle]] {{dot2}}&lt;br /&gt;
|Court=Winter&lt;br /&gt;
|Source=Changeling The Lost Sourcebook&lt;br /&gt;
|Pages=pp. 297-299&lt;br /&gt;
}}{{Quote|I refuse to be a slave to love and a servant to grief. I prove this by breaking hearts and drinking the sorrow from within.|#008000}}&lt;br /&gt;
&lt;br /&gt;
(description)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
The Icebound Dukes and Duchesses dress to impress. Each member of the order has an angle to play, and exterior appearance helps to reinforce that angle. One Duchess plays the “troubled waif” role, appearing in the dress of a humble, oft-abused urchin girl. A Duke might alternately play up the role of the sensitive loner (clothes off the racks at the Salvation Army, white iPod headphones dangling from the ears) or powerbroker playboy (sharp-angled suits, polished shoes, engraved money clip). The changeling’s outward exterior always helps to reinforce whatever persona that character uses to get her way.&lt;br /&gt;
&lt;br /&gt;
The fae’s mien changes, too. The normal trappings of the Winter Court are present, only moreso: breath of frost, icy skin, hoary eyes. Another change to one’s mien is the addition of frozen tears that cling to the character’s face. These tears are more symbolic than realistic, looking like frozen teardrops fastened to the cold skin of the character’s cheek. As one’s Wyrd increases, so do the number of tears. A Duke or Duchess with an abnormally high Wyrd score begins to have trouble at her task, because those tears seem to give off a palpable aura of sorrow. Those around them begin to feel overwhelmed by it ― which, as it turns out, makes it difficult for them to ply their trade in broken hearts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== (Privilege)===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements}}{{footer|ctl}}[[Category:Changeling: The Lost]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Duchy_of_the_Icebound_Heart</id>
		<title>Duchy of the Icebound Heart</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Duchy_of_the_Icebound_Heart"/>
				<updated>2016-04-21T04:10:08Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: Created page with &amp;quot;{{Infobox Entitlement |Name=Duchy of the Icebound Heart |Nickname=Icebound Duke (male), Icebound Duchess (female) |Wyrd=2 |Prerequisites=[[Prerequisite::Persuasion Skill|Persuasi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=Duchy of the Icebound Heart&lt;br /&gt;
|Nickname=Icebound Duke (male), Icebound Duchess (female)&lt;br /&gt;
|Wyrd=2&lt;br /&gt;
|Prerequisites=[[Prerequisite::Persuasion Skill|Persuasion]] {{dot2}}&amp;lt;br/&amp;gt;[[Prerequisite::Subterfuge Skill|Subterfuge]] {{dot2}}&lt;br /&gt;
|Court=Winter&lt;br /&gt;
|Source=Changeling The Lost Sourcebook&lt;br /&gt;
|Pages=pp. 297-299&lt;br /&gt;
}}{{Quote|I refuse to be a slave to love and a servant to grief. I prove this by breaking hearts and drinking the sorrow from within.|#008000}}&lt;br /&gt;
&lt;br /&gt;
(description)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== (Privilege)===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements}}{{footer|ctl}}[[Category:Changeling: The Lost]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Bishopric_of_Blackbirds</id>
		<title>Bishopric of Blackbirds</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Bishopric_of_Blackbirds"/>
				<updated>2016-04-21T04:06:14Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=Bishopric of Blackbirds&lt;br /&gt;
|Nickname=Blackbird Bishop&lt;br /&gt;
|Wyrd=2&lt;br /&gt;
|Prerequisites=[[Prerequisite::Empathy Skill|Empathy ]] {{dot2}}&lt;br /&gt;
|Source=Changeling The Lost Sourcebook&lt;br /&gt;
|Pages=pp. 290-292&lt;br /&gt;
}}{{Quote| I will gamble my own soul to help the souls of others. Let us have faith.|#008000}}&lt;br /&gt;
&lt;br /&gt;
The Bishopric of Blackbirds believe themselves the salvation of the freehold, positioning members to be there when others need them. That is their first stated goal: to assist those poor Lost (which, to most Bishops, constitutes all of them) when necessary. This can manifest in many ways. The Blackbird Bishops, for instance, often wander the Hedge and look for those who have escaped from Arcadia or who are plainly lost.  The Bishops offer their aid, helping those poor souls return to the world. Maybe a changeling has a problem with her fetch, and a Blackbird Bishop will help her come to terms with her “other.” (They won’t help her destroy the fetch, but they will attempt to either forge an understanding between the two, or will instead help her to forget that life and never again try to contact her Fae-made twin.) The Bishops offer guidance to those who are lost, above all. As a changeling, it’s all too easy to lose one’s way, and the Bishopric accepts the role of savior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
The Bishopric doesn’t assert any common appearance or dress code among its Bishops, except for a single bird pendant hammered out of tin and painted black. The order expects its Bishops to wear this pendant somewhere within sight ― usually pinned to a lapel or hung around the neck via a small chain. A Bishop’s mien is a whole different matter. Changes to a Bishop’s mien are at first subtle, with feathers (usually the black and brown feathers of the common blackbird, though some manifest red-tipped feathers or oily blue-black feathers) appearing from beneath sleeves, cuffs and collars. These feathers sometimes drift away and fall to the ground around the changeling’s feet.&lt;br /&gt;
&lt;br /&gt;
The other changes are more extreme. A Bishop’s eyes may take on the round black glassiness of a bird’s. His feet, too, may turn knobby and shriveled, ending in hooked talons. As Wyrd increases, the number of feathers grows before they drop to the ground, left behind for some humans to find. (Humans, too, feel odd in the presence of high-Wyrd Bishops ― mortals grow abnormally superstitious, refusing to step on sidewalk cracks or walk beneath ladders.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Aspersorium {{dot2}} (Privilege)===&lt;br /&gt;
The Aspersorium is a small, fist-sized container, appearing usually as a small pail or cup. Most such cups feature ornate filigree or scroll work, and are generally made of metal (silver, brass, pewter), though a few are glass and are instead rimmed with metal ornamentation. The changeling puts any kind of water inside of the cup and whispers a few prayers offered to the weave and weft of Fate itself, asking for a moment of lucidity and perspective. The water, now “blessed,” can be flicked onto or sprinkled upon another character’s brow. Upon activation, the blessed water helps restore that person to some measure of sanity. If that person possesses any mild [[Derangements|derangements]], those derangements disappear for a single scene. If that person possesses any severe derangements, then those derangements downgrade to their mild counterparts (i.e., Paranoia becomes Suspicion) for the scene. The Aspersorium also grants the affected person +1 bonus to any Perception rolls he makes during the rest of the day (until he sleeps).&lt;br /&gt;
&lt;br /&gt;
'''Action''': [[Action::Instant]]&lt;br /&gt;
&lt;br /&gt;
'''Drawback''': The martyrs of the Bishopric believe that what this token grants to others is able to do so only because it draws it away from the Bishop who uses it. Upon using this, the Bishop suffers a –1 die penalty to any Perception rolls made on his behalf over the rest of the day ― his eyes sometimes sting or tear up, and he may even feel a minor headache stirring behind them. This lingers until he gets at least four hours of sleep. This penalty is cumulative ― if the Bishop blesses a motley of five changelings, the Perception penalty grows to a –5 modifier.&lt;br /&gt;
&lt;br /&gt;
'''Catch''': In addition to the drawback noted above, the character also takes on the target’s derangement (mild or severe, whatever is possessed) for the rest of the scene. If the token is used on a character who does not possess any derangements, then the user of the Aspersorium takes on one mild derangement of the Storyteller’s choice, which lasts for the scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
The first and perhaps most common way that a changeling joins the Bishopric of Blackbirds is by using his membership to pay off a pledged debt. When offering aid in reward for a future favor, the Bishop makes it clear to most that one way out of the pledge ― a clause to the contract, so to speak ― is to become a Blackbird Bishop. Seeing as how the Bishops are devoted to helping the freehold and preserving Clarity, it serves the order’s goals in the long run to have more members. (Though, again the cruel irony presents itself that some Bishops end up with alarmingly low Clarity without realizing it, and thus they become the ones weakening the fundamental sanity of the freehold.) Otherwise, those who wish to join are usually allowed to join. The other Bishops discuss it, but even if a changeling enters who doesn’t deserve the grace and wisdom of the order, the other Bishops will make him deserve it. They recognize that they’re only as strong as their weakest link, and if that means dragging one of their own headlong into helping others and farming out goodwill through pledges, then that’s what they’ll do. The Bishops have little problem in “motivating” their slacking brethren. Motivation may come at the end of an hours-long lecture ― or from a swift reprimand at the end of a cudgel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements}}{{footer|ctl}}[[Category:Changeling: The Lost]][[Category:Entitlements]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Bishopric_of_Blackbirds</id>
		<title>Bishopric of Blackbirds</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Bishopric_of_Blackbirds"/>
				<updated>2016-04-21T04:05:50Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=Bishopric of Blackbirds&lt;br /&gt;
|Nickname=Blackbird Bishop&lt;br /&gt;
|Wyrd=2&lt;br /&gt;
|Prerequisites=[[Prerequisite::Empathy Skill|Empathy ]] {{dot2}}&lt;br /&gt;
|Source=Changeling The Lost Sourcebook&lt;br /&gt;
|Pages=pp. 290-292&lt;br /&gt;
}}{{Quote| I will gamble my own soul to help the souls of others. Let us have faith&lt;br /&gt;
.|#008000}}&lt;br /&gt;
&lt;br /&gt;
The Bishopric of Blackbirds believe themselves the salvation of the freehold, positioning members to be there when others need them. That is their first stated goal: to assist those poor Lost (which, to most Bishops, constitutes all of them) when necessary. This can manifest in many ways. The Blackbird Bishops, for instance, often wander the Hedge and look for those who have escaped from Arcadia or who are plainly lost.  The Bishops offer their aid, helping those poor souls return to the world. Maybe a changeling has a problem with her fetch, and a Blackbird Bishop will help her come to terms with her “other.” (They won’t help her destroy the fetch, but they will attempt to either forge an understanding between the two, or will instead help her to forget that life and never again try to contact her Fae-made twin.) The Bishops offer guidance to those who are lost, above all. As a changeling, it’s all too easy to lose one’s way, and the Bishopric accepts the role of savior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
The Bishopric doesn’t assert any common appearance or dress code among its Bishops, except for a single bird pendant hammered out of tin and painted black. The order expects its Bishops to wear this pendant somewhere within sight ― usually pinned to a lapel or hung around the neck via a small chain. A Bishop’s mien is a whole different matter. Changes to a Bishop’s mien are at first subtle, with feathers (usually the black and brown feathers of the common blackbird, though some manifest red-tipped feathers or oily blue-black feathers) appearing from beneath sleeves, cuffs and collars. These feathers sometimes drift away and fall to the ground around the changeling’s feet.&lt;br /&gt;
&lt;br /&gt;
The other changes are more extreme. A Bishop’s eyes may take on the round black glassiness of a bird’s. His feet, too, may turn knobby and shriveled, ending in hooked talons. As Wyrd increases, the number of feathers grows before they drop to the ground, left behind for some humans to find. (Humans, too, feel odd in the presence of high-Wyrd Bishops ― mortals grow abnormally superstitious, refusing to step on sidewalk cracks or walk beneath ladders.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Aspersorium {{dot2}} (Privilege)===&lt;br /&gt;
The Aspersorium is a small, fist-sized container, appearing usually as a small pail or cup. Most such cups feature ornate filigree or scroll work, and are generally made of metal (silver, brass, pewter), though a few are glass and are instead rimmed with metal ornamentation. The changeling puts any kind of water inside of the cup and whispers a few prayers offered to the weave and weft of Fate itself, asking for a moment of lucidity and perspective. The water, now “blessed,” can be flicked onto or sprinkled upon another character’s brow. Upon activation, the blessed water helps restore that person to some measure of sanity. If that person possesses any mild [[Derangements|derangements]], those derangements disappear for a single scene. If that person possesses any severe derangements, then those derangements downgrade to their mild counterparts (i.e., Paranoia becomes Suspicion) for the scene. The Aspersorium also grants the affected person +1 bonus to any Perception rolls he makes during the rest of the day (until he sleeps).&lt;br /&gt;
&lt;br /&gt;
'''Action''': [[Action::Instant]]&lt;br /&gt;
&lt;br /&gt;
'''Drawback''': The martyrs of the Bishopric believe that what this token grants to others is able to do so only because it draws it away from the Bishop who uses it. Upon using this, the Bishop suffers a –1 die penalty to any Perception rolls made on his behalf over the rest of the day ― his eyes sometimes sting or tear up, and he may even feel a minor headache stirring behind them. This lingers until he gets at least four hours of sleep. This penalty is cumulative ― if the Bishop blesses a motley of five changelings, the Perception penalty grows to a –5 modifier.&lt;br /&gt;
&lt;br /&gt;
'''Catch''': In addition to the drawback noted above, the character also takes on the target’s derangement (mild or severe, whatever is possessed) for the rest of the scene. If the token is used on a character who does not possess any derangements, then the user of the Aspersorium takes on one mild derangement of the Storyteller’s choice, which lasts for the scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
The first and perhaps most common way that a changeling joins the Bishopric of Blackbirds is by using his membership to pay off a pledged debt. When offering aid in reward for a future favor, the Bishop makes it clear to most that one way out of the pledge ― a clause to the contract, so to speak ― is to become a Blackbird Bishop. Seeing as how the Bishops are devoted to helping the freehold and preserving Clarity, it serves the order’s goals in the long run to have more members. (Though, again the cruel irony presents itself that some Bishops end up with alarmingly low Clarity without realizing it, and thus they become the ones weakening the fundamental sanity of the freehold.) Otherwise, those who wish to join are usually allowed to join. The other Bishops discuss it, but even if a changeling enters who doesn’t deserve the grace and wisdom of the order, the other Bishops will make him deserve it. They recognize that they’re only as strong as their weakest link, and if that means dragging one of their own headlong into helping others and farming out goodwill through pledges, then that’s what they’ll do. The Bishops have little problem in “motivating” their slacking brethren. Motivation may come at the end of an hours-long lecture ― or from a swift reprimand at the end of a cudgel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements}}{{footer|ctl}}[[Category:Changeling: The Lost]][[Category:Entitlements]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Bishopric_of_Blackbirds</id>
		<title>Bishopric of Blackbirds</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Bishopric_of_Blackbirds"/>
				<updated>2016-04-21T04:05:07Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=Bishopric of Blackbirds&lt;br /&gt;
|Nickname=Blackbird Bishop&lt;br /&gt;
|Wyrd=2&lt;br /&gt;
|Prerequisites=[[Prerequisite::Empathy Skill|Empathy ]] {{dot2}}&lt;br /&gt;
|Source=Changeling The Lost Sourcebook&lt;br /&gt;
|Pages=pp. 290-292&lt;br /&gt;
}}{{Quote| I will gamble my own soul to help the souls of others. Let us have faith&lt;br /&gt;
.|#008000}}&lt;br /&gt;
The life of a changeling is never easy. Whether navigating the Hedge on the return home, dealing with one’s fetch or plotting a course through the crushing rocks of a freehold’s cruel politics, one finds pitfalls at every turn. It doesn’t help that exposure to these elements only help to decrease a changeling’s confidence in his own perceptions. As Clarity drops, the fae’s ability to discern reality from unreality, the dream state from the waking or madness from sanity grows weak. A single changeling who lets this lunacy creep in at the edges means that others are letting it in, too. That can damage the sanctity of an entire freehold, and put everybody in danger.&lt;br /&gt;
&lt;br /&gt;
Enter the Bishopric of Blackbirds. They believe themselves the salvation of the freehold, positioning members to be there when others need them. That is their first stated goal: to assist those poor Lost (which, to most Bishops, constitutes all of them) when necessary. This can manifest in many ways. The Blackbird Bishops, for instance, often wander the Hedge and look for those who have escaped from Arcadia or who are plainly lost.  The Bishops offer their aid, helping those poor souls return to the world. Maybe a changeling has a problem with her fetch, and a Blackbird Bishop will help her come to terms with her “other.” (They won’t help her destroy the fetch, but they will attempt to either forge an understanding between the two, or will instead help her to forget that life and never again try to contact her Fae-made twin.) The Bishops offer guidance to those who are lost, above all. As a changeling, it’s all too easy to lose one’s way, and the Bishopric accepts the role of savior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
The Bishopric doesn’t assert any common appearance or dress code among its Bishops, except for a single bird pendant hammered out of tin and painted black. The order expects its Bishops to wear this pendant somewhere within sight ― usually pinned to a lapel or hung around the neck via a small chain. A Bishop’s mien is a whole different matter. Changes to a Bishop’s mien are at first subtle, with feathers (usually the black and brown feathers of the common blackbird, though some manifest red-tipped feathers or oily blue-black feathers) appearing from beneath sleeves, cuffs and collars. These feathers sometimes drift away and fall to the ground around the changeling’s feet.&lt;br /&gt;
&lt;br /&gt;
The other changes are more extreme. A Bishop’s eyes may take on the round black glassiness of a bird’s. His feet, too, may turn knobby and shriveled, ending in hooked talons. As Wyrd increases, the number of feathers grows before they drop to the ground, left behind for some humans to find. (Humans, too, feel odd in the presence of high-Wyrd Bishops ― mortals grow abnormally superstitious, refusing to step on sidewalk cracks or walk beneath ladders.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Aspersorium {{dot2}} (Privilege)===&lt;br /&gt;
The Aspersorium is a small, fist-sized container, appearing usually as a small pail or cup. Most such cups feature ornate filigree or scroll work, and are generally made of metal (silver, brass, pewter), though a few are glass and are instead rimmed with metal ornamentation. The changeling puts any kind of water inside of the cup and whispers a few prayers offered to the weave and weft of Fate itself, asking for a moment of lucidity and perspective. The water, now “blessed,” can be flicked onto or sprinkled upon another character’s brow. Upon activation, the blessed water helps restore that person to some measure of sanity. If that person possesses any mild [[Derangements|derangements]], those derangements disappear for a single scene. If that person possesses any severe derangements, then those derangements downgrade to their mild counterparts (i.e., Paranoia becomes Suspicion) for the scene. The Aspersorium also grants the affected person +1 bonus to any Perception rolls he makes during the rest of the day (until he sleeps).&lt;br /&gt;
&lt;br /&gt;
'''Action''': [[Action::Instant]]&lt;br /&gt;
&lt;br /&gt;
'''Drawback''': The martyrs of the Bishopric believe that what this token grants to others is able to do so only because it draws it away from the Bishop who uses it. Upon using this, the Bishop suffers a –1 die penalty to any Perception rolls made on his behalf over the rest of the day ― his eyes sometimes sting or tear up, and he may even feel a minor headache stirring behind them. This lingers until he gets at least four hours of sleep. This penalty is cumulative ― if the Bishop blesses a motley of five changelings, the Perception penalty grows to a –5 modifier.&lt;br /&gt;
&lt;br /&gt;
'''Catch''': In addition to the drawback noted above, the character also takes on the target’s derangement (mild or severe, whatever is possessed) for the rest of the scene. If the token is used on a character who does not possess any derangements, then the user of the Aspersorium takes on one mild derangement of the Storyteller’s choice, which lasts for the scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
The first and perhaps most common way that a changeling joins the Bishopric of Blackbirds is by using his membership to pay off a pledged debt. When offering aid in reward for a future favor, the Bishop makes it clear to most that one way out of the pledge ― a clause to the contract, so to speak ― is to become a Blackbird Bishop. Seeing as how the Bishops are devoted to helping the freehold and preserving Clarity, it serves the order’s goals in the long run to have more members. (Though, again the cruel irony presents itself that some Bishops end up with alarmingly low Clarity without realizing it, and thus they become the ones weakening the fundamental sanity of the freehold.) Otherwise, those who wish to join are usually allowed to join. The other Bishops discuss it, but even if a changeling enters who doesn’t deserve the grace and wisdom of the order, the other Bishops will make him deserve it. They recognize that they’re only as strong as their weakest link, and if that means dragging one of their own headlong into helping others and farming out goodwill through pledges, then that’s what they’ll do. The Bishops have little problem in “motivating” their slacking brethren. Motivation may come at the end of an hours-long lecture ― or from a swift reprimand at the end of a cudgel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements}}{{footer|ctl}}[[Category:Changeling: The Lost]][[Category:Entitlements]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/College_of_Worms</id>
		<title>College of Worms</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/College_of_Worms"/>
				<updated>2016-04-21T03:46:34Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=College of Worms&lt;br /&gt;
|Nickname=Diviners of Worms&amp;lt;br/&amp;gt;(sometimes just called “diviners” or “augurs”)&lt;br /&gt;
|Wyrd=3&lt;br /&gt;
|Prerequisites=[[Prerequisite::Investigation Skill|Investigation]] {{dot2}} &amp;lt;br/&amp;gt;[[Prerequisite::Occult Skill|Occult]] {{dot2}}&lt;br /&gt;
|Source=Changeling The Lost Sourcebook&lt;br /&gt;
|Pages=pp. 293-296&lt;br /&gt;
}}{{Quote|My eyes always seek the impossible and the insane.|#008000}}&lt;br /&gt;
&lt;br /&gt;
The fae of the College of Worms believe that fate needs to be scrutinized. The threads of destiny aren’t easy to find ― the number “13” on a passing cab, the image of a crow formed in the steam that darkens a mirror, an oddly-shaped paper cut on one’s ring finger ― but they’re there for those who care to sort the chaff from the wheat. If the seemingly inscrutable threads of fate can be parsed and understood, then perhaps the College of Worms can help predict when terrible things might happen to the freehold. If these changelings can predict the coming of the Others, and when they might come to abduct mortals from this world ― or when the Others might return to hunt those who have escaped them ― then such a service is of profound interest. The diviners of the College are not necessarily glad to provide such a service, as doing so often engenders a risk to their [[Clarity]]. But they feel it needs to be done, and accept that they are the only ones truly willing to commit to the task.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
Most diviners tend toward scholarly appearances, maybe choosing a houndstooth suit jacket and tie, or a simple buttoned-down shirt with khaki pants. Others take their supposedly sacred roles as diviners more seriously (especially if they’re “official” diviners for one or several Courts), wearing elaborate robes or other ceremonial garb to indicate their station. While the College in general has never formalized any raiment for its augurs, the order in a given freehold may have. The College in Miami may don plain white robes, as white as the Florida sun. The College of London may instead wear black robes with red braiding and elaborate stitching and needlework meant to indicate one’s training or exploits.&lt;br /&gt;
&lt;br /&gt;
A diviner’s mien changes in a number of ways. The most obvious and disconcerting change is the suggestion of worms crawling beneath the skin ― the flesh rises and moves as never-seen worms squirm and burrow. (Some say that as Wyrd increases to abnormally high levels, the worms do sometimes pop out of the skin ― and then crawl away to the nearest crevice or cubbyhole.) The other change is the pair of eyeglasses that appear perched upon a diviner’s nose. The eyeglasses may be in any shape, composed of any metal ― round and silver, gold and square ― but the common theme is that the lenses themselves are always cracked (though the diviner’s sight remains excellent). As Wyrd grows, the cracks deepen and multiply&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Diviner’s Instrument {{dot3}} (Privilege)===&lt;br /&gt;
Every diviner within the College of Worms is expected to possess a divining tool suited only to her. She chooses the nature of the tool: a pouch of runes, a cup of pigeon bones, a hand-drawn Tarot deck, a scrying mirror made from an old compact. Upon joining the order, the pledge to become a diviner connects this instrument to the strands of fate, enough to grant the token a small and relatively safe measure of power (anything greater would wreak havoc upon the poor changeling who carried it). The token’s power is passive. The changeling uses the tool, and upon activation receives no insights at the time of use. The insight comes later. When about to make a roll, the player determines that the insight is finally revealed to the character and helps grant her feelings (be they instincts or an odd deja vu sensation), which translate to bonuses on that roll. The character can take a number of dice equal to the character’s [[Wyrd]] score and add them to that roll. However, this must be done within a number of hours equal to the changeling’s Clarity score. If she goes beyond that time limit, she cannot access the hidden insight provided by her divining tools. The Diviner’s Instrument is a fickle thing, much as fate itself, and can only be used once per game session.&lt;br /&gt;
&lt;br /&gt;
'''Action''': [[Action::Instant]]&lt;br /&gt;
&lt;br /&gt;
'''Drawback''': All Perception rolls made during the time the “insight” is active (i.e., during a number of hours equal to the changeling’s Clarity) suffer a –1 die penalty. The only exception to this is if the changeling chooses to make a Perception roll the recipient of the token’s Wyrd bonus (at which point no penalty is given, and the full bonus is received). The reason for the Perception penalty is that, when considering fate, the changeling looks for fate’s fickle fingerprints often in the wrong place. She becomes easily distracted. When she’s supposed to see a blue truck driving past, she may instead be looking skyward, examining the contrails left by an airliner.&lt;br /&gt;
&lt;br /&gt;
'''Catch''': If the changeling chooses to eschew the Glamour expenditure or Wyrd roll, or if a character uses the token who does not&lt;br /&gt;
possess either, then the Diviner’s Instrument confers a significant penalty in addition to its bonus. After the player chooses which roll&lt;br /&gt;
gains the bonus his character gained by using the token, the Storyteller chooses another roll made later in the day to receive a penalty&lt;br /&gt;
equal to the character’s Wyrd score (maximum –5 dice). As noted, fate can be quite fickle, especially when it is not paid its proper&lt;br /&gt;
due.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
Any who wish to join the College of Worms must first apprentice with a current member of the order. Apprenticeship has no fixed time limit associated with it ― it can be a month, a year, or 10 years. Most apprenticeships last around a year, but what really matters is that the tutor feels that her apprentice is ready to give his oath to the College, and “readiness” is one’s willingness and ability to see the largely undetectable threads of fate emerging in day-to-day life. The tutor tests her apprentice over and over again ― did he see what the lottery numbers were for the past seven nights and can he rattle them off? Did he hear the malapropisms in the president’s speech last night and what they really said, and didn’t he hear those same misspoken words used in that child’s rhyme heard as they passed the playground? Important, too, are the conclusions an apprentice draws from such sightings. Does the sighting invoke the coming of the True Fae? Did fate inadvertently discuss the apprentice’s murderous fetch? Did the pattern of flies on the north wall foretell the breaking of a significant pledge by the current Court in power? The tests given aren’t fixed, and are instead made up in the morning. Two years, 10 years, a lifetime ― the pledge remains (or the tutor becomes susceptible to the apprentice’s changeling powers from the breaking of a promise). In most cases, if the apprentice is woefully unprepared, then it’s up to the student to quit. The tutor won’t break his pledge (though she may attempt to force her student to quit, thus ending the pledge). When the tutor deems that a student’s apprenticeship comes to an end, that’s it. At that moment she is brought before the rest of the College, and they finalize her oath to the order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements}}{{footer|ctl}}[[Category:Changeling: The Lost]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/College_of_Worms</id>
		<title>College of Worms</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/College_of_Worms"/>
				<updated>2016-04-21T03:46:07Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=College of Worms&lt;br /&gt;
|Nickname=Diviners of Worms&amp;lt;br/&amp;gt;(sometimes just called “diviners” or “augurs”)&lt;br /&gt;
|Wyrd=3&lt;br /&gt;
|Prerequisites=[[Prerequisite::Investigation Skill|Investigation]] {{dot2}} &amp;lt;br/&amp;gt;[[Prerequisite::Occult Skill|Occult]] {{dot2}}&lt;br /&gt;
|Source=Changeling the Lost Sourcebook&lt;br /&gt;
|Pages=pp. 293-296&lt;br /&gt;
}}{{Quote|My eyes always seek the impossible and the insane.|#008000}}&lt;br /&gt;
&lt;br /&gt;
The fae of the College of Worms believe that fate needs to be scrutinized. The threads of destiny aren’t easy to find ― the number “13” on a passing cab, the image of a crow formed in the steam that darkens a mirror, an oddly-shaped paper cut on one’s ring finger ― but they’re there for those who care to sort the chaff from the wheat. If the seemingly inscrutable threads of fate can be parsed and understood, then perhaps the College of Worms can help predict when terrible things might happen to the freehold. If these changelings can predict the coming of the Others, and when they might come to abduct mortals from this world ― or when the Others might return to hunt those who have escaped them ― then such a service is of profound interest. The diviners of the College are not necessarily glad to provide such a service, as doing so often engenders a risk to their [[Clarity]]. But they feel it needs to be done, and accept that they are the only ones truly willing to commit to the task.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
Most diviners tend toward scholarly appearances, maybe choosing a houndstooth suit jacket and tie, or a simple buttoned-down shirt with khaki pants. Others take their supposedly sacred roles as diviners more seriously (especially if they’re “official” diviners for one or several Courts), wearing elaborate robes or other ceremonial garb to indicate their station. While the College in general has never formalized any raiment for its augurs, the order in a given freehold may have. The College in Miami may don plain white robes, as white as the Florida sun. The College of London may instead wear black robes with red braiding and elaborate stitching and needlework meant to indicate one’s training or exploits.&lt;br /&gt;
&lt;br /&gt;
A diviner’s mien changes in a number of ways. The most obvious and disconcerting change is the suggestion of worms crawling beneath the skin ― the flesh rises and moves as never-seen worms squirm and burrow. (Some say that as Wyrd increases to abnormally high levels, the worms do sometimes pop out of the skin ― and then crawl away to the nearest crevice or cubbyhole.) The other change is the pair of eyeglasses that appear perched upon a diviner’s nose. The eyeglasses may be in any shape, composed of any metal ― round and silver, gold and square ― but the common theme is that the lenses themselves are always cracked (though the diviner’s sight remains excellent). As Wyrd grows, the cracks deepen and multiply&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Diviner’s Instrument {{dot3}} (Privilege)===&lt;br /&gt;
Every diviner within the College of Worms is expected to possess a divining tool suited only to her. She chooses the nature of the tool: a pouch of runes, a cup of pigeon bones, a hand-drawn Tarot deck, a scrying mirror made from an old compact. Upon joining the order, the pledge to become a diviner connects this instrument to the strands of fate, enough to grant the token a small and relatively safe measure of power (anything greater would wreak havoc upon the poor changeling who carried it). The token’s power is passive. The changeling uses the tool, and upon activation receives no insights at the time of use. The insight comes later. When about to make a roll, the player determines that the insight is finally revealed to the character and helps grant her feelings (be they instincts or an odd deja vu sensation), which translate to bonuses on that roll. The character can take a number of dice equal to the character’s [[Wyrd]] score and add them to that roll. However, this must be done within a number of hours equal to the changeling’s Clarity score. If she goes beyond that time limit, she cannot access the hidden insight provided by her divining tools. The Diviner’s Instrument is a fickle thing, much as fate itself, and can only be used once per game session.&lt;br /&gt;
&lt;br /&gt;
'''Action''': [[Action::Instant]]&lt;br /&gt;
&lt;br /&gt;
'''Drawback''': All Perception rolls made during the time the “insight” is active (i.e., during a number of hours equal to the changeling’s Clarity) suffer a –1 die penalty. The only exception to this is if the changeling chooses to make a Perception roll the recipient of the token’s Wyrd bonus (at which point no penalty is given, and the full bonus is received). The reason for the Perception penalty is that, when considering fate, the changeling looks for fate’s fickle fingerprints often in the wrong place. She becomes easily distracted. When she’s supposed to see a blue truck driving past, she may instead be looking skyward, examining the contrails left by an airliner.&lt;br /&gt;
&lt;br /&gt;
'''Catch''': If the changeling chooses to eschew the Glamour expenditure or Wyrd roll, or if a character uses the token who does not&lt;br /&gt;
possess either, then the Diviner’s Instrument confers a significant penalty in addition to its bonus. After the player chooses which roll&lt;br /&gt;
gains the bonus his character gained by using the token, the Storyteller chooses another roll made later in the day to receive a penalty&lt;br /&gt;
equal to the character’s Wyrd score (maximum –5 dice). As noted, fate can be quite fickle, especially when it is not paid its proper&lt;br /&gt;
due.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
Any who wish to join the College of Worms must first apprentice with a current member of the order. Apprenticeship has no fixed time limit associated with it ― it can be a month, a year, or 10 years. Most apprenticeships last around a year, but what really matters is that the tutor feels that her apprentice is ready to give his oath to the College, and “readiness” is one’s willingness and ability to see the largely undetectable threads of fate emerging in day-to-day life. The tutor tests her apprentice over and over again ― did he see what the lottery numbers were for the past seven nights and can he rattle them off? Did he hear the malapropisms in the president’s speech last night and what they really said, and didn’t he hear those same misspoken words used in that child’s rhyme heard as they passed the playground? Important, too, are the conclusions an apprentice draws from such sightings. Does the sighting invoke the coming of the True Fae? Did fate inadvertently discuss the apprentice’s murderous fetch? Did the pattern of flies on the north wall foretell the breaking of a significant pledge by the current Court in power? The tests given aren’t fixed, and are instead made up in the morning. Two years, 10 years, a lifetime ― the pledge remains (or the tutor becomes susceptible to the apprentice’s changeling powers from the breaking of a promise). In most cases, if the apprentice is woefully unprepared, then it’s up to the student to quit. The tutor won’t break his pledge (though she may attempt to force her student to quit, thus ending the pledge). When the tutor deems that a student’s apprenticeship comes to an end, that’s it. At that moment she is brought before the rest of the College, and they finalize her oath to the order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements}}{{footer|ctl}}[[Category:Changeling: The Lost]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/College_of_Worms</id>
		<title>College of Worms</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/College_of_Worms"/>
				<updated>2016-04-21T03:45:33Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=College of Worms&lt;br /&gt;
|Nickname=Diviners of Worms&amp;lt;br/&amp;gt;(sometimes just called “diviners” or “augurs”)&lt;br /&gt;
|Wyrd=3&lt;br /&gt;
|Prerequisites=[[Prerequisite::Investigation Skill|Investigation]] {{dot2}} &amp;lt;br/&amp;gt;[[Prerequisite::Occult Skill|Occult]] {{dot2}}&lt;br /&gt;
|Source=CtL&lt;br /&gt;
|Pages=pp. 293-296&lt;br /&gt;
}}{{Quote|My eyes always seek the impossible and the insane.|#008000}}&lt;br /&gt;
&lt;br /&gt;
The fae of the College of Worms believe that fate needs to be scrutinized. The threads of destiny aren’t easy to find ― the number “13” on a passing cab, the image of a crow formed in the steam that darkens a mirror, an oddly-shaped paper cut on one’s ring finger ― but they’re there for those who care to sort the chaff from the wheat. If the seemingly inscrutable threads of fate can be parsed and understood, then perhaps the College of Worms can help predict when terrible things might happen to the freehold. If these changelings can predict the coming of the Others, and when they might come to abduct mortals from this world ― or when the Others might return to hunt those who have escaped them ― then such a service is of profound interest. The diviners of the College are not necessarily glad to provide such a service, as doing so often engenders a risk to their [[Clarity]]. But they feel it needs to be done, and accept that they are the only ones truly willing to commit to the task.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
Most diviners tend toward scholarly appearances, maybe choosing a houndstooth suit jacket and tie, or a simple buttoned-down shirt with khaki pants. Others take their supposedly sacred roles as diviners more seriously (especially if they’re “official” diviners for one or several Courts), wearing elaborate robes or other ceremonial garb to indicate their station. While the College in general has never formalized any raiment for its augurs, the order in a given freehold may have. The College in Miami may don plain white robes, as white as the Florida sun. The College of London may instead wear black robes with red braiding and elaborate stitching and needlework meant to indicate one’s training or exploits.&lt;br /&gt;
&lt;br /&gt;
A diviner’s mien changes in a number of ways. The most obvious and disconcerting change is the suggestion of worms crawling beneath the skin ― the flesh rises and moves as never-seen worms squirm and burrow. (Some say that as Wyrd increases to abnormally high levels, the worms do sometimes pop out of the skin ― and then crawl away to the nearest crevice or cubbyhole.) The other change is the pair of eyeglasses that appear perched upon a diviner’s nose. The eyeglasses may be in any shape, composed of any metal ― round and silver, gold and square ― but the common theme is that the lenses themselves are always cracked (though the diviner’s sight remains excellent). As Wyrd grows, the cracks deepen and multiply&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Diviner’s Instrument {{dot3}} (Privilege)===&lt;br /&gt;
Every diviner within the College of Worms is expected to possess a divining tool suited only to her. She chooses the nature of the tool: a pouch of runes, a cup of pigeon bones, a hand-drawn Tarot deck, a scrying mirror made from an old compact. Upon joining the order, the pledge to become a diviner connects this instrument to the strands of fate, enough to grant the token a small and relatively safe measure of power (anything greater would wreak havoc upon the poor changeling who carried it). The token’s power is passive. The changeling uses the tool, and upon activation receives no insights at the time of use. The insight comes later. When about to make a roll, the player determines that the insight is finally revealed to the character and helps grant her feelings (be they instincts or an odd deja vu sensation), which translate to bonuses on that roll. The character can take a number of dice equal to the character’s [[Wyrd]] score and add them to that roll. However, this must be done within a number of hours equal to the changeling’s Clarity score. If she goes beyond that time limit, she cannot access the hidden insight provided by her divining tools. The Diviner’s Instrument is a fickle thing, much as fate itself, and can only be used once per game session.&lt;br /&gt;
&lt;br /&gt;
'''Action''': [[Action::Instant]]&lt;br /&gt;
&lt;br /&gt;
'''Drawback''': All Perception rolls made during the time the “insight” is active (i.e., during a number of hours equal to the changeling’s Clarity) suffer a –1 die penalty. The only exception to this is if the changeling chooses to make a Perception roll the recipient of the token’s Wyrd bonus (at which point no penalty is given, and the full bonus is received). The reason for the Perception penalty is that, when considering fate, the changeling looks for fate’s fickle fingerprints often in the wrong place. She becomes easily distracted. When she’s supposed to see a blue truck driving past, she may instead be looking skyward, examining the contrails left by an airliner.&lt;br /&gt;
&lt;br /&gt;
'''Catch''': If the changeling chooses to eschew the Glamour expenditure or Wyrd roll, or if a character uses the token who does not&lt;br /&gt;
possess either, then the Diviner’s Instrument confers a significant penalty in addition to its bonus. After the player chooses which roll&lt;br /&gt;
gains the bonus his character gained by using the token, the Storyteller chooses another roll made later in the day to receive a penalty&lt;br /&gt;
equal to the character’s Wyrd score (maximum –5 dice). As noted, fate can be quite fickle, especially when it is not paid its proper&lt;br /&gt;
due.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
Any who wish to join the College of Worms must first apprentice with a current member of the order. Apprenticeship has no fixed time limit associated with it ― it can be a month, a year, or 10 years. Most apprenticeships last around a year, but what really matters is that the tutor feels that her apprentice is ready to give his oath to the College, and “readiness” is one’s willingness and ability to see the largely undetectable threads of fate emerging in day-to-day life. The tutor tests her apprentice over and over again ― did he see what the lottery numbers were for the past seven nights and can he rattle them off? Did he hear the malapropisms in the president’s speech last night and what they really said, and didn’t he hear those same misspoken words used in that child’s rhyme heard as they passed the playground? Important, too, are the conclusions an apprentice draws from such sightings. Does the sighting invoke the coming of the True Fae? Did fate inadvertently discuss the apprentice’s murderous fetch? Did the pattern of flies on the north wall foretell the breaking of a significant pledge by the current Court in power? The tests given aren’t fixed, and are instead made up in the morning. Two years, 10 years, a lifetime ― the pledge remains (or the tutor becomes susceptible to the apprentice’s changeling powers from the breaking of a promise). In most cases, if the apprentice is woefully unprepared, then it’s up to the student to quit. The tutor won’t break his pledge (though she may attempt to force her student to quit, thus ending the pledge). When the tutor deems that a student’s apprenticeship comes to an end, that’s it. At that moment she is brought before the rest of the College, and they finalize her oath to the order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements}}{{footer|ctl}}[[Category:Changeling: The Lost]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/College_of_Worms</id>
		<title>College of Worms</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/College_of_Worms"/>
				<updated>2016-04-21T03:45:10Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: Created page with &amp;quot;{{Infobox Entitlement |Name=College of Worms |Nickname=Diviners of Worms&amp;lt;br/&amp;gt;(sometimes just called “diviners” or “augurs”) |Wyrd=3 |Prerequisites=[[Prerequisite::Investi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=College of Worms&lt;br /&gt;
|Nickname=Diviners of Worms&amp;lt;br/&amp;gt;(sometimes just called “diviners” or “augurs”)&lt;br /&gt;
|Wyrd=3&lt;br /&gt;
|Prerequisites=[[Prerequisite::Investigation Skill|Investigation]] {{dot2}} &amp;lt;br/&amp;gt;[[Prerequisite::Occult Skill|Occult]] {{dot2}}&lt;br /&gt;
|Source=Changeling the Lost&lt;br /&gt;
|Pages=pp. 293-296&lt;br /&gt;
}}{{Quote|My eyes always seek the impossible and the insane.|#008000}}&lt;br /&gt;
&lt;br /&gt;
The fae of the College of Worms believe that fate needs to be scrutinized. The threads of destiny aren’t easy to find ― the number “13” on a passing cab, the image of a crow formed in the steam that darkens a mirror, an oddly-shaped paper cut on one’s ring finger ― but they’re there for those who care to sort the chaff from the wheat. If the seemingly inscrutable threads of fate can be parsed and understood, then perhaps the College of Worms can help predict when terrible things might happen to the freehold. If these changelings can predict the coming of the Others, and when they might come to abduct mortals from this world ― or when the Others might return to hunt those who have escaped them ― then such a service is of profound interest. The diviners of the College are not necessarily glad to provide such a service, as doing so often engenders a risk to their [[Clarity]]. But they feel it needs to be done, and accept that they are the only ones truly willing to commit to the task.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
Most diviners tend toward scholarly appearances, maybe choosing a houndstooth suit jacket and tie, or a simple buttoned-down shirt with khaki pants. Others take their supposedly sacred roles as diviners more seriously (especially if they’re “official” diviners for one or several Courts), wearing elaborate robes or other ceremonial garb to indicate their station. While the College in general has never formalized any raiment for its augurs, the order in a given freehold may have. The College in Miami may don plain white robes, as white as the Florida sun. The College of London may instead wear black robes with red braiding and elaborate stitching and needlework meant to indicate one’s training or exploits.&lt;br /&gt;
&lt;br /&gt;
A diviner’s mien changes in a number of ways. The most obvious and disconcerting change is the suggestion of worms crawling beneath the skin ― the flesh rises and moves as never-seen worms squirm and burrow. (Some say that as Wyrd increases to abnormally high levels, the worms do sometimes pop out of the skin ― and then crawl away to the nearest crevice or cubbyhole.) The other change is the pair of eyeglasses that appear perched upon a diviner’s nose. The eyeglasses may be in any shape, composed of any metal ― round and silver, gold and square ― but the common theme is that the lenses themselves are always cracked (though the diviner’s sight remains excellent). As Wyrd grows, the cracks deepen and multiply&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Diviner’s Instrument {{dot3}} (Privilege)===&lt;br /&gt;
Every diviner within the College of Worms is expected to possess a divining tool suited only to her. She chooses the nature of the tool: a pouch of runes, a cup of pigeon bones, a hand-drawn Tarot deck, a scrying mirror made from an old compact. Upon joining the order, the pledge to become a diviner connects this instrument to the strands of fate, enough to grant the token a small and relatively safe measure of power (anything greater would wreak havoc upon the poor changeling who carried it). The token’s power is passive. The changeling uses the tool, and upon activation receives no insights at the time of use. The insight comes later. When about to make a roll, the player determines that the insight is finally revealed to the character and helps grant her feelings (be they instincts or an odd deja vu sensation), which translate to bonuses on that roll. The character can take a number of dice equal to the character’s [[Wyrd]] score and add them to that roll. However, this must be done within a number of hours equal to the changeling’s Clarity score. If she goes beyond that time limit, she cannot access the hidden insight provided by her divining tools. The Diviner’s Instrument is a fickle thing, much as fate itself, and can only be used once per game session.&lt;br /&gt;
&lt;br /&gt;
'''Action''': [[Action::Instant]]&lt;br /&gt;
&lt;br /&gt;
'''Drawback''': All Perception rolls made during the time the “insight” is active (i.e., during a number of hours equal to the changeling’s Clarity) suffer a –1 die penalty. The only exception to this is if the changeling chooses to make a Perception roll the recipient of the token’s Wyrd bonus (at which point no penalty is given, and the full bonus is received). The reason for the Perception penalty is that, when considering fate, the changeling looks for fate’s fickle fingerprints often in the wrong place. She becomes easily distracted. When she’s supposed to see a blue truck driving past, she may instead be looking skyward, examining the contrails left by an airliner.&lt;br /&gt;
&lt;br /&gt;
'''Catch''': If the changeling chooses to eschew the Glamour expenditure or Wyrd roll, or if a character uses the token who does not&lt;br /&gt;
possess either, then the Diviner’s Instrument confers a significant penalty in addition to its bonus. After the player chooses which roll&lt;br /&gt;
gains the bonus his character gained by using the token, the Storyteller chooses another roll made later in the day to receive a penalty&lt;br /&gt;
equal to the character’s Wyrd score (maximum –5 dice). As noted, fate can be quite fickle, especially when it is not paid its proper&lt;br /&gt;
due.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
Any who wish to join the College of Worms must first apprentice with a current member of the order. Apprenticeship has no fixed time limit associated with it ― it can be a month, a year, or 10 years. Most apprenticeships last around a year, but what really matters is that the tutor feels that her apprentice is ready to give his oath to the College, and “readiness” is one’s willingness and ability to see the largely undetectable threads of fate emerging in day-to-day life. The tutor tests her apprentice over and over again ― did he see what the lottery numbers were for the past seven nights and can he rattle them off? Did he hear the malapropisms in the president’s speech last night and what they really said, and didn’t he hear those same misspoken words used in that child’s rhyme heard as they passed the playground? Important, too, are the conclusions an apprentice draws from such sightings. Does the sighting invoke the coming of the True Fae? Did fate inadvertently discuss the apprentice’s murderous fetch? Did the pattern of flies on the north wall foretell the breaking of a significant pledge by the current Court in power? The tests given aren’t fixed, and are instead made up in the morning. Two years, 10 years, a lifetime ― the pledge remains (or the tutor becomes susceptible to the apprentice’s changeling powers from the breaking of a promise). In most cases, if the apprentice is woefully unprepared, then it’s up to the student to quit. The tutor won’t break his pledge (though she may attempt to force her student to quit, thus ending the pledge). When the tutor deems that a student’s apprenticeship comes to an end, that’s it. At that moment she is brought before the rest of the College, and they finalize her oath to the order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements}}{{footer|ctl}}[[Category:Changeling: The Lost]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Knighthood_of_the_Dragonslayer</id>
		<title>Knighthood of the Dragonslayer</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Knighthood_of_the_Dragonslayer"/>
				<updated>2016-04-18T04:50:11Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=Knighthood of the Dragonslayer&lt;br /&gt;
|Nickname=Knight (Cavaleiro); “Snakes” (Serpente) (derogatory)&lt;br /&gt;
|Wyrd=2&lt;br /&gt;
|Prerequisites=Wits + Composure dice pool of at least six dice &amp;lt;br/&amp;gt;[[Prerequisite::Intimidation Skill|Intimidation]] {{dot2}}&lt;br /&gt;
|Source=Winter Masques&lt;br /&gt;
|Pages=pp. 149-151&lt;br /&gt;
}}&lt;br /&gt;
{{Quote|I just want what’s best for the freehold. These restraints are just a formality.|#008000}}&lt;br /&gt;
&lt;br /&gt;
Saint George’s legacy lives on in the form of a noble order. The Knighthood of the Dragonslayer — or Ordem dos Cavaleiros Matadors de Dragão — still works today, but not necessarily in a militaristic capacity. While members are expected to have some martial prowess to their credit, what they really do is function as spies, interrogators and policemen. It is their job to kick over the rotting log from time to time to see what wretchedness crawls underneath. If what’s exposed cannot be abided, they do whatever must be done to either continue the disclosure or to end it where it lays. If this means torture, then it means torture. If it means threats against the innocent, then one must abide not by the individual but by the needs of the greater good. The Knighthood is very utilitarian in this way, and will do what it must to keep its freehold safe from treachery. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
The changes brought on by joining the Knighthood of the Dragonslayer are subtle, and to some, almost unnoticeable. The first change is in the eyes: pupils shrink, and the whites of the eyes become stark and bloodless. Those who don’t note this change specifically still feel the amped intensity from a Knight’s unblinking stare. The second change is in the appearance of minor draconic features: a few black scales on the back of a hand, a few teeth turned to curved needles, a tongue starting to split at the tip like that of a snake. The party line explanation is that the founder was splashed with the blood of the True Fae “dragon” he destroyed, and this blood contaminated his mien with elements of that rough beast. Others, though, suggest that it is a sign of the corruption within the very heart of the order, a callous and reptilian leaning.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Grand Cross of Saint George (Privilege)===&lt;br /&gt;
Many knights of the order wear this cross — cobbled together from gems, seeds, bits of glass and other debris found in the Hedge — as part of a sash badge worn across the chest, though many simply pin it to a shirt or jacket. When activated and pressed against the skin of another, the cross is said to sense the sin within that person’s heart. The cross burns the skin provided that the target’s [[Morality]] score (or its equivalent, be it [[Clarity]], [[Harmony]], [[Humanity]] or [[Wisdom]]) is at 5 or below. For every one below 5, the cross does an additional point of lethal damage (Morality 5 causes one lethal, Morality 4 causes two lethal and so forth to a maximum of five lethal damage). In addition, one can heal the injury, but the cross leaves a permanent plus-shaped scar upon the flesh. If pressed against the flesh of someone with Morality 6 or higher, the cross has no effect (other than to tell the wielder that the victim may not be quite the sinner one suspected). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Action''': [[Action::Instant]]&lt;br /&gt;
&lt;br /&gt;
'''Mien''': The cross appears like an ugly, poorly crafted badge of flawed stones and bits of smooth glass (hemmed in by rings of dirty pewter). When active, though, the badge glows and throbs with an inner light that shines out through the multi-faceted stones and bits of glass to create a colorful display. When pressed upon the flesh of a sinner, the cross smolders and hisses.&lt;br /&gt;
&lt;br /&gt;
'''Drawback''': If used on a target with a Morality (or equivalent) score of 6 or 7, the knight feels dizzied and fatigued for the remainder of the scene, suffering a –1 penalty to all rolls. If the target had a Morality of 8 or 9, the penalty increases to –2, and if the target had a rare Morality 10, the penalty jumps to a dangerous –5 (penance, apparently, for testing the faith of someone who is clearly sacrosanct).&lt;br /&gt;
&lt;br /&gt;
'''Catch''': The token burns the hand of the user as well as (potentially) the flesh of the victim. This causes one point of lethal damage to the wielder. It doesn’t, however, cause a permanent scar — once the wound is healed, the scar will fade&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
The Knighthood welcomes new changelings with open arms. Certainly it tests them. The Dragonslayers examine every piece of a neophyte’s life, sifting through the remains of his mortal life, taking a close look at the fetch, drawing out the terrible dreams of one’s durance to ensure that the changeling doesn’t still secretly harbor hidden puppet strings that connect him to his Keeper.&lt;br /&gt;
&lt;br /&gt;
One interesting factor regarding new members it that, if the knights are able to extract a confession of treason from a changeling, they might offer that traitor a second life within the group. Traitors aren’t given a free pass, of course, and unlike other knights, traitors are scrutinized for many years to ensure that their duplicitous ways are burned out of them, but it allows them to forestall their executions. And, many such “second-chance” changelings end up being the Knighthood’s most zealous members. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements}}{{footer|ctl}}[[Category:Changeling: The Lost]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Bronze_Beylik</id>
		<title>Bronze Beylik</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Bronze_Beylik"/>
				<updated>2016-04-18T04:49:19Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=Bronze Beylik&lt;br /&gt;
|Nickname=Bey&lt;br /&gt;
|Wyrd=3&lt;br /&gt;
|Clarity=6&lt;br /&gt;
|Prerequisites=[[Prerequisite::Politics Skill|Politics]] {{dot3}}&lt;br /&gt;
|Source=Winter Masques&lt;br /&gt;
|Pages=pp. 146-148&lt;br /&gt;
}}&lt;br /&gt;
{{Quote|Why do we call you ‘Sultan,’ Sultan? Because we have chosen you to be that.|#008000}}&lt;br /&gt;
&lt;br /&gt;
Pride drives the Beys. They accept that they are kingmakers as easily as they accept the wetness of water or the heat of the sun. Yet, curiously, none of their own may ever ascend to become a ruler. The story goes that this has to do with a [[Pledge|pledge]] from thousands of years ago, a pledge made with a powerful djinn trapped in one of Constantinople’s towers. The Beys reportedly broke that pledge and have been paying for it since. Any attempt for a Bey — or even a one time member of the Beylik — to ascend to the topmost spot in a given Court always fails, often spectacularly. So instead, they take comfort in being the ones who raise a changeling to rule. &lt;br /&gt;
&lt;br /&gt;
The Beys are not secret about what they do. They make their efforts clear, which often puts them into opposition with the local changelings (especially those who support an existing ruler, one who has little interest in being forcibly deposed). But the Lost of the Beylik take it all in stride, having full faith in their abilities to raise a king, queen, sultan or caliph to the throne. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
Those of the Beylik find that their bodies begin to reflect bits of bronze — a Woodblood might show an occasional sheen or chip of golden metal (as if embedded in wood) while a Swimmerskin or Venombite might have some of her scales supplanted by bronze scales, flakes or rings. A single strand of hair might turn bronze, as might teeth or fingernails or even a whole ear. &lt;br /&gt;
&lt;br /&gt;
Unrelated to the mien are the long beards and long hair of the Beys; the women may forgo the beards. It’s tradition among their kind that marks them in their mask and mien and represents strength and authority. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bronze Spearhead (Privilege)===&lt;br /&gt;
The legend among the Beylik is that the Hedge was once the staging ground of an invasion by an army of the Others. The Beylik did not exist at the time, but some say it was this mad conflict that birthed them: a select few banded together and helped a military leader ascend to the topmost position of the local freehold. Under this leader, the Beylik helped form an army of Lost and the True Fae were routed. The war was terrible, and the Fae’s own weapons were turned against them. Even now, the tips of these spears lay hidden within the Thorns — some are lodged in trees, others tangled in barbed loops.&lt;br /&gt;
&lt;br /&gt;
When activated (it must be held in the palm of one’s hand for this to work), the spearhead transfers some of the maddening gloom of the True Fae to the Bey. For the remainder of the scene, the Bey may add his Wyrd score to any Intimidation rolls he makes: he appears threatening not in a mundane way, but in an eerie, otherworldly manner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Action''': [[Action::Instant]]&lt;br /&gt;
&lt;br /&gt;
'''Mien''': Each spearhead appears the same when laying inactive: dirty, tarnished bronze, its edge nicked, its once glorious metal dinged and scratched. Activating the spearhead, though, creates a whole different spearhead, each unique to the Keeper who once used it: some might glow, others might give off a strange fragrance. One spearhead maybe features an iridescent engraving of a butterfly, while another consistently drips with fresh blood.&lt;br /&gt;
&lt;br /&gt;
'''Drawback''': The eerie madness of the True Fae can be useful in some situations, but it’s certainly not useful in others. For the scene in which the token is active and in the following scene, the Bey suffers a –2 penalty to Social rolls requiring Animal Ken, Expression or Socialize.&lt;br /&gt;
&lt;br /&gt;
'''Catch''': A character can use the spearhead by scratching himself with it, causing one point of lethal damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
It’s said that the Beys are all predetermined — fate chooses them as soon as they emerge from the Thorns upon escaping their Keepers for that first time. The curse that keeps the Beys from rule runs thick in the blood and dreams of some changelings, and these Lost clearly belong to the Bronze Beylik.&lt;br /&gt;
&lt;br /&gt;
Whether this is true or not remains a mystery. As with many supposedly predestined orders or religions, one can petition the Beylik for entrance into the order. In doing so, one opens himself up for whatever testing the Beys believe will indicate a fated member of the order. Such tests are often difficult and seemingly random (tests of skill in impossible games, athletic feats that tear muscle and break bone, political situations on par with frenzying sharks). Only rarely does a member “pass” such a test and gain entrance into the Beylik.&lt;br /&gt;
&lt;br /&gt;
One surefire way in, however, is to find one of the bronze spearhead tokens that every Bey carries with him at all times. It’s said that finding one of these spearheads in the Hedge is a truly propitious event, and in doing so one automatically declares himself a Bey. Of course, not every changeling who finds such a spearhead (described below under “privileges”) wants to join the Beylik, but he’ll find that he has little choice in that matter. Discovering such a spearhead is rare and convinces the Beys uniformly of a changeling’s fate among them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements}}{{footer|ctl}}[[Category:Changeling: The Lost]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Phantom_Tong</id>
		<title>Phantom Tong</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Phantom_Tong"/>
				<updated>2016-04-18T04:48:45Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=Phantom Tong&lt;br /&gt;
|Nickname=Dai Lo&lt;br /&gt;
|Wyrd=2&lt;br /&gt;
|Prerequisites=[[Prerequisite::Larceny Skill|Larceny]] {{dot3}}&lt;br /&gt;
|Source=Winter Masques&lt;br /&gt;
|Pages=pp.143-145}}&lt;br /&gt;
{{Quote|We do not exist until you need us to exist.|#008000}}&lt;br /&gt;
&lt;br /&gt;
The Phantom Tong is a criminal organization. It exists to purposely propagate an illicit underworld bent toward acts of violence, thievery, gambling, prostitution, drug-peddling, piracy — whatever unruly behavior the group can manage. Its members either belong to “normal” fae society and work with the Tong on the sly, or instead disappear from the freehold’s normal comings and goings, working full-time for the order — becoming phantoms, themselves. &lt;br /&gt;
&lt;br /&gt;
The Tong claims that all the bad things it supports are necessary to countermand the rule of the existing Courts. By causing some degree of chaos and unruliness, the Tong helps keep the rulers honest — the corruption is therefore out of their hands, and into the hands of the criminals, where it rightfully belongs. &lt;br /&gt;
&lt;br /&gt;
The greatest criticism levied against the order is that the Dai Los simply use the entitlement as an excuse to act as criminals. The order allows and encourages its members to make money and to enjoy themselves in the process. Some say that the Tong sows too much discord and weakens the freehold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
To remain secret, the Dai Los of the Phantom Tong have been able to mostly suppress any changes to their mien. They haven’t been able to stifle these changes entirely, however, and those who belong do find that their miens change in subtle ways. In certain lights (full moon, for instance), a Dai Lo’s eyes seem to fade partly out of existence, becoming opaque or translucent — “ghost eyes,” the Tong calls it. Others sometimes breathe out wisps of breath that look like fog but have the haunted eyes and frozen silent mouths of ghosts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Criminal Network (Privilege)===&lt;br /&gt;
Once the Dai Lo is officially connected to the larger criminal network of the city, the Dai Lo has easier access to resources that others do not. Dai Los, upon joining the Tong, can take one free Specialty in either Larceny or Streetwise. Moreover, any Allies or Contacts purchased with experience points and specifically relating to the criminal world possess a reduced experience point rate of new dots x 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
To become a Dai Lo within the Phantom Tong, one must perform criminal actions (or actions against the extant Courts) in the hopes that the Tong will take notice. This usually means that whatever the entrant does, it must be momentous or at least public — something that stings a given ruler is of particular value. When the time is right and the Tong is said to be pleased, the Dai Los apparently approach the potential entrant with an offer to join. This offer might be genuine, or it might be a con — more than one changeling has been made to believe that he’s tithing money and Glamour to pay the “cost” of entrance, when in reality they’re just fleecing the poor fool.&lt;br /&gt;
&lt;br /&gt;
Once a Dai Lo, the changeling is usually given some manner of control over a particular sphere of criminal influence. If he’s a leg-breaker, maybe he’ll be sent out on collections. If he’s got a cunning mind and a greedy heart, maybe he’ll be cast out to run cons on unsuspecting marks (human and fae).&lt;br /&gt;
&lt;br /&gt;
Leaving the Tong isn’t really encouraged. The Tong takes the “blood in, blood out” attitude, like most street gangs or criminal organizations. The only way out is your own blood, preferably spilled out of your broken head across cracked pavement. Another way is possible: kill all the other Dai Los. If the Tong is eradicated from within, then those who wish to escape its grasp are safe. Or, so they hope. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements}}{{footer|ctl}}[[Category:Changeling: The Lost]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Twilight_Gleaners</id>
		<title>Twilight Gleaners</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Twilight_Gleaners"/>
				<updated>2016-04-18T04:46:03Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=Twilight Gleaners&lt;br /&gt;
|Nickname=Sir or Madam, Soothsayer, Fateblind(insulting)&lt;br /&gt;
|Wyrd=3&lt;br /&gt;
|Prerequisites=[[Prerequisite::Occult Skill|Occult]] {{dot2}}&amp;lt;br /&amp;gt;[[Prerequisite::Empathy Skill|Empathy]] {{dot2}}&lt;br /&gt;
|Source=Dancers in the Dusk&lt;br /&gt;
|Pages=pps.156-158&lt;br /&gt;
}}{{Quote|Forever I will look into the mists, to pull aside the veil and chart the course that Fate plans for us. When pathways are hidden, I will be the guide to light the way. When confusion pools around us, I will be the rock to which others may hold. My life is given over to Fate, and my destiny lies before me.|#008000}}&lt;br /&gt;
&lt;br /&gt;
Although most changelings have great power at their disposal, they are still human at heart, and in times of danger or uncertainty they are just as likely to turn to whatever sources of certainty they can find. To these souls seeking guidance, the Twilight Gleaners often seem to be a blessing from the Wyrd. They bring with them assurance that the choices their clients make are guaranteed to success, and such confidence carries many changelings forward on their path.&lt;br /&gt;
&lt;br /&gt;
The Gleaners are not mere charlatans, however. Each member of the Entitlement has forged a connection with Fate itself. Although they do not have the power to control its course, they can see hints of the plans and goals that it holds, and by relaying that information, they can guide their charges to follow Fate’s plan. Although some see this as just another servitude, the Gleaners disagree. Fate, they argue, is a greater force than any changeling, and it is better to follow its lead than to waste your effort trying to avoid it. To that end, the Gleaners learn the secrets of teasing out which courses of action carry the blessing of destiny, and which are doomed to failure. Through that end, they argue, changelings can be assured of taking action with Fate at their back, rather than in opposition to it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
As a general rule, Gleaners prefer to appear humble and unassuming. They are not the masters of Fate, teach the elders of the Entitlement, but merely its servants, and excess pride is something to be avoided. To that end, simple colours are favoured, tending towards the drab.&lt;br /&gt;
&lt;br /&gt;
The primary sign of a Gleaner’s devotion is the milky silver tint that grows in his eyes: at first seeming only faint, but gradually expanding as his [[Wyrd]] increases until the whole of his eyes appear covered with tarnished silver cataracts. This does not affect his actual vision, but it can be unnerving to see, especially if it begins to bleed into the Mask. The second sign is that the strands of Fate that the Gleaners watch leave traces across their skin and clothes; Gleaners often appear to have silver threads running through their clothing, and faint silver can be seen across their veins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sensing Fate's Strands (Privilege)===&lt;br /&gt;
Any member of the Twilight Gleaners may, at any time, discover whether a planned course of action is fated to succeed or fail. To do so, the character need simply spend 1 [[Glamour]] and specify what they seek to discover. This functions only for plans that could succeed or fail — for example, a Gleaner could ask whether a planned raid against a Loyalist encampment will succeed, but not whether a given Gentry will be present. &lt;br /&gt;
&lt;br /&gt;
If Fate indicates that the plan will be successful, the plan gains the weight of destiny, as it is more certain to succeed. (That doesn’t mean it will succeed, though — Fate can be thwarted, of course.) Any roll made, by anyone, that directly furthers the plan receives a +1 die environmental bonus, and any roll made that directly opposes the plan receives a –1 die penalty. If Fate indicates that the plan will fail, the bonus and penalty are reversed.&lt;br /&gt;
&lt;br /&gt;
If a Gleaner attempts to help the enacting of a plan fated to fail, or directly opposes a plan fated to succeed – including by lying to a client about whether a plan they are inquiring about will succeed or fail – she is considered to have broken her oath to Fate. This does not remove her from the Gleaners, but she does suffer a penalty: for one month after she broke her oath, she suffers a –2 die penalty to all Persuasion rolls, as Fate twists her words against her. Furthermore, she must roll for degeneration as though she broke a [[Pledge|pledge]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
To become a Gleaner, one must come to understand that her Fate is not entirely her own, and that there is no shame in listening to the wisdom of others. Gleaners also watch out for signs of attunement to Fate’s wishes in those they meet, and offer the possibility of recruitment to the few that they think will be responsible and reserved.&lt;br /&gt;
&lt;br /&gt;
Once a would-be Gleaner finds herself a teacher, she must spend arduous months learning to accept whatever visions she receives, rather than trying to push or prod them into the forms she wants. During this time, anyone who fails to demonstrate a properly reverent attitude towards the mysteries they are uncovering is gradually weeded out, leaving the most dedicated to undergo the final initiation rituals. Any Gleaner is able to initiate one of their fellows into the secrets of the Entitlement, and such ceremonies are usually extremely private, attended only by the new Gleaner and her mentor. There, she affirms her connection to Fate, and swears to stand by it for the rest of her life. At the end of the ritual, she enacts her first divination, asking Fate whether she will become a Gleaner. Those who are turned down are never allowed to make another attempt, but it is rare for one who has reached the final test to be denied her goal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements}}{{footer|ctl}}[[Category:Changeling: The Lost]][[Category:Entitlements]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Squires_of_the_Broken_Bough</id>
		<title>Squires of the Broken Bough</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Squires_of_the_Broken_Bough"/>
				<updated>2016-04-18T04:42:17Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=Squires of the Broken Bough&lt;br /&gt;
|Nickname=Squire, or Martyr (by others)&lt;br /&gt;
|Wyrd=2&lt;br /&gt;
|Prerequisites=[[Prerequisite::Resolve]] {{dot3}}&amp;lt;br /&amp;gt;Any of [[Prerequisite::Brawl Skill|Brawl]], [[Prerequisite::Firearms Skill|Firearms]], or [[Prerequisite::Weaponry Skill|Weaponry]] {{dot2}}&lt;br /&gt;
|Source=Dancers in the Dusk&lt;br /&gt;
|Pages=pps.153-155&lt;br /&gt;
}}&lt;br /&gt;
{{Quote|My blood for victory. My blade for vengeance. My life for peace.|#008000}}&lt;br /&gt;
&lt;br /&gt;
The Squires spread into freeholds that are facing major threats, or those plagued by corruption and pain. A freehold that faces only political or social threats is one that the Squires have no interest in, and a peaceful freehold, by definition, has no purpose for them. They recruit from those who have lost everything that they cared about — usually to the Others but sometimes due to other causes — and who have no reason left to live, and they give them something worth dying for. Their purpose is simple and straightforward: they will fight so that others can rest, and die so that others will live. Their lives have no other purpose, and every drop of blood shed will be accompanied by rivers of blood from their enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
Whatever their natures, the Squires’ miens always change gradually and unstoppably. They grow worn-down, their clothing showing signs of frequent and partial repair, their skin growing rough and calloused, their hair faintly uneven, and their eyes shadowed. No amount of careful grooming can undo this wearing, and as the character’s Wyrd grows, she appears more as though she is working herself to the bone.&lt;br /&gt;
&lt;br /&gt;
The second sign of the Squires is their scars; the hands of a Squire always bear the twin scars of their initiation, scars that flush red as the Squires do battle and become subtly more pronounced as her Wyrd score grows. These scars never impede a Squire’s movements or cause pain, but they sometimes appear as though they should. The final symbol, and the one that most Squires point to, is the blade that each of them carries; no Squire would be caught without her weapon if she can avoid it, and when forced to leave t h e m behind, they tend to be ill-at-ease and jumpy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Broken Blade (Priviledge)===&lt;br /&gt;
Beneath the Mask, the weapon is cracked and seems as though it could break at any strike, and tiny beads of blood dot its sides. The weapon can be wielded normally, in which case it behaves as a mundane item of its type. &lt;br /&gt;
&lt;br /&gt;
Activating the token is simple. When activated, the beads of blood along the sword start to flow, running down the hilt to the wielder’s hand and along the blade, giving it a viciously sharp edge. Upon a successful activation, the character may boost the weapon’s damage bonus by up to her Wyrd rating for the duration of the scene. &lt;br /&gt;
&lt;br /&gt;
* '''Action''': [[Action::Reflexive]]&lt;br /&gt;
&lt;br /&gt;
* '''Drawback''': The damage bonus granted by the Broken Blade is not free; it draws on the life and power of its wielder in order to focus that power into killing force. At the end of the scene in which the Broken Blade is used, the character takes bashing damage equal to the amount that she increased the weapon’s damage bonus by. This damage cannot be healed with magic. If the character took enough damage, this is fully capable of killing her.&lt;br /&gt;
&lt;br /&gt;
* '''Catch''': A character can forgo the usual cost of activation and draw on the Blade’s hunger directly. If she does this, half of the damage she receives at the end of the scene (rounded up) is lethal, instead of bashing. &lt;br /&gt;
&lt;br /&gt;
The Broken Blade is a physical manifestation of a Squire’s oath. If one of the Squires forsakes the Entitlement, or dies of natural causes, his blade promptly shatters. Interestingly, such blades are not destroyed if their wielder falls in the course of his duties, and can potentially be recovered and used. Persistent rumors that anyone who makes constant use of a Broken Blade will suffer the loss of his loved ones, and eventually join the Squires himself, have never been proven.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
It is a flat rule in every domain inhabited by the Squires that the apprenticeship period must last a minimum of three months, and existing Squires may not directly attempt to recruit their charges; the recruit must approach the Squires to join himself. During those three months, the Squire tests the new recruit, training her to defend herself and pushing her to see reasons to stay alive. Many recruits find this philosophy a strange one, as the Squires seem to try to discourage others from joining them regardless of their qualifications, but the Squires are more interested in recruiting those of a particular mindset than with padding their numbers. At the end of the season’s training, all existing Squires within the freehold gather and secretly voice their opinion, beginning with the prospective recruit’s primary trainer. Anyone that the majority feel are too suicidal, or too attached to life, is denied entrance to the Squires. Only those whose actions reveal a willingness to die for a cause are allowed entrance.&lt;br /&gt;
&lt;br /&gt;
If the Squire is accepted, she is brought before her new companions, and told to bring a bladed weapon of her choice. As she swears the oath of allegiance to the duties and principles of the Broken Bough, she grasps the blade of the weapon with her hands until blood runs down its surface, and lets her fervency empower it. At the conclusion of her oath, she is left with faint scars that will never fade, and the blade of the Broken Bough.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements}}{{footer|ctl}}[[Category:Changeling: The Lost]][[Category:Entitlements]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Hedge_Wardens</id>
		<title>Hedge Wardens</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Hedge_Wardens"/>
				<updated>2016-04-18T04:41:21Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=Family Of Silent Nights&lt;br /&gt;
|Nickname=Warden, Lord or Lady&lt;br /&gt;
|Wyrd=3&lt;br /&gt;
|Prerequisites=[[Prerequisite::Investigation Skill|Investigation]] {{dot2}}&amp;lt;br /&amp;gt;[[Prerequisite::Occult Skill|Occult]] {{dot2}}&lt;br /&gt;
|Source=Dancers in the Dusk&lt;br /&gt;
|Pages=pps.149-152&lt;br /&gt;
}}&lt;br /&gt;
{{Quote|I am the gate, and the key. I pledge myself to the endless patrol, to stand at the border of what is safe and what is monstrous, and to ensure that only what is right shall pass by. The darkness will not consume me, and the light will stand always at my back.|#008000}}&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Heart of Iron (Privilege)===&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
Potential recruits are given basic levels of training, before being set on the three tasks required for proper membership.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Finally, the character is inducted into the Wardens, at which time she must swear two [[Pledge|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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements|Parent2=Hedge}}{{footer|ctl}}[[Category:Changeling: The Lost]][[Category:Entitlements]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Family_of_Silent_Nights</id>
		<title>Family of Silent Nights</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Family_of_Silent_Nights"/>
				<updated>2016-04-18T04:40:10Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=Family Of Silent Nights&lt;br /&gt;
|Nickname=Brother or Sister&lt;br /&gt;
|Wyrd=4&lt;br /&gt;
|Prerequisites=[[Prerequisite::Dream Contracts|Contract of Dreams]] {{dot2}}&amp;lt;br /&amp;gt;[[Prerequisite::Empathy Skill|Empathy]] {{dot2}}&lt;br /&gt;
|Source=Dancers in the Dusk&lt;br /&gt;
|Pages=pps.145-148&lt;br /&gt;
}}&lt;br /&gt;
{{Quote|When chaos rages within, I will bring calm. As hope fades, I will bring quiet. When the night holds terror, I will chase it back into the mists from which it came. I am the Silent Night, in which all things find peace.|#008000}}&lt;br /&gt;
&lt;br /&gt;
When freeholds struggle against the Fae, they often focus on the physical threats they face. Gateways to the Hedge are warded, Hollows are barricaded, and changelings set in, expecting a siege. But the first path that the Gentry often tread in their assaults are within the very minds of changelings and mortals, spreading nightmares and horrors, pulling out their memories and twisting their thoughts until nothing but confusion remains. Dreams are overlooked by many, and mortals fail to even recognize a threat from the mind, but if you can’t trust even your dreams, all that remains is madness.&lt;br /&gt;
&lt;br /&gt;
The Family claims to recognize this threat, and to move forever to fight it. They are an ancient order, known throughout history by a hundred names. Everywhere they travel, they are known in legends as guardians against nightmares and protectors of sleep, but this is only part of the story. The Family holds the terrifying power to trap dreams, only to release them later against their enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
The Family prefer to create an aura of mystery about themselves, the better to reinforce their natures. They tend towards several layers of clothing, designed to suggest the form rather than to reveal it. Even in the depths of summer, many of them will wear coats or heavy shawls, along with dark hats or hoods.  Their ensemble is often coordinated to be just slightly off-setting — colors that almost match but are just a hair off, sleeves that are a quarter-inch longer on the left than on the right, or shoes that have slightly different patterns in their heels. The net effect is a collection of tricks of the eye that many can’t quite place, leaving people faintly uncomfortable without really understanding why.&lt;br /&gt;
&lt;br /&gt;
The one sign that always tells of the Family, however, is the eyes. The eyes of those who would hold dreams are dark and shadowed, even in the brightest lights, as though the changeling were wearing a dark hood. Faint sparkles of light in a dozen colors can sometimes be seen, and as the Family member’s Wyrd rating increases, these sparkles come and go more quickly, and in shades that never exist outside of the strange mindscapes that the Family frequents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dream-Prison (Privilege)===&lt;br /&gt;
Joining the Family gives access to a single trick, but it is one that many oneiromancers would give their souls to possess.  The Family has the ability to craft empty vessels with [[Dreamweaving]], creating a void that they can lurk inside. In doing so, they can trap dreams or even, with sufficient luck and effort, dream-creatures.&lt;br /&gt;
&lt;br /&gt;
'''Dream-Prison''': Crafting a dream-prison uses the normal rules for [[Dreamweaving]], with the exception that the character does not craft a dream, but a hole into which a dream can fall. When crafting a dream-prison, a changeling specifies what sort of dream she wishes to trap: this could be as vague as “any nightmare,” or as specific as “any dream infested by an Incubus with a Wyrd rating of 3.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
Candidates come to the attention of the Family in a variety of ways. The most common is for someone to accomplish some useful feat of [[Oneiromancy|oneiromancy]], from facing off against a dangerous Incubus to swearing numerous public [[Pledge|pledges]] to defend the dreams of their motley-mates. Prospective members can also reach the Family’s ears by being dedicated to the concept of dreams, learning the higher ranks of the [[Dream Contracts|Contract of Dreams]], unearthing new clauses that help with their dream-walking, or simply spending much of their time researching arcane concepts to do with dreaming and the dangers therein.&lt;br /&gt;
&lt;br /&gt;
Once a candidate has been considered worth approaching, the Family’s test for such things is to unleash the most horrifying dream imaginable upon a charge, who must withstand it (or, even better, best it) without assistance. The Family member chosen to test their prospective new member swears a pledge to unleash a dream worthy of the Family, and the newcomer vows that she will not seek aid in trying to outlast it. The nightmare takes the form of a dream woven by the changeling recruit, which the mentor reweaves into a dream attack against the new recruit. Mentors will often hold back, but not significantly; they want to ensure that the student is capable of handling themselves in dream combat. This method of introduction leaves many would-be initiates with severe mental scars. If the student can weather the dream without being driven into retreat or madness, she is accepted into the order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements|Parent2=Oneiromancy}}{{footer|ctl}}[[Category:Changeling: The Lost]][[Category:Entitlements]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Office_of_Vizieral_Counsel</id>
		<title>Office of Vizieral Counsel</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Office_of_Vizieral_Counsel"/>
				<updated>2016-04-18T04:37:02Z</updated>
		
		<summary type="html">&lt;p&gt;Saeyer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Entitlement&lt;br /&gt;
|Name=Office of Vizieral Counsel&lt;br /&gt;
|Nickname=Vizier&lt;br /&gt;
|Wyrd=7&lt;br /&gt;
|Prerequisites=[[Prerequisite::Politics Skill|Politics]] {{dot3}}&amp;lt;br /&amp;gt;[[Prerequisite::Occult Skill|Occult]] {{dot3}}&amp;lt;br/&amp;gt;At least 12 dots in various [[Contracts]]&lt;br /&gt;
|Source=Equinox Road&lt;br /&gt;
|Pages=pps. 52-55&lt;br /&gt;
}}__NOTOC__&lt;br /&gt;
{{Quote|My magic for my queen. Nothing else matters.|#008000}}&lt;br /&gt;
&lt;br /&gt;
The members of this order all act as sorcerer-advisors to the kings and queens of the freehold. It is their sole purpose. While not all of them are addled madmen capable of leveling an entire town with some long-forgotten clause of some heretical Contract, many are, and joining this order helps keep their lunacies at bay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
The [[Wyrd]] bleeds off the Viziers in waves — and it seems to manifest as reflective of the character’s core persona. A lustful Lailokin might find that the air above his flesh is suffused with tendrils of sultry red smoke. A frenetic or angry Vizier may crackle with sharp snaps and pops of lightning or static. Charity as Virtue might cause a halo of burnished light, while a cruel and callous Vizier might simply be cast in an unsettling shadow. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Privileges===&lt;br /&gt;
====The Eternal Advisor====&lt;br /&gt;
The Vizier does not age, at all. Her duty is eternal, for she is now bound as an advisor to the freehold and its rulers. She can still die, of course: a bullet to the head or an iron fireplace poker through the heart is still damage. She’s not immune to any source of damage except that which may come from aging. Whatever age she’s at when she joins, that’s the age at which she’ll remain... until she leaves the order, of course. Leaving the order means that her normal years will catch up with her (or at least “normal” in compared to how the Wyrd might have normally extended her years). If that puts her past the normal years of survival, then she withers and turns to dust, dead.&lt;br /&gt;
&lt;br /&gt;
====The Clarity of Duty====&lt;br /&gt;
Joining the Office of Vizieral Counsel is like pulling back from the precipice to a stable, safe place. While a member of this order, a changeling gains +5 dice when making a roll (usually [[Resolve]] + [[Composure]]) to resist the manifestation of an existing derangement. She also gains +1 to any [[Clarity]] rolls made in an effort to resist gaining new derangements, too. Finally, she can ignore all Major [[Frailties]] (but Minor Frailties still apply).&lt;br /&gt;
&lt;br /&gt;
Leaving the order, however, is damaging to a changeling’s sanity. Upon ceasing her Vizieral duties, she automatically loses a dot of Clarity.&lt;br /&gt;
&lt;br /&gt;
====The Clausemaker’s Boon====&lt;br /&gt;
Magic comes easily to the Viziers. Frankly, it needs to — it’s their job. Provided that the Vizier’s player can explain how purchasing a given clause of a Contract will help her perform her duties for the king or queen, then purchasing that clause (i.e. that dot of a Contract) only costs the player the same as it would if she bought a Merit (new dots x 2). This is regardless of whether or not the Contract is affinity or non-affinity. Note that it still means she must buy the Contract one dot at a time — just because it’s useful to her duties doesn’t mean she can jump from Fang and Talon {{dot1}} to Fang and Talon {{dot4}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Joining===&lt;br /&gt;
It’s easy to let one’s Clarity slip out of one’s grip, submerged beneath the tides of magic. Madness comes. Derangements manifest, and so do Frailties. It won’t be long before the Gentry start to see the character as more a kindred spirit than an escaped captive. &lt;br /&gt;
&lt;br /&gt;
However, ways exist to help a changeling mitigate this and find some stability and sanity. The Office of the Vizieral Counsel is one such way. Joining this eldritch order gives the character a purpose and a vent for her magic. Becoming a Vizier allows her to feel anchored, not as if she’s going to float away at any moment and be snatched back to Faerie like a wayward balloon. &lt;br /&gt;
&lt;br /&gt;
Most changelings that join the order do so at the summons of another: the Viziers offer the changeling a chance to join their estimable ranks, and unlike many other noble orders, this offer doesn’t come only once. They make the offer as many times as they’re able, actually — provided the subject hasn’t gone off the deep end or earned himself such enmity that the whole freehold wants his heart on a stick, then they will continue to urge the character to join the Viziers. Some even stage “interventions” for particularly troubled and troublesome fae.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Entitlements}}{{footer|ctl}}[[Category:Changeling: The Lost]][[Category:Entitlements]]&lt;/div&gt;</summary>
		<author><name>Saeyer</name></author>	</entry>

	</feed>