Oaths and Enchantment

Enchantment

It is useful for changelings to bring mortals into their world at times, whether out of necessity or for less savory reasons (or both). This is done through a process known as enchantment. Enchanting a mortal is actually far easier than one might suspect; it is merely a matter of imbuing the chosen mortal with a bit of one's own Glamour. A changeling who wishes to enchant a mortal must create a small token and infuse it with her own Glamour. Such tokens can take many forms: a bit of ribbon tied into a bow, an origami sculpture, a bouquet of daisies picked from the side of the road. Some Kithain create food or drink, which they imbue with their

Supernaturals

For supernatural creatures (vampires, werewolves, wraiths and mages) to interact with creatures of the Dreaming (changelings and chimera), they must be enchanted just as mortals must be. Some supernatural creatures have the ability to "enchant" themselves through certain powers of their own. For the purposes of clarity, text that refers to unenchanted mortals also applies to supernatural creatures.

Wraiths must physically manifest in the mortal world before they can be enchanted. Vampires may be enchanted by drinking changeling blood, though wise changelings avoid letting vampires nibble at them too often (something about addiction…).

Glamour. Whatever the form, the item or food must be given to the chosen mortal (who must then accept it), and then either carried or eaten by the subject. The amount of temporary Glamour invested into the token determines how many days the mortal remains enchanted, on a one-for-one basis.

So, for example, if Higgins, a boggan, was to give his friend some home-baked cupcakes into which he had invested three Glamour points, his friend would become enchanted upon eating one of the cupcakes and the enchantment would last for three days. If he chose to give her a small trinket constructed from bits of wire, bird feathers and ribbon, it would take effect as soon as his friend accepted the gift.

An enchanted mortal is brought fully into the realm of the Kithain. Such a mortal can see and interact with chimera, and can take damage from chimerical weapons. Enchanted mortals take damage from chimera just as changelings do (see "Chimerical Damage," pg. 264).

The amount of time that an enchanted person remains unconscious after leaving the Dreaming is determined by referring to the Mists Chart (see pg. 208). Unconscious mortals appear to be in a comalike state, and usually remember very little of what happened to them.

Enchanted mortals cannot cast cantrips; their Glamour is borrowed and they have none of their own. They can use their own Banality to defend against cantrips cast on them, but each time they do so they lose one of their points of surrogate Glamour. Some kinain (mortals with faerie blood) do have some Glamour of their own, but it is difficult for them to regain it; most need a changeling to supply it for them. Kinain are the exceptions to the rule about enchanted mortals, and have even been known to learn cantrips taught to them by changelings.

Staying in a freehold has an odd effect on enchanted mortals. The time limit of their enchantment is suspended while they are within a freehold, so that they may stay enchanted indefinitely while they are there. Additionally, like changelings, they do not age while within the boundaries of a freehold. While this may not be noticeable if the mortal spends only a few days there, if the mortal were to stay for several years it could be very evident upon his return to the mortal world. When the Mists cloud the mortal's mind, it may seem to him as if several years have passed in only a day or so.

There are other means by which a changeling can bring mundanes into the enchanted world or affect them with chimerical weapons. These are known as the enchanted strike and the dolorous stroke, and are discussed in Chapter Eight.

Calling upon rhe Wyrd

In contrast to bringing mundane people into the Dreaming, a changeling can transfer his fae mien and all of his chimerical possessions into the real word by calling upon the Wyrd. This action allows a changeling to manifest a bit of the chimerical world in the real world.

When a changeling successfully calls upon the Wyrd, his chimerical form becomes real, as do all chimerical items and any chimerical companions he may have. (Chimerical companions are considered to he those recorded on the character sheet under the Chimera Background, not chimera the character may have befriended.) In addition, all cantrips cast by the character are considered to be Wyrd. For the character to call upon the Wyrd successfully, his player must spend a point of Willpower and a point of Glamour. The player must then make a successful Willpower roll, difficulty equal to the changeling's permanent Glamour rating. Only a single success is required to call upon the Wyrd. The effect lasts for the duration of the scene.

Failure on the roll simply means the character is incapable of carrying his fae image and possessions over into the material world.

Effects of the Wyrd

• All chimerical weapons in that character's possession inflict real damage.

• All cantrips that the character casts are considered Wyrd. This means that all cantrips cast cost one Glamour to cast.

• Any chimerical companions purchased as Backgrounds are real and do real damage.

• A character who has called upon the Wyrd takes real damage from all chimerical weapons, cantrips and creatures.

Oaths

The Oath of Clasped Hands
Blood for blood, bone for bone, life for life, until only we stride the earth. My life is in your hands, my blood is in your veins. Hold me well and I will lend you my strength, break your bond and may we both perish. Friendship, I swear to you, an oath of clasped hands and shared hearts.

This oath is never made lightly; these words are only for those who feel a bond for a friend as strong as any they might feel for a lover. To make this oath, the oathmakers" hands are clasped around a double-edged blade while the words are spoken. As the blood of the oathmakers is mixed, their friendship is reaffirmed and strengthened. Makers of this oath gain a Willpower point when it completed, but lose two if it is ever broken.

The Oath of Fealty
I swear fealty unto you, lady/lord. Your command is my desire, and your request my desire. May my service always pkase, and may my sight grow dark if it does not. As the tides to the moon, my will to yours, my liege.

This is the wording of the formal Oalh of Fealty, commonly used at investitures, knightings and Sainings. Speaking the words of this oath requires the investment of one Willpower point, and a formal obeisance that lasts a full quarter-hour must be made. Once the oath is taken, the difficulties of all resistance rolls against any form of mental domination are reduced by two. Breaking this oath causes the loss of three Willpower points. In cases of extreme betrayal of this oath, the offender can be struck blind for a year and a day.

The Oath of Escheat
I take you as my vassal. You are of my house, even as the very stones. I pledge to hold you, to guard you, and to keep you. I pledge to honor your service as it deserves, and to reward loyalty in kind. As the moon to the seas below, my will to yours. I pledge the Escheat to you.

With these words, a ruler formally signifies that she accepts another fae as a vassal. The oath is commonly spoken in conjunction with the Oath of Fealty, but not always. When these words are spoken, the speaker loses one Glamour point, and a chimerical gold coin, stamped with her visage, appears in her hand. The oath is not actually binding until the oathmaker offers, and the proposed vassal accepts, this token. Failure to abide by the terms of this oath indicates a fall from the ways of true fae honor, and thus causes the acquisition of a Banality point. Anyone currently bound by (and holding to) the terms of this oath, even if it is to but one vassal, gains an extra Willpower point per week.

The Oath of the Accepted Burden
Lay down your burden, that 1 might take it up. The road is long, and I swear I shall bear it for you, until all roads end. I shall (the actual task is named here), eke may the road cease to lay beneath my feet.

Superficially similar to a geas, this oath is a promise to perform a certain deed. The nature of the deed itself is irrelevant; it could be anything from a kiss to retrieving the still-beating heart of an enemy. This oath is always made to another, and is made to verify that a task that he desires will be performed. When these words are spoken, a Willpower point is gained by both the oathmaker and the one to whom the promise is made. If the oath is not kept, each loses two Willpower points.

The Oath of Guardianship
As the sun guards the Earth by day, as the stars by night, so shall I serve thee. This my duty I shall not abandon (object of oath) till (duration of oath), else may the stars close their eyes and sleep.

This is a fearful oath, and those who do not uphold to it are cursed to never spend two nights in the same bed until a century has passed. The Oath of Guardianship binds the oathmaker to keep a single object, place or individual from any and all harm, to the point of ultimate self-sacrifice. There is no cost to make the Oath of Guardianship, save that extracted by its keeping.

The Oath of Truehearts
I give a gift of myself to thee. Take it freely; freely is it offered, and forever thou hast me in thy keeping. I swear love unto you and pledge you my troth. May those who watch over love watch over this oath and those who keep it, and may we never find fault in their eyes.

The purpose of this oath needs no explanation. It is spoken in unison by the two (or more) lovers it hinds, and it takes a point of Glamour from each to craft a chimerical songbird visible only to the lovers. The instant this oath is broken, the bird ceases to sing, perching silently on the shoulder of the oathbreaker and now visible to all as a sign of betrayal. In addition, both betrayer and betrayed gain a Banality point as a result of this cowardly action. On the other hand, being true to the oath grants one additional point of Glamour from any Rapture the lovers participate in.

The Oath of the Long Road
I swear that I shall (nature of quest undertaken) or lose my honor, that I shall (nature of quest) or lay down my sword, that I shall (nature of quest) or Dream no more. You and the sky my witnesses, so mote it be.

The Oath of the Long Road is the most potent of the oaths known to the common fae. It is the voluntary acceptance of a quest to be performed, and its swearing is usually sanctified with the blood of both the oathmaker and her witness(es). It is always spoken in front of one, or preferably three witnesses. The oathmaker receives an extra Willpower and Glamour point, but there are dire consequences for failure. Simple failure to complete the quest causes the loss of three Willpower and three Glamour points. Abandoning the quest altogether strips the oathbreaker of all temporary Glamour and Willpower, strips a point of permanent Willpower, and adds two Banality points.

The Oath of Crossed Blades
Where two stand, there will be one. I swear enmity unto thee until the setting of the last sun. May my heart cease to beat and my hand lose its strength should ever I show favor to thee, and the bones of the earth are my witness.

Only trolls and sidhe generally speak this oath; members of the other kith consider it counterproductive to announce one's enmity. Still, there is a certain style to swearing eternal hatred, and the oath serves as a bold step in the intricate dances of court. A fae swearing this oath instantly trades a point of Willpower for one of Glamour, and also has the difficulty of any roll involving his enemy reduced by one. Should, however, the oath be broken, a point of Willpower is lost permanently, and a pair of matching scars, akin to those that would be left by a rapier's point, appear on the face of the oathbreaker.