Sovereign (Art)

Sovereign forces others to obey, or at least observe, the authority of the wielder. An ancient Art traditionally used by sidhe rulers to enforce obedience from their subjects, Sovereign became more prevalent among commoners as changelings spent more time trapped on Earth. Now that the Art of nobility no longer remains tightly controlled, the commoners have discovered that Sovereign confers significant authority, even without title.

Characters employing Sovereign can attempt to exert their will over anything and anyone else; however, doing so to those of higher position or title is not only significantly more difficult, but the breach of etiquette may result in serious consequences. Changeling society still observes and adheres to strict enforcement of court rules, at least within the domains of dukes, barons, and kings. Attempting to cast a Sovereign cantrip on a kith of higher rank could result in loss of title, imprisonment, or even exile.

If a character attempts to use Sovereign on anyone who holds a higher status, such as their boss or a famous movie star, add one to the cantrip’s difficulty. Context and environment matter when determining relative status. A renowned boggan chef in her restaurant would be top of the food chain, but when she’s bailing the other members of her motley out of jail none of that clout follows her (unless the jailor happens to be a foodie and recognizes her). Additionally, any changeling of equal or greater Title may resist the effects of Sovereign for the duration of the cantrip by spending one Willpower.

## Unleashing Sovereign

Sovereign magic expresses mastery, nobility, privilege, and grace. Unleashing Sovereign can turn the character into the unquestionable leader (“I am in charge”), force someone to act on their behalf (“duel for my blessing”), or even compel anyone nearby to undertake a quest (“find my lost child!”). Sovereign magic unfettered by a cantrip overwhelms and awes, inspiring submission and fear.

## Sovereign Bunks

Sovereign bunks involve grand displays, becoming the center of attention, adornments and ceremonial trappings, and exerting authority. Example bunks: Enter a crowded store and begin issuing orders as if you owned it, yell like a drill sergeant at the police officer questioning you, meticulously put on finery and jewelry, or get a tattoo of your house symbol somewhere visible.

## Sovereign Cantrips

### Protocol

Kithain rules for courtly dealings are often arcane and sometimes inscrutable. The first cantrip taught to Kithain learning Sovereign applies that etiquette to nearly any situation. Anyone under the effects of Protocol becomes bound by the rules of Kithain decorum and suffers the consequences of violating those rules, even unintentionally.

**System:** The Realm determines who and what must observe the Protocol. Actor could keep a group of werewolves peaceful during a diplomatic discussion of territory, and a changeling versed with Nature could prevent animals or even the weather from spoiling the event. Anyone who breaks the Protocol suffers a penalty to all dice pools equal to the number of successes rolled for the cantrip during the current scene. Any changeling of higher rank than the character who invoked the cantrip can spend a point of Willpower at any time to ignore the effects of Protocol.

**Type:** Wyrd

### Grandeur

With a simple cantrip, the changeling embodies the Grandeur inherent in all children of Arcadia, making those around her clamor for attention and avoid conflict. Everyone under the influence of the cantrip looks upon the changeling as a leader, savior, or royalty. She may not actually possess the poise and grace attributed to the kings and queens of old, but Grandeur provides a handy substitute for the real thing.

A sidhe duchess can win the attention of her mortal sister’s suitor, or the redcap boxer might seem so powerful that his opponent fears to throw a single punch.

**System:** The Realm determines who or what feels the effects of Grandeur. Anyone influenced by the cantrip either seeks the attention and approval of the changeling or avoids any conflict. All of the characters’ social interactions add automatic successes equal to the successes from the cantrip, and anyone affected by the cantrip must spend a Willpower point each time they wish to contradict, accost, or attack the changeling. Any changeling of higher rank than the character who invoked the cantrip can spend a point of Willpower to ignore the effects of Grandeur. Grandeur lasts for a scene, unless someone humiliates or bests the changeling publicly, in which case it immediately dissipates.

**Type:** Wyrd

### Guest List

Use of this cantrip prevents anyone or anything from entering, using, or interacting with the target of the cantrip without the caster’s permission. The changeling may institute a password consisting of a phrase or action which adds the subject to the “list” and permits him access to the focus of the cantrip.

The sluagh leader of a secret society restricts access to the sub-basement where they meet each month. A jealous and possessive satyr prevents anyone from speaking to his lover without his permission. The troll guarding the freehold loves his favorite warhammer, and no one can lift or wield it without the password.

**System:** The Realm defines what the cantrip protects or restricts from others. Nature and Scene keeps hikers from stumbling upon the grotto where the satyrs go to skinny dip, while Prop prevents anyone from stealing the sidhe noble’s favorite car. If cast on a changeling or other supernatural being, the target may take a resisted action by rolling Willpower (difficulty 8). Each Willpower roll of the resisted action requires the expenditure of one Willpower by the target. Any changeling of higher rank who is either the target or being restricted by Guest List can spend a Willpower to ignore the effects.

The number of successes determines the duration of the cantrip, but a Guest List maintained perpetually for a full year becomes permanent until someone or something breaks the ward.

 2
 3
 4
 5

**Type:** Wyrd

### Dictum

Title and status are often enough to compel those around a changeling to do her bidding. When the trappings of nobility are not enough, Dictum provides an unmistakable reminder of who is in charge. The changeling casts the cantrip and then issues a simple command to the target, with which they must comply. A target of Dictum may be able to resist the order, but most do not have the will and become at least a temporary servant to the changeling.

A redcap commands a door to close and remain locked, trapping her victim inside. A sidhe knight orders his squire to deliver a poisoned letter to a rival. The boggan tracker orders the rain to stop as she follows a trail through the woods.

**System:** The target determines the Realm, which can be used on inanimate and non-sentient targets as well as people, fae, Prodigals, etc. After the Kithain issues a simple, directed voice command, the target must complete the action. Anything which shocks the target’s conscience or would result in immediate mortal harm prompts a Willpower roll (difficulty 9). If successful, she resists the Dictum but spends the turn concentrating on remaining in control.

Changelings and supernatural creatures can spend a point of Willpower to delay complying with Dictum for a turn and continue to act on their own volition. Should the caster be killed or knocked unconscious prior to the target acting on the order, the cantrip’s power fades.

**Type:** Wyrd

### Geas

Tales of quests bestowed to heroes and villains banished in exile populate folklore, and the former denizens of the Dreaming make those stories reality with a mastery of Sovereign. A Geas molds Glamour into a directive, similar to an oath or contract but without the reciprocity normally required. The changeling yokes the target to a directive or ban along with an accompanying curse should she fail to fulfil the edict.

A troll knight commands his mother to abandon the drugs slowly killing her. The widower sidhe king commands his orchard and gardens not to bloom until he dies and can rejoin his lost family. A sluagh prince commands the weapons in his armory to never draw blood from a member of his family.

**System:** The cantrip’s Realm determines the target(s), and the master of Sovereign must speak the Geas aloud. While nearly anything may be issued as a Geas, two restrictions apply which, if violated, cause the cantrip to disperse with no effect. First, the Geas must be physically possible. “Blow up the ocean” would not succeed as a Geas, but “kill the Leviathan at the bottom of the sea” would be possible given enough magic and resourcefulness. Second, the edict cannot involve direct selfharm or direct violence toward loved ones. An edict to “kill yourself” or “murder your family” fails immediately, but “avenge our father’s death” would take hold even if the creature that killed their father will surely kill the target of the Geas as well.

A Geas applied to an inanimate or non-sentient target typically will not be broken and does not require an accompanying curse. The Geas remains in place for the duration and the object or thing follows the rule prescribed. When a changeling imposes a Geas on a Kithain, person, Prodigal, animal, etc., the target can suffer the accompanying curse if she fails to fulfill the Geas.

In addition to the Glamour spent when casting a cantrip, invoking a Geas requires the caster to spend additional points of Glamour and Willpower to determine the scope of the Geas and the severity of the accompanying curse. The changeling may design the curse to afflict the target all at once, or gradually take hold, depending on the Geas.

 5 points of Willpower and/or Glamour
 7 points of Willpower and/or Glamour
 10 points of Willpower and/or Glamour
 1 dot of Willpower or Glamour

**Type:** Wyrd