Difference between revisions of "Age of Dragons: Ambassador-Courtier"

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''Most importantly, the Argent response would lead to the assured, painful and violent death of '''Hungry-for-Battle''', the Ascendancy general in charge of the assault. That Blood Dragon had duelled with '''Voice of Reason''' no less than one hundred and fifty years ago, and left a nasty claw-scar on the Solar's left cheek. It had taken a lot of work to see the Blood Dragon moved up the list of generals to lead this raid, to assure that the Ascendancy force would be inadequate for the job, to make sure that the Argent had a pathological hatred of Blood Dragons and to position the surrounding factions so that the Ascendancy would be cut off from retreat after this attack. It had been a lot of work, but it had been worth every iota of effort.''
 
''Most importantly, the Argent response would lead to the assured, painful and violent death of '''Hungry-for-Battle''', the Ascendancy general in charge of the assault. That Blood Dragon had duelled with '''Voice of Reason''' no less than one hundred and fifty years ago, and left a nasty claw-scar on the Solar's left cheek. It had taken a lot of work to see the Blood Dragon moved up the list of generals to lead this raid, to assure that the Ascendancy force would be inadequate for the job, to make sure that the Argent had a pathological hatred of Blood Dragons and to position the surrounding factions so that the Ascendancy would be cut off from retreat after this attack. It had been a lot of work, but it had been worth every iota of effort.''
  
''Negotiation, persuasion and the art of manipulation - these were the tools and weapons of this Ambassador-Courtier, and as '''Hungry-Claw''' would soon discover, words could cut far deeper than claws.''
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''Negotiation, persuasion and the art of manipulation - these were the tools and weapons of this Ambassador-Courtier, and as '''Hungry-for-Battle''' would soon discover, words could cut far deeper than claws.''
 
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Whereas a human might be pleased to persuade an adversary to adopt a certain course of action for the next year, or to socially outmanoeuvre someone in court, Dragons play out their social conflicts on far greater levels. With words in the right places, a dragon can cause kingdoms to topple or enemies to be ostracised from society. They can smear the most loved hero as a traitor, or bring the most unlikely allies into the fold. Likewise, a Dragon will happily work over much larger timescales to achieve his goals, recognising that a major victory that takes one hundred and fifty years is likely worth a lot more than one hundred and fifty trivial victories that take a year each.
 
Whereas a human might be pleased to persuade an adversary to adopt a certain course of action for the next year, or to socially outmanoeuvre someone in court, Dragons play out their social conflicts on far greater levels. With words in the right places, a dragon can cause kingdoms to topple or enemies to be ostracised from society. They can smear the most loved hero as a traitor, or bring the most unlikely allies into the fold. Likewise, a Dragon will happily work over much larger timescales to achieve his goals, recognising that a major victory that takes one hundred and fifty years is likely worth a lot more than one hundred and fifty trivial victories that take a year each.
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<br><br>
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=Edges=
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==Skills==
  
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===Courtier's Charm===
  
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This ''Lifepath Skill'' adds the Dragon's ''Arete'' in ''Ambassador-Courtier'' when calculating ''Technique'' for the following types of tasks:
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* Most aspects of spoken conversations, negotiation, persuasion, seduction, intimidation, diplomacy.
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* Written communications, subtle finesse and technique with regards to this.
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* Manipulating others in conversation or in writing. Preventing being manipulated yourself.
 +
* Maintaining composure in face of social strategies, defending yourself against social manipulation, intimidation and trickery of all sorts.
  
----
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===Charisma of Kings===
  
=Lifepath Powers=
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This ''Lifepath Skill'' adds the Dragon's ''Arete'' in ''Ambassador-Courtier'' when calculating ''Technique'' for the following types of tasks:
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* Addressing crowds, oratory, working the morale of armies or groups of soldiers.
 +
* Inspiring courage, loyalty or excellence in those under your command.
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* Appearing majestic, regal or noble. Playing on your reputation, or defending your honour.
  
==The Connected Web of Breath (Experience Rating: 1)==
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===Political Intrigue===
  
''At this stage the Ambassador-Courtier has begun mastery of the fundamentals of his craft, exploring the power of words and diplomacy, and learning the ways of influence and intrigue. He begins to perceive that every spoken word has consequences, and that society consists of a connected web of breath. He gains the following powers:''
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This ''Lifepath Skill'' adds the Dragon's ''Arete'' in ''Ambassador-Courtier'' when calculating ''Technique'' for the following types of tasks:
 +
* Understanding politics, bureaucracy and webs of intrigue.
 +
* Working blackmail, indirect manipulation, information management and the like.  
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* Being subtle, cunning or indirect in social and political arenas. Defending yourself against the intrigues of others.
  
* '''Improved Social Evasion'''
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===Consummate Traveller===
During Social Conflicts, an Ambassador-Courtier can use the Strategy ''Evasion'' on spotting 4+ Pneuma dice, instead of the usual 5+.
 
  
* '''Improved Social Focus'''
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This ''Lifepath Skill'' adds the Dragon's ''Arete'' in ''Ambassador-Courtier'' when calculating ''Technique'' for the following types of tasks:
During Social Conflicts, an Ambassador-Courtier can use the Strategy ''Focus'' on spotting 4+ Pneuma dice, instead of the usual 5+.
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* Learning new languages, or mastery of known languages.
 +
* Knowledge of foreign cultures and also of the manifold subcultures of your own region.
 +
* Absorbing foreign cultures and fitting in with them.
  
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<br><br>
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==Powers==
  
==A Veteran of Hard Words (Experience Rating: 2)==
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This ''Lifepath'' does not have any special ''Powers'' associated with it.
 +
<br><br>
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==Suspires==
  
''With passing time the Ambassador-Courtier is hardened by his experiences and others will find it far harder to sway him. He is not only more wilful, but also cannier and wilier, more able to deflect the manipulations of others. He gains the following powers:''
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===The Lore of Words===
  
* '''Mode of Argument'''
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The Lore of Words concerns itself with understanding and perceiving the magic inherent in language. Magics of communication and of naming are within the reach of lesser magi and with increasing mastery the lore allows for subtle magics that influence the speech or thoughts of others. Wiht increasing mastery, the Lore becomes less subtle, taking words and infusing them with the celestial power of the draconic elder. These suspires use words like swords, cutting deep into the conscious mind.
During Social Conflicts, an Ambassador-Courtier who deals at least one point of Mental Resilience damage during a turn regains 1 point of Mental Resilience himself at the end of that turn.
 
  
* '''Barrier of Wits and Suspicion'''
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* '''Arete 1+: Perception and Protection'''
The Ambassador-Courtier has a ''passive social defence value'' equal to half his current Experience Rating, rounded down. As his Experience Rating increases, so too does this passive defence value.
+
The dragon can now use his suspires to tell truth from lies, to translate words spoken or written in any language, to spot the unintentional truths hidden behind spoken words, and to recognise spoken magics in all their forms. He can also now shield his mind and those of his colleagues to render them immune to the effects of the Lore of Words. He can use his spells to break existing magical influences on others.
  
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* '''Arete 11+: Communication and Naming'''
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With a spell the dragon can send his words to a distant message recepient, with the message travelling as fast as the wind is blowing. The dragon cab also cast spells to name a creature within line of sight, immediately learning the calling name that the creature identifies himself with. Other magics might make your words heard above any background noises, or using mirrors or crystal globes to facilitate long distance conversations. He can also turn his spoken words into writing (by speaking over a prepared book or scroll), and he can make written words speak out loud.
  
==Suspires of Words and Binding (Experience Rating: 4)==
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* '''Arete 21+: Subtle Influences'''
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A dragon can now bind a target to speak only truth, though he cannot force a target to speak. He can make a target remember his words whether he wants to or not. He can make the words of another sound beguiling or discordant. He can make others feel a surge of emotion, though he can't force them to act on that emotion.
  
''To gain an edge over his opposition, the Ambassador-Courtier may learn a handful of suspires that will improve and supplement his skills.''
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* '''Arete 31+: Strong Influences'''
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A dragon can now force a target to silence, or force him to answer a question that is asked of him, while bound to truth. He can empower his words so they have the weight of magic behind them, dramatically increasing his powers of persuasion.
  
* '''Suspires: Lesser Lore of Words'''
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* '''Arete 51+: Invasive Magics'''
The Ambassador-Courtier may learn suspires from the ''Lesser Lore of Words'', which concerns itself with the magic of names and language. Knowledge of these spells must be acquired in-game.
+
The dragon can now get straight into a target's mind with nothing but words. He can mind control, giving orders that cannot be refused. He can speaks mad words to inflict temporary insanity. He can shape someone's perceptions or memories by describing images to them. He can create written works that are so fascinating that the weak willed cannot do anything else till they are done reading.
  
* '''Suspires: Lesser Lore of Binding'''
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===The Lore of Binding===
The Ambassador-Courtier may learn suspires from the ''Lesser Lore of Binding'', which concerns itself with the magic of agreements, contracts and pacts. Knowledge of these spells must be acquired in-game.
 
  
 +
The Lore of Binding is the sorcery of social contracts and traditions. This Lore is considered weak by some sorcerers, as so much of it depends on the agreement and consent of all effected by it spells. Ambassador-Courtiers know better: agreement and consent are nebulous things, easily manipulated by a wily courtier, and the spells themselves enforce civilised behaviour with arcane power. With increasing mastery, a Binder can manipulate the celestial laws, working on agreements made by the gods and primordial forces.
  
==Lord of Intrigue (Experience Rating: 6)==
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* '''Arete 1+: Perception and Protection'''
 +
The Dragon can now perceive Contract Marks wherever they may be, and can interpret them to reveal exactly what bindings are in place. The Dragon can also shield himself and allies to ensure that they are protected from being marked against their will, and can never be affected by Binding magics unless he agrees.
  
''By this stage the dragon is a weaver of intricate webs of intrigue, working almost subtly and invisibly to attain his goals. He is instinctively and intellectually aware of the larger social context of every utterance, and is able to track the repercussions and echoes of the smallest whispered word.''
+
* '''Arete 11+: Consensual Bindings / Minor Punishments'''
 +
The Dragon can now work with consensual contracts of all sort - he can turn a spoken word into an arcane oath, or a promise into a binding geas. Common effects include oaths of brotherhood, oaths of enmity and claims of hospitality. Those who transgress against such bindings are punished by the magics with minor effects - for example, visible and permanent brandings as an oathbreaker, being prevented from flying for a year or suffering moderate injuries. With magic of this level the parties must vocally agree to the conditions of the binding in the dragon's presence. Critically though, they need not be sincere in their agreement, or aware that magical enforcement is going to be placed. A would be poisoner who offers hospitality to his guests can be bound, even if he offered it with the plan to later break his word.
  
* '''Pulled Strings'''
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* '''Arete 21+: Negation and Modification'''
The Ambassador-Courtier no longer needs spies and servants to work his will at a distance - he simply twists any lesser beings in the vicinity into being his unwitting agents. In social conflict, he is always assumed to have the resources and connections to be able to make ''indirect attacks'', even if he is completely new to the area and seemingly without any support. Also, he can use the ''focus'' strategy at any range he is able to attack (rather than being limited to close range as normal).
+
The Dragon can now undo or adjust pre-existing bindings, though this usually requires a contest of arcane strength against the magus who first placed them.
  
* '''A Subtle Knife'''
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* '''Arete 31+: Forced Bindings  / Major Punishments'''
The dragon can attack someone socially without them realising who is attacking them. When making an attack during a social conflict, the dragon can spot three 5+ Pneuma dice in order to conceal his identity. If he does so, then any mental resilience damage done to a target that turn will seemingly be without source - the target will either think that the weakening of his position is due to the vagaries of fate and fortune, or will randomly blame someone else.
+
The dragon can now force bindings on a target, for example forbidding them to enter a certain area, forcing them to obey a geas given to them or demanding hospitality where none is offered. Such effects generally require a contest of arcane power, however.
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The dragon can also append major punishments to any bindings he creates - for example, permanent blindness, severe injury, crippled flight or infertility. Needless to say, dragons do not force bindings on each other lightly... doing so is as harsh a crime as physical assault.  
  
 +
* '''Arete 51+: Primordial Law  / Divine Punishments'''
 +
The dragon can now make judgments against those who have sinned against primordial law, and can hand out powerful and severe punishments. Crimes in the eyes of primordial law include kinslaying, the murder of hatchlings and sexual intercourse outside of Breed, as well as "lesser" crimes such as betrayal of hospitality and breaking sworn oaths. It is up the GM to deem what can be deemed a crime against Primordial Law, but it should be noted that it is not affected by te subjetcive judgment or morality of either the mage or the perpetrator. Against the lawbreakers, the mage can now inflict terrible punishments, including curses that are handed down through the generations, condemnation of the soul to hell, or infliction of madness or crippling disability.
 +
<br><br>
  
==Master Magus of Words and Binding (Experience Rating: 8)==
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==Techniques==
  
''The Ambassador-Courtier's skill in his chosen sorceries grows, and he attains command of draconic sorceries of great potency.''
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This ''Lifepath'' does not have any special ''Techniques'' associated with it.
 
+
<br><br>
* '''Suspires: Greater Lore of Words'''
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[[Category:Age_of_Dragons|Ambassador]]
The Ambassador-Courtier may learn suspires from the ''Greater Lore of Words'', which concerns itself with the magic of names and language. Knowledge of these spells must be acquired in-game.
 
 
 
* '''Suspires: Greater Lore of Binding'''
 
The Ambassador-Courtier may learn suspires from the ''Greater Lore of Binding'', which concerns itself with the magic of agreements, contracts and pacts. Knowledge of these spells must be acquired in-game.
 
 
 
 
 
==Fruition of the Millennial Seed (Experience Rating: 10)==
 
 
 
''Over his centuries, the ambassador-courtier has laid a complex web of intrigues, favours and influences all across the entirety of the realm. This web goes beyond geographic borders, across species and factions, and is anywhere and everywhere the dragon wants it to be. The ambassador-courtier need only apply the slightest pressure on this web and he can achieve massive effects. Within a single day the dragon can set into motion any single event that can conceivably be achieved through politics, be it the fall of the Ascendancy, an end to the Dragonwar or the utter destruction of a breed.''
 
 
 
* '''The Millennial Seed'''
 
This power can only ever be used once by a dragon, as it represents the completion of a lifetime of manoeuvring and subtle planning. The GM and the player should collaborate to discuss exactly how the event will come to pass, and how long it takes (be it weeks, years or millennia). Regardless, the intervention's effects are inevitable and can only be cancelled by another Ambassador-Courtier using this same power to negate the effect.
 
 
 
At the GM's discretion, a Dragon that somehow manages to keep taking his Experience Rating higher and higher may get the chance to "seed" another event - perhaps one for every +5 Experience Rating beyond 10 that he gains.
 
 
 
 
 
 
 
 
 
----
 
 
 
=Lifepath Resources=
 
 
 
==Knacks==
 
 
 
''Knacks are learnt abilities common to this lifepath. As they are internal to the dragon, they are not easily passed on as legacies, but are also hard to take away from the Dragon.''
 
 
 
* '''Unusual Language''' (2 points per Language)
 
Every dragon speaks the draconic tongue of Essraghai, and even the mentally slowest dragon is likely to be a dab hand at mastering mortal languages with only a week or two of practice. This resource represents knowledge of the more unusual languages that a Dragon might come across - ones for which there are no readily available teachers, or which are too alien to master easily. Each time you buy this resource gain fluency in one unusual language. Example languages might include Kraken-speak, Wyverntongue, Low Daemonic and any others that the story introduces.
 
 
 
* '''Xenoculture Mastery''' (3 points per Xenoculture)
 
Every dragon is presumed to know his ''own'' culture like a native - it comes with being a native! For example, a Solar Dragon would know about Alliance life, the traditions of the Coastal regions, the history of the Solar Accord, of Coastal slang and colloquialisms and of Solar behavioural mannerisms. On the other hand, a Velvet Dragon wouldn't know about those things at all!
 
Each time you buy this resource you gain knowledge of one culture, gaining the same degree of intimacy with it as a native would.
 
 
 
 
 
==Possessions==
 
 
 
''Possessions are actual physical resources which the Ambassador-Courtier has acquired. Possessions are easily acquired and easily lost, but are also convenient legacy resources for a dragon's descendants or proteges.''
 
 
 
* '''Hoard of Gold''' (3 points)
 
The dragon has accumulated a massive hoard of gold, which is more than sufficient to hire armies, buy thrones and bribe emperors. Other dragons are less impressed by mere wealth, but they see its utility.
 
 
 
 
 
==Connections==
 
 
 
''Connections link the dragon to the rest of society. In many ways, these are the true measure of power of an ambassador-courtier. Connections can potentially be passed on to proteges and descendants, though it takes a little work to do so.''
 
 
 
* '''Friend''' (1 point)
 
If you take this resource, you have a powerful friend. This friend can be anything up to an elder dragon in power level. This friend is your genuine ally, and will go out of his way to protect your best interests, even at cost to himself. This friend may mentor you, trade with you, exchange favours, etc. Of course, friendship is a two way street - if you use your friend over the centuries and offer nothing in return, or if you make it obvious you are manipulating them, then the friendship will likely die.
 
 
 
* '''Mortal Patronage''' (1+ points)
 
If you take this resource, you are a patron of a group of mortals. This might be a merchant house, or a gang of mercenaries or a cabal of sorcerers. Regardless they see you either as a leader, or as a respected patron. They will likely do anything you ask of them, knowing that you will protect their interests as they protect yours. Alternatively, you could be one of many draconic patrons of a larger organisation (as for example, the Priesthood of the Pure Dragons tend to be for the Temple of the Mother Goddess). By spending more points on this resource you can increase the extent and strength of your influence.
 
 
 
* '''Draconic Influence''' (1+ points)
 
With this resource, you are a respected member of draconic society. Generally this will apply to either the Ascendancy or the Alliance - membership of one precludes membership of the other. The resource could instead apply to one of the smaller factions, or even just a single breed. You can even by this resource several times to represent influence with multiple factions. Spending more points on this resource increases the influence you hold with that faction.
 
 
 
* '''Protégé''' (5 points)
 
To take this resource, you need to have a minimum Experience Level of 5. You gain a Protégé whose age is equal to half your own current age. This will generally be a dragon of your own breed and lifepath. It is possible to have multiple protégés, though of course your legacy can only be passed to one.
 
 
 
 
 
==The Lesser Lore of Words==
 
 
 
''The Lesser Lore of Words concerns itself with understanding and perceiving the magic inherent in language. Magics of communication and of naming are within the lesser lore's scope. The Lesser Lore of Words also allows for subtle magics that influence the speech or thoughts of others, but direct control is beyond it. The below spells are examples of suspires from the lesser lore of words, but scholarly dragons might discover more, either through study or design.''
 
 
 
* '''Wind Whisper''' (1 point) ''(1 Arcane Energy, Expend one 5+ Pneuma Dice)''
 
This suspire carries the dragon's words to a distant message recepient, with the message travelling as fast as the wind is blowing. This spell allows either ten words of speech per dice expended, to a range of 100 miles per dice expended.
 
 
 
* '''The Naming''' (1 point) ''(1 Arcane Energy, Expend one 5+ Pneuma Dice)''
 
The dragon casts this spell and examines one creature or person within line of sight. The dragon immediately learns the calling name that the creature identifies himself with.
 
 
 
* '''Call to True Speech''' (1 point) ''(1 Arcane Energy, Expend one 5+ Pneuma Dice)''
 
To cast this spell successfully, the dragon must expend one 5+ pneuma dice per point of Sophis the target has. If successfully cast, the target is bound to speak truth for the next hour. Not only can he not lie, but he is also forced to fully answer the Ambassador-Courtier's questions.
 
 
 
* '''Echoes of Silence''' (1 point) ''(1 Arcane Energy, Expend one 5+ Pneuma Dice)''
 
To cast this spell successfully, the dragon must expend one 5+ pneuma dice per point of Sophis the target has. If successfully cast, the target is bound to silence for the next hour. The target cannot speak or vocalise any noises at all, though he is not prevented from making noises with his movements or otherwise. As a side effect, this spell also prevents the target from casting any suspires of any sort for the duration of this spell. Note that using this spell on another dragon is considered to be as bad as physical violence - expect suitable retaliation if you silence another dragon.
 
 
 
==The Greater Lore of Words==
 
 
 
''The Greater Lore of Words is a less subtle thing, taking words and infusing them with the celestial power of the draconic elder. These suspires use words like swords, cutting deep into the conscious mind.''
 
 
 
* '''Crown of Domination''' (3 points) ''(3 Arcane Energy, Expend three 5+ Pneuma Dice)''
 
The spellcaster speaks a single single word command, which (if the spell is successful) the target must immediately obey to the best of his ability. The command cannot be directly self-harming or self-destructive, but can be indirectly so. For example, you could not command "Jump" to a man standing at a clifftop, but you could command "Scream" to someone who is trying to hide, or "Stop" to someone who is trying to flee from you. The duration of the command is never greater than a single combat round. This spell can be used at any range as long as the target can hear your words.
 
 
 
Any creature which has a Sophis of 4 or higher is too strong willed to be easily dominated, and can only be effected by this spell if it has 0 Mental Resilience remaining.
 
 
 
* '''Word of Dissonance''' (3 points) ''(3 Arcane Energy, Expend three 5+ Pneuma Dice)''
 
The spellcaster speaks a word of chaos, which has no meaning but which strikes into a single target's psyche disrupting his thoughts. If the spell is cast successfully, the target is rendered unable to speak coherently or understand any language (whether spoken or written) for the next twenty four hours. This spell can be used at any range as long as the target can hear your voice. This renders the target unable to participate in social conflict, but also mostly immune to its effects. Note that using this spell on someone is generally considered to be a declaration of aggression in itself, so the spellcaster should perhaps not be surprised if he is the subject of violence from the incoherent one.
 
 
 
Any creature which has a Sophis of 4 or higher is too strong willed to be easily disrupted in this way, and can only be effected by this spell if it has 0 Mental Resilience remaining.
 
 
 
* '''Phrase of Fascination''' (3 point) ''(3 Arcane Energy, Expend three 5+ Pneuma Dice)''
 
The dragon can subtly weight a single phrase within his arguments, so others will remember it above all others. This phrase has no inherent power in itself, and is not a command as such, but rather a sticky meme that listeners cannot shake and will persistently come to mind for them in years to come. For example, the dragon could weight the phrase ''"we are all brothers, after all"'', and for years afterwards the listener will consider these words, perhaps slightly inclining him towards negotiation rather than war, or perhaps making him more vengeful when a comrade is wronged. This is a subtle, subconscious and magical effect.
 
 
 
* '''Shattermind''' (3 point) ''(3 Arcane Energy, Expend three 5+ Pneuma Dice)''
 
The dragon speaks a word of shattering, which breaks an opponent's will, piece by piece. If this spell is successfully cast, the target takes 2 points of mental resilience damage. Non-magical defences cannot protect against this.
 
 
 
 
 
==The Lesser Lore of Binding==
 
 
 
''The Lesser Lore of Binding is the sorcery of social contracts and traditions. This Lesser Lore is considered weak by some sorcerers, as so much of it depends on the agreement and consent of all effected by it spells. Ambassador-Courtiers know better: agreement and consent are nebulous things, easily manipulated by a wily courtier, and the spells themselves enforce civilised behaviour with arcane power.''
 
 
 
* '''Oath of Brotherhood''' (1 point) ''(1 Arcane Energy, Expend one 5+ Pneuma Dice)''
 
To cast this spell, the Dragon must breath into the mouth of another Dragon, then inhale their breath afterwards. Both must then speak the words "I swear you are as my kin." After this spell is cast, the Ambassador-Courtier cannot offer violence to his sworn brother, or vice versa. Any physical violence of any sort immediately curses the offending party, marking him with glowing runes of treachery, that burn into his flesh permanently scarring him and reducing him to Physical Resilience 0 ''(incapacitated)'', but immediately ending the spell's effect (thus freeing the other to engage in violence as they will). The spell is ineffective on anyone who has slain an immediate member of their own family (i.e. brother, sister, child or parent), and simply will not work in those circumstances. Similarly, if a dragon bound by the Oath of Brotherhood kills an immediate member of his own family, the Oath's effects end, and an instant pang of emotional pain is felt by both of the Oathbound.
 
 
 
* '''Claim Hospitality''' (1 point) ''(1 Arcane Energy, Expend one 5+ Pneuma Dice)''
 
To cast this spell, the Dragon must be invited into the home, lair or domain of another being, and freely offered something to eat. The Ambassador-Courtier then speaks the words "I accept hospitality." After this spell is cast, the Ambassador-Courtier cannot offer violence to his host, or vice versa. Similarly, those who are under the host's command, or in the Ambassador's retinue cannot harm each other, or be harmed by each other. Any physical violence of any sort immediately curses the offending party, marking him with glowing runes of treachery, that burn into his flesh permanently scarring him and reducing him to Physical Resilience 0 ''(incapacitated)'',  but immediately ending the spell's effect (thus freeing the mystic binding of others, allowing them to engage in violence as they will).
 
 
 
* '''Sanctum''' (1 point) ''(1 Arcane Energy, Expend one 5+ Pneuma Dice)''
 
To cast this spell, the Dragon must select a Sanctum object that is inscribed with mystic runes (this could be a skull, a gem, a rock, or whatever). The Dragon then breathes on it, whispering the words ''"I swear that I submit to the Sanctum, and I will draw no blood."'' Any other Dragons in the vicinity can then do the same, and the Sanctum object will glow slightly with each utterance. For twenty four hours afterwards, none of the Dragons who participated in the ritual may draw blood from any of the other Dragons who were part of the ritual, so long as they are within a ten mile radius of the Sanctum object. Destroying the Sanctum object negates the effect, so Ambassador-Courtiers who wish their Sanctum to have any meaning pick suitably resilience objects. Any Dragon bound by the ritual who does draw blood blasted by arcane energy and reduced to Physical Resilience 0 ''(incapacitated)'' by the magics of the ritual, and the effect of the Sanctum spell is immediately ended.
 
 
 
==The Greater Lore of Binding==
 
 
 
''While the Lesser Lore concerns itself with agreements, the Greater Lore is more concerned with celestial law, with obedience and with punishment of transgressions.''
 
 
 
* '''Justice of the Wheel of Heaven''' (3 point) ''(3 Arcane Energy, Expend three 5+ Pneuma Dice)''
 
As he casts this spell, the Dragon points at a target, and pronounces that the target has committed a terrible sin - for example ''"I name thee kinslayer"''. If the accusation is correct, then the force of heaven strikes that individual, causing his limbs and wings to be crippled, and his Physical Resilience to be reduced to 0 ''(incapacitated)''. However, should the accusation be false, then the backlash of the spell will deal 3 points of Physical Resilience damage to the casting dragon. Only a few select divine crimes can be named and punished by this spell. They include: kinslaying, killing hatchlings, siring or bearing a Harlequin hatchling and raping another dragon.
 
 
 
* '''Oath Freely Given''' (3 point) ''(3 Arcane Energy, Expend three 5+ Pneuma Dice)''
 
The Dragon can only cast this spell as a reaction, when someone speaks a statement of intent within earshot of himself. If successfully cast, that statement is taken to have the force of an oath. If the speaker breaks that oath then he will be struck down with arcane energy, and his Physical Resilience to be reduced to 0 ''(incapacitated)''. The speaker is aware of being mystically bound in this way.
 
 
 
* '''Seat of Neutrality''' (3 point) ''(3 Arcane Energy, Expend three 5+ Pneuma Dice)''
 
The Dragon seats himself on the ground, then exhales, and surrounds himself with a halo of silver light. This light remains around him for the next hour, and while it is in place he is both immune to violence, and incapable of it. No direct attack (arcane of physical) is able to harm him, and he can make no direct attack he makes is capable of harming anyone else. Two exceptions apply to this. First, if the dragon moves from the spot where he cast the spell (whether by walking or flying or other modes of transport) the spell ends immediately. Second, the spell offers no protection or control over indirect attacks or environmental damage.
 
 
 
 
 
[[Category:Age_of_Dragons]]
 

Latest revision as of 10:33, 6 May 2009

Age Of Dragons: Main Page -> Age Of Dragons: Lifepaths -> Ambassador-Courtier


Overview[edit]

Words cut deeper than claws[edit]

It had been an interesting month for the Solar Ambassador-Courtier called Voice-of-Reason. He'd convinced a belligerent Argent Dragon to lend his armies to defend the borders of a neighbouring Pure Dragon, and convinced that same self-righteous Pure Dragon to accept that help. In doing so, he'd had to convince both that they were doing him a personal favour, which he in turn would repay by persuading a visiting Ashen Dragon scholar to share the scrolls of lore that he had researched. Of course, this meant giving the Ashen Dragon what he wanted, which was help in getting a pack of Hunter Dragons to lay off harrying his cities. This would be achieved, of course, when the Hunters saw a mass of Argent War Dragons setting up a wayfort on the edge of their sky tribe's territory. Of course, once the Ascendancy threat was dealt with, the Solar could earn a favour off the Hunters by "arranging" for the Argents to go home.

Everyone would benefit, and the only reward for Voice-of-Reason would be the general goodwill of all parties, and the satisfaction of coordinating the war against the Ascendancy. That, of course, and the small measure of wealth that the Solar could earn by having his merchants supply the moving Argent army, the sale of the fort building materials he'd been assidiously stockpiling and the opportunity to converse formally with the Ashen Dragon, and plant some seeds of ideas there to be used and abused in a decade or two once they had time to germinate.

Most importantly, the Argent response would lead to the assured, painful and violent death of Hungry-for-Battle, the Ascendancy general in charge of the assault. That Blood Dragon had duelled with Voice of Reason no less than one hundred and fifty years ago, and left a nasty claw-scar on the Solar's left cheek. It had taken a lot of work to see the Blood Dragon moved up the list of generals to lead this raid, to assure that the Ascendancy force would be inadequate for the job, to make sure that the Argent had a pathological hatred of Blood Dragons and to position the surrounding factions so that the Ascendancy would be cut off from retreat after this attack. It had been a lot of work, but it had been worth every iota of effort.

Negotiation, persuasion and the art of manipulation - these were the tools and weapons of this Ambassador-Courtier, and as Hungry-for-Battle would soon discover, words could cut far deeper than claws.

The Ambassador-Courtier Lifepath[edit]

Dragons are socially adept creatures, with even the most brutish of dragons able to play games of intrigue and manipulation at a level far beyond those of mortals.

Whereas a human might be pleased to persuade an adversary to adopt a certain course of action for the next year, or to socially outmanoeuvre someone in court, Dragons play out their social conflicts on far greater levels. With words in the right places, a dragon can cause kingdoms to topple or enemies to be ostracised from society. They can smear the most loved hero as a traitor, or bring the most unlikely allies into the fold. Likewise, a Dragon will happily work over much larger timescales to achieve his goals, recognising that a major victory that takes one hundred and fifty years is likely worth a lot more than one hundred and fifty trivial victories that take a year each.

Edges[edit]

Skills[edit]

Courtier's Charm[edit]

This Lifepath Skill adds the Dragon's Arete in Ambassador-Courtier when calculating Technique for the following types of tasks:

  • Most aspects of spoken conversations, negotiation, persuasion, seduction, intimidation, diplomacy.
  • Written communications, subtle finesse and technique with regards to this.
  • Manipulating others in conversation or in writing. Preventing being manipulated yourself.
  • Maintaining composure in face of social strategies, defending yourself against social manipulation, intimidation and trickery of all sorts.

Charisma of Kings[edit]

This Lifepath Skill adds the Dragon's Arete in Ambassador-Courtier when calculating Technique for the following types of tasks:

  • Addressing crowds, oratory, working the morale of armies or groups of soldiers.
  • Inspiring courage, loyalty or excellence in those under your command.
  • Appearing majestic, regal or noble. Playing on your reputation, or defending your honour.

Political Intrigue[edit]

This Lifepath Skill adds the Dragon's Arete in Ambassador-Courtier when calculating Technique for the following types of tasks:

  • Understanding politics, bureaucracy and webs of intrigue.
  • Working blackmail, indirect manipulation, information management and the like.
  • Being subtle, cunning or indirect in social and political arenas. Defending yourself against the intrigues of others.

Consummate Traveller[edit]

This Lifepath Skill adds the Dragon's Arete in Ambassador-Courtier when calculating Technique for the following types of tasks:

  • Learning new languages, or mastery of known languages.
  • Knowledge of foreign cultures and also of the manifold subcultures of your own region.
  • Absorbing foreign cultures and fitting in with them.



Powers[edit]

This Lifepath does not have any special Powers associated with it.

Suspires[edit]

The Lore of Words[edit]

The Lore of Words concerns itself with understanding and perceiving the magic inherent in language. Magics of communication and of naming are within the reach of lesser magi and with increasing mastery the lore allows for subtle magics that influence the speech or thoughts of others. Wiht increasing mastery, the Lore becomes less subtle, taking words and infusing them with the celestial power of the draconic elder. These suspires use words like swords, cutting deep into the conscious mind.

  • Arete 1+: Perception and Protection

The dragon can now use his suspires to tell truth from lies, to translate words spoken or written in any language, to spot the unintentional truths hidden behind spoken words, and to recognise spoken magics in all their forms. He can also now shield his mind and those of his colleagues to render them immune to the effects of the Lore of Words. He can use his spells to break existing magical influences on others.

  • Arete 11+: Communication and Naming

With a spell the dragon can send his words to a distant message recepient, with the message travelling as fast as the wind is blowing. The dragon cab also cast spells to name a creature within line of sight, immediately learning the calling name that the creature identifies himself with. Other magics might make your words heard above any background noises, or using mirrors or crystal globes to facilitate long distance conversations. He can also turn his spoken words into writing (by speaking over a prepared book or scroll), and he can make written words speak out loud.

  • Arete 21+: Subtle Influences

A dragon can now bind a target to speak only truth, though he cannot force a target to speak. He can make a target remember his words whether he wants to or not. He can make the words of another sound beguiling or discordant. He can make others feel a surge of emotion, though he can't force them to act on that emotion.

  • Arete 31+: Strong Influences

A dragon can now force a target to silence, or force him to answer a question that is asked of him, while bound to truth. He can empower his words so they have the weight of magic behind them, dramatically increasing his powers of persuasion.

  • Arete 51+: Invasive Magics

The dragon can now get straight into a target's mind with nothing but words. He can mind control, giving orders that cannot be refused. He can speaks mad words to inflict temporary insanity. He can shape someone's perceptions or memories by describing images to them. He can create written works that are so fascinating that the weak willed cannot do anything else till they are done reading.

The Lore of Binding[edit]

The Lore of Binding is the sorcery of social contracts and traditions. This Lore is considered weak by some sorcerers, as so much of it depends on the agreement and consent of all effected by it spells. Ambassador-Courtiers know better: agreement and consent are nebulous things, easily manipulated by a wily courtier, and the spells themselves enforce civilised behaviour with arcane power. With increasing mastery, a Binder can manipulate the celestial laws, working on agreements made by the gods and primordial forces.

  • Arete 1+: Perception and Protection

The Dragon can now perceive Contract Marks wherever they may be, and can interpret them to reveal exactly what bindings are in place. The Dragon can also shield himself and allies to ensure that they are protected from being marked against their will, and can never be affected by Binding magics unless he agrees.

  • Arete 11+: Consensual Bindings / Minor Punishments

The Dragon can now work with consensual contracts of all sort - he can turn a spoken word into an arcane oath, or a promise into a binding geas. Common effects include oaths of brotherhood, oaths of enmity and claims of hospitality. Those who transgress against such bindings are punished by the magics with minor effects - for example, visible and permanent brandings as an oathbreaker, being prevented from flying for a year or suffering moderate injuries. With magic of this level the parties must vocally agree to the conditions of the binding in the dragon's presence. Critically though, they need not be sincere in their agreement, or aware that magical enforcement is going to be placed. A would be poisoner who offers hospitality to his guests can be bound, even if he offered it with the plan to later break his word.

  • Arete 21+: Negation and Modification

The Dragon can now undo or adjust pre-existing bindings, though this usually requires a contest of arcane strength against the magus who first placed them.

  • Arete 31+: Forced Bindings / Major Punishments

The dragon can now force bindings on a target, for example forbidding them to enter a certain area, forcing them to obey a geas given to them or demanding hospitality where none is offered. Such effects generally require a contest of arcane power, however. The dragon can also append major punishments to any bindings he creates - for example, permanent blindness, severe injury, crippled flight or infertility. Needless to say, dragons do not force bindings on each other lightly... doing so is as harsh a crime as physical assault.

  • Arete 51+: Primordial Law / Divine Punishments

The dragon can now make judgments against those who have sinned against primordial law, and can hand out powerful and severe punishments. Crimes in the eyes of primordial law include kinslaying, the murder of hatchlings and sexual intercourse outside of Breed, as well as "lesser" crimes such as betrayal of hospitality and breaking sworn oaths. It is up the GM to deem what can be deemed a crime against Primordial Law, but it should be noted that it is not affected by te subjetcive judgment or morality of either the mage or the perpetrator. Against the lawbreakers, the mage can now inflict terrible punishments, including curses that are handed down through the generations, condemnation of the soul to hell, or infliction of madness or crippling disability.

Techniques[edit]

This Lifepath does not have any special Techniques associated with it.