The Guild of Shadows

This guild of nightmare spinners verges on a cult. Nominally they controlled the security of the Night Market, but they were also the de facto rulers of the realm. Using fear to scare people and hobs straight, they claimed they are protecting people. Those who transgressed them however often vanished. It is said they kept a prison in the depths of the Wilds.

Crippled by the release of Feral Tom, Lord of Cats, the leadership cut to the bone, they now must rebuild.

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New Merit: Mantle (Shadows) (1 to 5 dots)

This merit makes one a full member of the Guild of Shadows. This merit adds to dice pools for social interactions with members of the Guild. Each dot adds +1 die bonus to relevant rolls with members of the Guild. Mantle (Shadows) allows one to treat the contracts of the Moon and Spellbound as Favored contracts (new dot costs 3 Experiences) as well as allow the use of the favored dice rolls.

Membership also gives several bonuses. At one dot they gain a free Intimidation specialty. At 3 dots they gain +1 bonus to Stealth and Empathy rolls. Finally at 5 dots, they gain the ability to reroll a failed Occult roll once per scene. They must take the result of the second roll.

Membership also comes with costs. The initiation rituals are particularly horrible, turning one into a Changeling if one isn’t already one. This can involve mystical exposure to the elements (Elemental), being locked in zombie filled crypts (Darkling), or painful injections of toxic chemicals (Ogre, Beast). Once one is a member they can be called upon to hunt down those who have violated Market law, or just the Guild. They might also serve as sentries near particularly dangerous locations, warning off mortals.

Dots in Mantle are also reflected in the changeling’s mein as they gain a disturbing appearance. Shadows grow darker around them and their eyes shine like a cats. The air grows cold around them.

New Merit: Guild Goodwill (Shadows) (1 to 5 dots)

This merit makes one an ally of the Guild of Shadows. This merit adds to dice pools for social interactions with members of the Guild. Every two dots (round up) adds +1 die bonus to relevant rolls with members of the Union. Guild Goodwill (Shadows) allows one to use of the favored dice rolls with the contracts of the Moon and Spellbound.

Leadership

The current head of the Guild is the Queen of Shadows.

Contracts

Contracts of the Moon:

  • Lunatic’s Knowing Glance 1: Wits + Empathy + Mantle (Shadows), must be Guild Member
  • Maddening Eye 2: Manipulation + Persuasion + Mantle (Shadows), must have Mantle (Shadows) 1 or Guild Goodwill (Shadows) 3
  • Touch of Bedlam 3: Presence + Intimidation + Mantle (Shadows), must have Mantle (Shadows) 2 or Guild Goodwill (Shadows) 4
  • Madness of Crowds 4: Presence + Expression + Mantle (Shadows), must have Mantle (Shadows) 3 or Guild Goodwill (Shadows) 5
  • Lurking Insanity 5: Manipulation + Subterfuge + Mantle (Shadows), must have Mantle (Shadows) 4

Contracts of Spellbound:

  • Warlock’s Gaze 1: Wits + Occult + Mantle (Shadows), must be Guild Member
  • Barrow Whisper 2: Intelligence + Expression + Mantle (Shadows), must have Mantle (Shadows) 1 or Guild Goodwill (Shadows) 3
  • Smith’s Wisdom 3: Intelligence + Occult + Mantle (Shadows), must have Mantle (Shadows) 2 or Guild Goodwill (Shadows) 4
  • Arcadian Commandment 4: Presence + Intimidation + Mantle (Shadows), must have Mantle (Shadows) 3 or Guild Goodwill (Shadows) 5
  • Oathbreaker’s Honesty 5: Resolve + Subterfuge + Mantle (Shadows), must have Mantle (Shadows) 4

The Guild of Shadows

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