Difference between revisions of "Validating Heraldry (sage ability)"

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A privilege of ratifying heraldic legitimacy, due to the individual's notoriety as a sage within the study.
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[[File:Validating Heraldry (sage ability).jpg|right|465px|thumb]]
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'''Validating heraldry''' is a [[Knowledge Points|sage]]-status [[Sage Ability|sage ability]], permitting the character's entrance to the [[Heraldic College of Arms]], a league of eighty to one hundred persons whose honour it is to give formal consent to a new, recognized heraldic symbol.  This grants the character with one vote, deciding the legitimacy of those seeking [[Heraldic Adoption (sage ability)|heraldic adoption]].
  
Should a sage of heraldry choose to establish a location where they can be approached and matters of heraldry discussed, the character is likely to receive from 2-8 visitors a month and 3-30 letters asking for registration, adoption of new symbols or to determine the accuracy of potentially falsified documentation. There is a 5% chance that any one of these may be a royal request, and a 15% chance that they will be noble in origin. 90% of such investigation will be conducted through subordinates, but 1 in 10 royal or noble requests will be conducted in person.
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Throughout the character's career, it's presumed that from time to time he or she has been in communication with scholars and other persons within the field — and that upon becoming a heraldic sage, the character will receive an invitation to be invested in the appropriate College of Arms. There is four such [[College|colleges]] that exist, one each in the Christian, Muslim, Hindu and Oriental worlds. Upon receipt of the invitation, the character must journey to an agreed upon place to be invested in a secret ceremony.
  
Only 5% of requests or investigations will prove to be legitimate.
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== Benefits ==
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Upon his or her investiture, missives and letters will begin to arrive asking the character to submit a vote to the Guild of Arms.  It's not necessary to submit a vote; any unsubmitted vote is counted as a "no."  Typically, there will be a dozen worthy suggestions per year; these may be discussed or managed between the player and the DM, to decide how much bearing this process has on the campaign.
  
While a sage does possess the ability to falsify documents as an expert would, circumstances also provide the sage the potential for simply legitimizing the individual as a distant cousin or personage within the existing power structure of the chosen mega-culture. Since the sage's word is typically used as the standard for legitimacy, it is more sensible for the sage to establish legitimacy rather than falsify it.
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In addition, if the character's residence is made known to the Guild, '''gifts will arrive''' continuously from those wishing to influence the character's vote or gain the character's support in creating or gaining heraldic "[[Heraldic Code (sage ability)#Symbols|achievements]]."  These will amount to 100 to 400 gold pieces per month (2d4 x50 g.p.) in perpetuity, so long as the character remains a member of the guild.
  
Typically, legitimacy is granted by royalty or nobility based on communication with a sage, after all.
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In addition, the character will receive between 3-12 '''invitations per year''', from heads of state and monarchs to appear at the [[Court (institution)|court]] of that kingdom, empire or entity.  These invitations are rolled randomly, so they may come from quite minor duchies or counties, but they may potentially come from a realm as prestigious as the courts of France, England, the Ottoman or Moghul Empires, the Qing Dynasty or the Songhai.  The character will be given a window of opportunity equal to two months, during which time they may visit, enjoy a period of 1-4 hours in the monarch's company and remain at court within the window of time offered.  By arriving, the character will be granted  a personal gift between 500 and 3,000 g.p. worth.  The nature of the gift is determined by the region and the DM.  During the time spent with the head of state, the discussion will largely revolve around heraldry; but the character will be given the opportunity to ask a personal favour equal to the value of the gift that was given, by forsaking the latter — without this being seen as a rebuke or rude.
  
With regards to the detection of legitimacy, a sage will recognize false documentation or heraldic symbols in half the usual time. If encouraged, sages of heraldry will have conduits by which they will be able to communicate with families if an individual makes claims to a false lineage.
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While at court, the character may find opportunities to speak with other persons in the state and act in accordance with the role-playing opportunities that situation provides.
  
  
See Also,
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See [[Heraldry, Signs & Sigils (sage study)]]
[[Heraldic Registration (sage ability)]]
 
[[Heraldry, Signs & Sigils (sage study)]]
 
  
[[Category: Lacks Image]]
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[[Category: Sage Abilities]]

Latest revision as of 21:58, 13 October 2023

Validating Heraldry (sage ability).jpg

Validating heraldry is a sage-status sage ability, permitting the character's entrance to the Heraldic College of Arms, a league of eighty to one hundred persons whose honour it is to give formal consent to a new, recognized heraldic symbol. This grants the character with one vote, deciding the legitimacy of those seeking heraldic adoption.

Throughout the character's career, it's presumed that from time to time he or she has been in communication with scholars and other persons within the field — and that upon becoming a heraldic sage, the character will receive an invitation to be invested in the appropriate College of Arms. There is four such colleges that exist, one each in the Christian, Muslim, Hindu and Oriental worlds. Upon receipt of the invitation, the character must journey to an agreed upon place to be invested in a secret ceremony.

Benefits

Upon his or her investiture, missives and letters will begin to arrive asking the character to submit a vote to the Guild of Arms. It's not necessary to submit a vote; any unsubmitted vote is counted as a "no." Typically, there will be a dozen worthy suggestions per year; these may be discussed or managed between the player and the DM, to decide how much bearing this process has on the campaign.

In addition, if the character's residence is made known to the Guild, gifts will arrive continuously from those wishing to influence the character's vote or gain the character's support in creating or gaining heraldic "achievements." These will amount to 100 to 400 gold pieces per month (2d4 x50 g.p.) in perpetuity, so long as the character remains a member of the guild.

In addition, the character will receive between 3-12 invitations per year, from heads of state and monarchs to appear at the court of that kingdom, empire or entity. These invitations are rolled randomly, so they may come from quite minor duchies or counties, but they may potentially come from a realm as prestigious as the courts of France, England, the Ottoman or Moghul Empires, the Qing Dynasty or the Songhai. The character will be given a window of opportunity equal to two months, during which time they may visit, enjoy a period of 1-4 hours in the monarch's company and remain at court within the window of time offered. By arriving, the character will be granted a personal gift between 500 and 3,000 g.p. worth. The nature of the gift is determined by the region and the DM. During the time spent with the head of state, the discussion will largely revolve around heraldry; but the character will be given the opportunity to ask a personal favour equal to the value of the gift that was given, by forsaking the latter — without this being seen as a rebuke or rude.

While at court, the character may find opportunities to speak with other persons in the state and act in accordance with the role-playing opportunities that situation provides.


See Heraldry, Signs & Sigils (sage study)