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The Noble Manors are a set of Arcadian realms following a similar theme and bound by similar rules.

Background[]

The Gentry of these lands live up to the name. Their realms draw from the estates of human nobility, colored by the lens of the usual Gentry incomprehension. Their homes are an eclectic mix of styles taken from a variety of times and cultures, staffed by servants whose roll serves no purpose or in which he has no training.

Locales[]

  • The Hall of Seasons: A British-styled manor comprised of four wings, one for each season.
  • The Manse of Forgotten Time: A bizarre building, shrouded in mists, where time does not flow.
  • The Estate: An extravagant mansion and grounds built in myriad styles, wherein the Gentry play at human nobility.
  • The House of Infinity: A realm of endless rooms centered around a “core” near the entrance.

Laws of the Land[]

Noblesse Oblige[]

In the mortal world, the notion of Noblesse Oblige dictates that it is the duty of the nobility to protect the common people under their banner. It is the height of dishonor to treat a servant with cruelty. Within the Noble Manors of Arcadia, so too are the Gentry bound. Human captives must swear an oath of service to their Keeper; the Keeper, meanwhile, is oathbound to care for the slave. Just as ever, however, the Others' oaths are tricky things, and disobedience can be nebulously defined so as to permit the True Fae greater latitude.

This goes the other way, as well, luckily. If a changeling can trick his Keeper into unjustly mistreating him, that Keeper is struck by the penalty.

Privilege and Prerogative[]

Anachronistic technology tends not to function properly in one of these domains. A smartphone would not turn on; an automatic weapon would not fire. Additionally, powers of any kind with destructive qualities do not operate in these realms. The same goes for powers involving stealth; only mundane means of trickery will function.

By contrast, diplomacy is highly prized. Those who enter the grounds automatically are considered to have five dots in Socialize and a specialty in etiquette for the duration of their stay. Contracts which benefit the Gentry automatically succeed exceptionally.

The Master’s Will: Inanimae[]

The Gentry here do not care for maintaining living armies. As such, they rely on Inanimae: enchanted constructs which attack anything that does not belong within the realm. Being unliving, these constructs do not stop until they are utterly destroyed or their target has fled the realm.

References[]

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