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THE ESSENTIALS
TREASURE
By Jenna
Katerin Moran
Powhatan Belton (Order #5991030) Match Girl image is Copyright 2006 The Scriptorium (www.fontcraft.com)
Powhatan Belton (Order #5991030)
Nobilis: the Essentials
~ Free Release ~
The Story of Treasure
Except as noted above, all art and presentation elements are copyright
2011-2013 by Jenna Katerin Moran; by Eos Press, LLC; or by the origi-
nal artist or artists. Nobilis is the creation of Jenna Katerin Moran (for-
merly known as R. Sean Borgstrom). Reproduction without the writ-
ten permission of one of Jenna Katerin Moran, Eos Press, LLC, or the
appropriate artistic copyright holder is expressly forbidden, except for
the purposes of reviews, blank character sheets, and copying reasonable
selections for personal use and reference only.
This book uses fantastical and supernatural elements in its setting, for its
characters, their abilities, and themes. All such elements are fiction and
intended for entertainment purposes only. This book contains mature
content and reader discretion is advised.
The devices of Abd-al-Rashid are undeniably masterworksfrom Bahir Hibah, the book whose passages can open any
portal, to Zakiyya, the mechanical odalisque whose tears are made of gold. At one time or another, many Powers have con-
sidered delving into Abd-al-Rashids forgotten city in search of these devices. So far, they have refrained. Abd-al-Rashid
died a traitors death, seduced into betraying his Imperator by mortal lust, and the taint clings to his artifacts still. How
would a Power dare to take them? Her peers would point and whisper, There goes one who claims a traitors goods. What
else might not she do?
from Chronicles of Wonders, by Kip Narekatski
Dedication
For Cync Brantley, Rand Brittain, Hsin Chen, Cheryl & Joseph Couvillion, Jesse Covner, Anthony Damiani, John
Eure, Dara & Anna Korrati, Kevin Maginn, Gregory Rapawy, Alexis Siemon, Charles Spaulding, Amy Sutedja,
Chrysoula Tzavelas, James Wallis, and Raymond Wood.
Special Thanks to Karl Friedrich Borgstrom, for teaching me the joy of sailing.
Aspect Actions.............................................................................................................. 10
Ordinary Anchors............................................................................................................... 13
Claiming an Anchor................................................................................................... 13
Possession.................................................................................................................. 14
(Minor Errata)............................................................................................................... 14
Guidance................................................................................................................... 17
Wondrous Anchors.............................................................................................................. 18
Weaponizing Anchors................................................................................................ 28
Weaving Destiny........................................................................................................ 30
Miraculous Anchors............................................................................................................ 35
Miraculous Strengths.................................................................................................... 35
Communion.............................................................................................................. 40
Imperial Miracles....................................................................................................... 42
Unusual Anchors................................................................................................................. 44
Icons............................................................................................................................. 44
Spells; Collections........................................................................................................ 45
Sanctums....................................................................................................................... 46
T reasure is one of the Attributes new to the third edition of Nobilis. This
is a set of design notes on how it works, why it works the way it does, and how
to use it to its best effect!
In turn, that will inspire you to find clever ways of making your guarantees
more salient.
None of these guarantees are necessarily firm in every case. Its even possible
that they fail for your group, in which case Nobilis is not for you. But that is why The mail service of Locus Arahiel has
mundane and Treasure actions guarantee things like: never failed to deliver a message. Usu-
ally, it takes a day. Sometimes, it takes a
(difficulty 4 mundane action) this action is effective but not necessarily week. In odd cases, the message arrives
thousands of years after its recipients
exactly as described; or death, placed carefully on the bone dust
in some secluded valley where a monster
(difficulty 3 Treasure miracle) this power works as advertised but is not ate them in the Age before. This meets
necessarily salient. the postthings obligation under Ara-
hielan law; it is not, after all, their fault
that the recipient can no longer read.
Aspect Actions
Once you get to Aspect 3+ miracles, a different idea ap-
plies: that if you have to build your powers from a fun-
damental baseline of humans (or whatever) can do this,
It will encourage you to find clever ways to build on your basic premises
and work within that paradigm rather than just powering through ev-
erything;
An Imperial miracle is like a narrator aside or prophecy: a summary of from The Duchess' Needle, by Emily Chen
whats supposed to happen or be happening.
An Aiction is something that the story accepts as true, to make the ef-
fort of proving the truth of the Bonds meaningful.
When the story finishes, all three of them are true, but their function is different
nevertheless!
For instance, in the Lord of the Rings, you could say that the inherently
fallen condition of people and the world is an Aiction without that Aic-
tion, thered be no point in the journey, you could find someone strong enough
to just eagle the darn ring to Mordor. The corrupting influence of the ring, con-
versely, is more like an Imperial miracle (as are its actual powers, which people
Thats why your Anchors become superior instances of their type and also
why I dropped the maintenance issues that might be associated with, e.g., using
your Anchor cell phone on Mars or feeding your Anchored aunt.
The fact that objects and people operating without need for fuel, ammuni-
tion, or maintenance is usually going to be at least mildly funny is something I
noted after the fact and tried to both emphasize and take advantage of but
that emphasis and advantage was basically adopted after the fact.
I think the wound system plus player cleverness suffices to provide a de-
fense against almost any imaginable attack, no matter how subtle or nasty. I felt
reasonably confident that players could figure out something (between wounds
and their own powers) to defend against even invisible, intangible, super-fast,
time-traveling, inconspicuous, and friend-imitating enemies, no matter how ter-
rifying and game-breaking the techniques they might use. But I realized that
there was a category of effects that were totally imaginable and practical that I
couldnt figure out how a typical player would defend against:
Attacks from really far away.
There are places in the world that are hard to get to!
Thats where the mystic link rules come from. I wanted to make sure that
in the vast majority of cases if somebody was doing stuff to you, there would be
something that you could find and deal with that was at least notionally nearby.
I guess that in some sense its hard to justify.
I mean, maybe one of your Anchors is dandelions. You really like dande-
lions. Youre connected to them. Theyre elevated to being as good as any other
mortal weed, maybe even better, by your love for them, and they are freed of their
maintenance cost as well. (Thats why floating dandelion-buds have no roots.)
And if dandelions are your Anchor then you can build a specific mystic link to
some dandelion growing somewhere in a city; and later on, while youre off do-
ing other things somewhere, if an enemy passes by that dandelion, its totally fair
for you to use that chosen dandelion to blow a puff of absolute love and loyalty
for you into that enemy face. And when that happens, it may not make much
sense that they can turn around, draw their seal-sword (its a sword, forged from
the heart of a baby seal) and stab you with it. Or turn you to stone with their
Gorgon-style petrifaction ability by glaring in the dande-direction. It may par-
ticularly not make much sense say, if they too love dandelions that they can
stab or petrify you without hurting the dandelion itself.
. . . but thats the price of being able to act from afar.
I figure that while I usually handwave that by saying well, youre the one
who arranged for this, you justify it, the simplest default for you to use is that
your spirit is kind of lingering there over the dandelion, in situations like that,
like an anime battle aura or a watchful ghost.
Im not sure under which circumstances this would come up in play. Youre
unlikely to be playing a frequently-possessed Anchor and youre unlikely to have
an Anchor thats so interesting and well-established so much a treasure of the
groups mindspace rather than your own that the HG will feel comfortable
having them throw off your possession.
Maybe if your enemies have done something to them? Tempted them, cor-
rupted them, or reinforced their strength of will?
On the other hand, I didnt want to have players worrying about what hap-
pened back at their body all the time. As fun as it would be to return to your
body and find it kidnapped, or whatever, once or twice, in my experience, players It should be undesirable to forget that
would just spend all their time elaborately arranging for precautions to prevent life requires error, and the pacing of
that, instead. It wouldnt just be a vulnerability. Itd be an excessive vulnerability, that error is random, and the jagged
peaks of great large errors are larger
the kind thats really hard to trust in a game. At least for the players Ive known! than a person's life.
So instead the rule is that if something happens back at your body that from the introduction to
youd be concerned with as a player something that would make you say, The Valde Bellum: A Chronology of Excrucian As-
sault, Volume VIII, by Kip Narekatski
Whoa, no, I shake off my Anchor-time and act now the possession ends.
Even though you dont really know whats going on back at your body, you
still get to abort the possession effect as if you did. Ive left it unspecified and
up to you what that requires. If you want to be the kind of Power who can get
carried off to sea by an unexpected tide while youre off possessing someone, or
kidnapped by ninjas, or non-bindingly killed while youre not paying attention,
be that! Conversely, if you want to snap back to your body as soon as someone
gives you a really good straight line, you can play things out that way as well. The
rule is just . . .
In addition to the conditions at the far end that end possession, the miracle
stops when something happens back at your body that would snap you out of
it, whatever that kind of thing might be.
Guidance (Level 2)
Guidance is meant to be a nicer version of possession potentially, if you like, a
completely benign watching-over. Since its also a stronger miracle, it allows you
to mix and match the two forms, watching non-coercively and then taking over
for a moment when youd like to, either at the Anchors instigation or your own.
We are waves of original purpose that
I feel like it is unbefitting to a Nobles dignity to just lurk in the back of strike the world of tools signified
somebodys mind, and also like a level 2 miracle should definitely be worth the things that enter a cosmos of signi-
upgrade if you happen to have a 0-1 Treasure rating and no moral qualms, so at fiers; ideals that enter a world of flesh;
patterns impinging upon the static
level 2, when youre just watching, you get to keep paying attention to your own relationships of the world. Languages,
body and to whatever is going on with it. actions, machines, thoughts ultimate-
ly we cannot dierentiate ourselves
I also wanted level 2 to also be the level where you could have a real meeting from our tools.
of minds with your sword or soapbox derby racer or whatever the level where
you could become one with your treasures for greater effect. The truth, though, Wulandari 6, Power of Authenticity
is: that effect is already kind of there by default with all of your Anchors, since
you use miraculous Will rather than ordinary Will in Anchor-related Inten-
tions. Thats why this effect is pretty minor: I didnt feel comfortable giving more
than an additional +1 Tool bonus and a point of Edge.
Powhatan Belton (Order #5991030)
18
Wondrous
Anchors
L ets say that you have a pet AI. A real AI, I mean, the kind that could go
berserk and take over the whole world if there werent things like Nobilis and
Excrucians around to stop it, the kind of AI thats so profoundly superior to
humanity in its underlying capabilities that its only the vague semantics of its
construction that make it comprehensible at all. The kind of AI that can fab up
a bunch of robotic bees in an emergency, some kind of, you know, insucient
robotic bees error kind of emergency, and send them off to help you out. The
kind of AI that can set up a package to be delivered to you in the middle of the
Atlantic Ocean two and a half years from now and itll contain just the inflatable
life raft that youll need right then. That kind of AI.
We can tell a lot of different stories, then, about you and your pet:
We can tell the story where youre basically its pet. Thats a kind of fun one.
It loves you with a kind of amused fondness, it feels like it owes you a good life,
but it wont fix everything for you.
. . . or we can tell the story where its kind of an omni-tool, but only for the
things you think to ask.
Powhatan Belton (Order #5991030) Image is Copyright 2006 The Scriptorium (www.fontcraft.com)
You may be used, in gaming, to the idea that a power is defined by its effects
That a cold ray is what a cold ray does; that a flying car is what a flying car
21
does; that a mirror of scrying or a fire that burns anything or a helm of transfor-
mations or a book of magic spells or a pair of ruby slippers or a crown of regal
demeanor or any other of the treasures in all the myriad realms of fantasy is
nothing more or less than the rules for what it does.
And to some extent thats true even for Treasure, since, after all, the opera-
tion of the Attribute is governed by its rules.
But fundamentally in Nobilis your treasures are defined by their descrip-
tion, and that description can be as over-the-top as you like without automati-
cally meaning that you win at everything forever. Your description can be the
kind of thing that provokes rather than resolves forum arguments. You are al-
lowed to have bracers that make you as strong as you need to be and to wrestle
somebody whose bracers make them stronger than anybody that they fight. As they advanced upon her, she pulled a
You are allowed to have an omni-corrupting artifact or a hat that shields you pin from her hair; and they laughed. Then
she passed her hand over it, and it became
from all corruption, and the level of that effect isnt really going to be measured a length of gleaming steel; and their
by a numeric clash or some rule about what trumps what. smiles turned nervous. And she passed
her hand over it again, and it became a
When people start talking about unlimited effects, in particular, and often fang: one of seven fangs, each three feet
even when theyre talking about limited ones, were not really in the realm of long, in the maw of a creature whose eyes
practical logic any more. When people talk about things like that, I suspect them burned with hate. Then, they ran, and it
of making moral arguments: was a pin again, and she replaced it in
her hair.
Not arguments about what is, or how the world works. But arguments, on
some level, about how it should. Weeks afterwards, I asked her whence
came such a remarkable device. She gave
Thats what I think. me a puzzled look and said, Dearest
Chirico. There is such potential in any
You can disagree! pin, if you but study the arts of war.
I think that every form of monstrous, unlimited strength is on some level from In the Service of Meloria,
by Keiko Takemori
a representation of something or, at least, can be understood as such. The
strength of rage; the strength of the childish impulse that says you should be
able to crush, punch, leap; the strength of a pure heart; the tyrannous strength
of reality that crushes fallacious hopes; the similar strength by which the wicked
and the foolish always seem to win, to grind you down; or the ridiculous, fiery
strength by which the bright stars in the firmament overturn that, step in from
outside the framework of despair, and make things better and inspire hope.
Each of these strengths is limited, of course, within its paradigm.
The strength of rage doesnt seem like it should always beat the strength
of calm, no matter how limitless it may be. Does that make sense? Its possible
that someone playing a PC wielding the strength of rage might lose perspective
and believe that they can overcome the strength of calm at a time when they
really oughtnt, but even so, it feels to me like those times when rage really
oughtnt beat the strength of calm should exist out there, at least in notion.
That there is something in the fabric of any strength, which is a metaphor
for some other power or element, that means that where that metaphor breaks
the strength also does not apply.
The system for Treasure, then, isnt a system for unleashing progressively greater
powers.
Its a system for wielding the message of your power the moral implica-
tions of it, the meaning of it, the story of it with progressively greater finesse.
As you climb from level 3 to level 6, in particular, youre going from:
Postulate. I have this tool, which does this thing that Ive described.
To
At level 6, your AI is a part of the kind of story you want to tell, a friend or
tool or ally that you can rely upon to achieve large-scale effects; your car is not
just a car but a symbol of freedom: you can use it to inspire hope or to shake up
the worlds status quo.
So the truth is
You dont actually need a miracle to do stuff with most wondrous Anchors
at all. Do you have a bottle of unquenchable fire? Pour that stuff out! Itll start
an unquenchable fire! Do you have a flying carpet? Well, get on, mutter, Yip
yip! and (if its a fan of Avatar: the Last Airbender or at least of Calgon) it will
probably then carry you away.
Of course, here, things start to get a little tricky.
23
See, in Nobilis, its always possible to declare Halfway to her rendezvous in Reykjavik, Deirdre
your intention to fly around on a carpet. On, well, is struck by a sudden awareness that
her flying carpet has neither steering wheel,
any carpet. On anything, really. You have a pack- gas pedal, or brakes.
age of delicious snacks? You can try to hop onto
that package of delicious snacks and fly it away to
the moon!
And theres really only two things that then stand between you and your
shining dreams:
First, you cant fly a package of delicious snacks to the moon. And, well,
second? . . . you cant fly a package of delicious snacks to the moon.
Thats not actually redundant, nor is it a Red Dwarf reference.
Rather, its like this:
The first problem is that its beyond human capacity to navigate a typical
They have wings, Olga emphasizes, her intense stare brooking no argument.
26
The diculty lay not in teaching the parrot to prophesy, Danielle discovered,
but rather in getting the creature to stop.
Put simply, those are the benefits something gets from being your Anchor, a
part of your story., not specific to the miracle at level 0.
Similarly, whether you like it or not, your mundane interactions with a
wondrous Anchor use miraculous Will: you cant choose to deny your Anchor
the benefits of its claiming even if youd really like to sometimes spend 4 or 8
Will on its use.
That said, the standard mode for acquiring a wondrous Anchor is meant to
be via upgrade
You take your ordinary Anchor, your friend or watch or car or whatever,
and you tinker with it in your characteristic fashion in order to give it a power.
This is usually something thats metaphorically connected to your Estate but
Im going to assume that you know what youre doing and so Im not going to
require it to so be.
Unleashing Wonders is also the level you use to activate and invoke the power
of a wondrous Anchor you already have.
The more often youre willing to use level 4 Treasure miracles, which cor- I had not wished to betray you, an-
relates with but isnt totally defined by your Treasure rating, the more confident swered his Captain of the Guard, and
you can be that your Anchors are there for you in the way you envision them to the people were afraid to do so. But the
things that were yours are now needed by
be. a righteous man.
I dont know how you envision that, exactly, which makes it hard to precisely from Parables for Our Modern Age,
specify the benefits that then accrue. by Jackie Robinson
Miraculous attacks
are kind of nasty that way.
You can have someone
29
whos spent their whole
life mastering the ukulele
and invoke a miracle to
turn that into skill with a
sword. Or vice versa! You
can turn a sinner into a
priest or singe a great and
virtuous shounen hero
into a sudden pile of ash.
. . . or vice versa. Even if
that pile of ash was per-
fectly happy living with
its beloved fireplace and
their children. Even if it
was the ashes of the worst
villain ever born!
Bam! That ashs now
a hero, whatever it had
been before.
Mercutio, desperate to weaponize his Anchors,
A miracle doesnt have to care pioneers the Sleeping-Beauty-a-pult,
about the targets life story, you see, launching her over the walls of rival city-states to
not unless the target is miraculous, narcotize his enemies therein.
and often not even then.
So getting back to the topic
and why youd want to weaponize
an Anchor:
Its not that you cant stab someone with your magic sword at level 3-4.
In fact, you can even do that without using a miracle at all! But when you do
that, if you do that, what happens next is going to be based on things like your
mundane Intentions and the HGs picture of what the sword should do, not
your will.
Going up to level 5 is basically the difference between
Hey, what do you think would happen if I swung the magic sword that
turns what it hits into rabbits at this guy? Lets try it!
And
I have a magic sword that turns what it hits into rabbits. . . . I turn you
into a rabbit.
And sometimes these two statements would have worked out basically the same.
The person running the game will normally have one of two reactions:
Sure, whatever, you can do that. or
Oh, really. rubs hands together, contemplating impending chaos
WTF?
Sure, whatever. Cultural renaissance. I guess youre kind of a god, so, you
know. Do it. Or
Oh, really.
The child of the cosmos walked out into
the Arizona heat. Where no one lived
and nothing grew, he set up the ring. Worst of all, its that last reaction the reaction that was kind of the bad ending
It took him only a few days to get the
previously thats really the closest to getting the HG on board. Its that last
bandstands up and the restrooms built.
Then he sat at his laptop and printed out reaction that tells you that the HG is looking forward to casting up philosophi-
a handful of flyers, reading, The Child of cal opposition to your plan in the form of . . . I dont know. Raven kids who
the Cosmos against the Gods that Move make trouble for your child-winger, maybe? For the surfer, the boogie board-
Between the Stars! A once-in-a-lifetime ing minions of The Man (and his brother, le Qubcois Mec)? . . . and thats
wrestling event, coming June 3rd! These
he distributed in nearby towns. Then, at
helpful, because that probably earns you a big win eventually, but it still wasnt
last, he let himself sleep. precisely the goal.
But you are only half a god, the report- If you dont like these options, anyway, what you probably want instead is
ers would ask him later. How can you the ability to push the HG to decide between these two choices:
expect to beat the real thing?
All right, thats happening, keep me updated. Or
The gods rule an unjust cosmos, he
would answer. But in the ring, I will Im going to give you a hard time, but, well, OK, that can work.
make justice with my own two hands.
If you ever find yourself needing the greatest miracles of Treasure, but the
only appropriate Anchor you have to work with is a wondrous Anchor, you can
push that Anchor farther than it was ever meant to go and unleash a super-
powerful mode or effect. It is even theoretically possible to do this with an ordi-
nary Anchor
There is nothing infinite in this Creation.
I cant imagine that making much sense, but if it does make sense, go to! Even your own power will run dry.
Even the Nobilis have limits.
So keep that in mind as you read the notes for miraculous Anchors, below
all of them are also, implicitly, notes for how to play with wondrous Anchors You have a duty to the world. Never
that are being pushed unsafely far. admit to these limits. Never accept them.
Dont let that convince you to focus on wondrous instead of miraculous You are a lord or lady of this Earth.
Anchors, though, not unless your Treasure rating is comparatively low: from Becoming Noble, by Fayola Osiagobare
The capacity to push your artifacts past their breaking point, or yours, is an
It takes a level 7 miracle to allow an Anchor to reach you with its power
or to reach you physically no matter where you might be. This effect is meant to
let you, I dunno, grab a book from your magic library even while youre on Mars
or summon back your magic key after it falls into the event horizon of a black
hole or whatever, but if youre in the situation mentioned above, where youre
disintegrating and you want your aunt to rescue you, and if you can afford a level
7 miracle, then you can use this to get your aunts motorcycle to you before you
dissolve without hurting her at all.
Its not as clear that thatll actually save you, unlike the supercharged ver-
sion, but it wont necessarily hurt either of you if you try.
Miraculous
Anchors
Miraculous Strengths
The line between what a wondrous Anchor and what a miraculous Anchor can
actually accomplish is drawn principally in the players minds.
A wondrous Anchor is something thats meant to sound cool and cinematic Also, my feet!
beware! My striped socks contain inside them all the chill vast greatness of
the frozen north!* It should have the same cachet as one of your more descrip-
tive miracles.
Its meant to be the kind of thing that even a Power is supposed to be ner-
vous about facing. It doesnt have to outright terrify, but it should have the same
cachet as a whole character or possibly a little more.
Thats why these miracles are so expensive. Even for a god, having another
god in your pocket is a pretty big deal. And if its something bigger than a god
that youve got tucked away in there, then its an even bigger deal!
That said in practice, if your socks have the divine cold that preceded
existence in them or the heart of the Power of Ice themselves! its not specific
how much more powerful that is than all the chill vast greatness of the frozen
north. The difference is really just a matter of expectations management: there
are going to be effects that divine cold can produce, and conflicts that it can win,
that ordinary cold (however extreme) cannot.
Then you can use it with mundane actions. . . . probably. Sort of ? Maybe?
Usually, see, you wont. Usually thats not the point. Usually, when youre
coaxing it with mundane actions, you cant get more out of it than youd get from
it if it werent an Anchor, anyway; maybe even less, because having given you
whatever loyalty its given you that lets you invoke it with high-end miracles
itll usually feel less of an obligation to be nice to you or tame in other ways.
Its really up to the HGs portrayal, but theres a kind of default where self-
A friendly miraculous Anchor might step up to the plate for you even with-
out a miracle when youre out of MP, but if youre just conserving MP dont
expect it to do all that much.
I do feel kind of weird about that, to be honest, because why should you
be able to upgrade a random Excrucian or whatever by claiming them as an
Anchor? But I didnt want a weird kind of mechanical outcome where everyone
would say, Oh, you always want to start with an ordinary or wondrous Anchor
and upgrade it to a miraculous one because thats strictly better than taming
something miraculous in its native state.
Possession (Difficulty 1)
and Miraculous Anchors
Similarly, youre perfectly capable of possessing a miraculous Anchor. I dont
want you to lose that power when you upgrade a wondrous Anchor, and I dont
want upgraded miraculous Anchors to be better than naturally-acquired ones
So, while you can make an argument that randomly possessing your new
Anchor Lord Entropy is kind of a problematic concept, its feasible. Its level 1!
The angel who bears the name Omer
That said faithfully serves Heaven; but when he
wears instead the name nek, his only
Theres nothing about claiming someone or something as an Anchor that service is to Hell.
intrinsically reduces it to being your minion, staff, or supporter; and miraculous
from On the Creation of Humankind,
Anchors, unlike ordinary and wondrous Anchors, tend to have ways to oppose by Luc Ginneis
miraculous effects. Lord Entropy, for instance, is Immortal; youre going to need
Guidance (Difficulty 2)
and Miraculous Anchors
I wanted to call your attention to Guidance miracles as something that can actu-
ally be pretty awesome with a miraculous Anchor. Its one of the few cases where
I kind of wish you could make an Anchor out of a PC, because two Powers shar-
ing a body and working together in a really tough conflict sounds kind of neat.
The spirit of the Grail reminds Sir Galahad that he cannot Unleash
its powers with anything less than a level 6 miracle.
Powhatan Belton (Order #5991030)
Unleashing Miracles (Difficulty 6) 39
This is the level of miracle youll need to take some potent force you discover in
the world, some Noble- or Imperial-level thing, and bind it to you as an Anchor.
Its also what youll need if you want to permanently upgrade an ordinary
or wondrous Anchor to the level of the miraculous if you want to bathe your
fiery sword in the heart of a star or adorn your trapper keeper with the wings
of fallen angels or dip your motorcycle-riding battle aunt into the River Styx,
thereby making her invincible (save for a single spark plug, by which you held
her and it up,) this is the level for you.
Finally, once youve claimed a miraculous entity for an Anchor, this is the
level of effect that youll use to release your new Anchors miraculous power.
. . . but thats too complicated. Thats making your Anchor into a character
and playing them as a character or as a backup character thats putting you in
a position where, just because youve claimed the Serpent of Radar or Iolithae
Septimian or Attaris Ebrt Appk as an Anchor, you have to completely detail
all their powers and care more about them than your own.
That makes sense to some degree if theyre an important ally or main char-
acter, but theyre not. Not as an Anchor anyway. As an Anchor, when theyre
wearing their metaphorical Anchor hat, theyre a presence in the background
of your story. Theyre part of your regalia. Theyre a single-purpose tool. That
purpose could be go win this fight for me or invoke incredible awesomeness
for me and rain down fierce judgment on my enemies, but it shouldnt be sets
of situation-specific tactical instructions like OK, I want you to spend 2 MP
to invoke a Lesser Creation of Thus-and-Such, oh, and OK, pair that up with a
mundane action to do this . . .
So!
You pick a power when you get an Anchor like this. You pick the thing they
do, when you call them up. Thats what you can unleash with a level 6 miracle.
It isnt quite.
Well, thats like asking an avenging angel to edit your book. Maybe it will.
Maybe it wont. But thats not what an avenging angel is for!*
So the biggest thing that you get when you step up to difficulty 7 instead
of 6 is that instead of doing that thing they do for you, instead, they do something
helpful. Maybe they dont actually have anything all that helpful that they can
do, in which case this is kind of sad. But if there is something else useful they can
do, this is what it takes to motivate them to do it.
This is also the level where you get to have your Anchors show up from just
about anywhere; as noted above, if youre silly enough to feed your Anchor to
the maw of an endless void-beast, or if you ascend bodily to Heaven and once
you get there realize in horror that youve forgotten your cans of gel, or, well, if
anything happens that separates you too thoroughly from your Anchor, this level
of miracle is what says:
No worries.
snaps fingers
Communion (Difficulty 8)
This level of miracle is another form of expectations management it doesnt
do something so much as re-enact a dramatic device. This is the power you use
when its time to say: Wait! We combine our powers! or Lets do this togeth-
And theyre bitter-
er! or I pour all my life energy into the magic I invoke!
er about this fact
than you will ever
It does the kind of things that that does.
know.
The main reason that this is useful relates to the Nobilis style of problem-
solving. When youre dealing with cosmic affairs and metaphors, often the most
important quality of a plan isnt does it overcome this checklist of potential
obstacles; its: does it sound good? Is it the kind of thing where its satisfying
to have it win? Is it the kind of thing that inspires the HG to come up with
interesting obstacles and hitches and interesting results on a success?
Angle for that cloud! I Communions power is simply that it contributes well to plans like that.
keep a spare parachute
there! That said, you can re-interpret it with slightly more rigorous mechanics as
follows:
A more specific version of this effect, if you or the HG would rather nail it
down precisely, is an absolute force obeying two rules:
1) it must substantially alter the situation in your favor, even given the mi-
raculous and imperial forces in play, and
An effect thats perhaps more vague, slippery, and HG-defined than a typi-
cal player action but which, most importantly, supersedes rather than contends
against traditional miraculous effects.
On Imperial Miracles
Imperial miracles are slow.
I didnt want the HG to have to spend all their time explaining why your
Imperator isnt solving your problems for you, or even (in fact) solving most of
their own. Unrelatedly, terrifying rituals that you have to get to and stop in time,
or have to protect until they finish, are a useful and evocative trope. For both of
those reasons, Nobilis 3 makes it pretty explicit that an Imperial miracle takes
time. Sometimes it can even take months!
Plus, its your Anchor thats evoking the Imperial miracle, with your guid-
ance, so you dont have all that much fine control:
When I looked into his eyes, I saw the That said, these miracles are a reasonable part of any long-term strategy; if
radiance of God. I could not refuse him, the HG is on board with what youre doing, these miracles can have a powerful
for all that his requests were vile. I knew short-term impact; and in the more general strategic sense they scale with the
that there was a higher purpose to them.
I knew that it was correct to serve him. Imperators and Excrucians in your game
God willed it so, and the angels sang
alleluias to that will, and the universe The scarier the gods and horrors you contend with, the more powerful emu-
shivered with the rightness of it. lating their abilities will tend to be. If a typical Imperator, Mimic, or Deceiver
from the statement of
speaks Imperial miracles in a few hours rather than a few months, then thats
Father Sebastian Capobianco, what youll probably be able to do; in some sense, your willingness to invoke Im-
03/25/00
perial miracles either limits the powers the world can throw against you or lifts
you up to the transcendent levels of your foes.
T he default Anchor is a person or a thing the giant fox that you ride
around on, your laser rifle, your best friend, or your faithful retainer.
Icons
Your character might have a mark or symbol that represents
them I imagine something easily inked, easily drawn on
a wall or a person with a swirl or a paintbrush, that denotes
a place under the characters aegis.
A collection of spell Anchors isnt really that much more conceptually use-
ful than mortal magic, but if your magic is a deep part of how you work as a
Power, then maybe its a good idea! Note that the spells are likely to be very
personal, with each one being tied to you by a Bond and having the potential (at
level 4 or 7) to invoke itself on your behalf.
I dont know if its meaningful to possess or guide spells with your level
1-2 miracles realistically, spells like this live in your head or in a hidden sub-
strate of the universe or something anyway. But if
Image is Copyright 2006 The Scriptorium (www.fontcraft.com)
that makes you feel a little cheated, maybe your spells
have a secondary life as spell beasts or spell people
that live somewhere out there in physical or quasi-
physical form when they are not being invoked. Al-
ternately, possessing and guiding a spell might help
you shape its power once youve invoked it!
Collections
The original idea for collective Anchors came from
icons. I realized that if a mark was your Anchor,
then it could be drawn in many different places; it
was a single thing, but also a collection. I wrestled
with that for a bit trying to find a definition of an
Anchor that would rule that in while also ruling
armies out.
Or a network of spies.
That said
I actually kind of trust you. Im pretty sure that youll know when your
heart treasures an army, when it treasures a single soldier, and when it treasures
a soldier, a banner, and the subdivision responsible for logistics. I think its prob-
ably easy to get confused on this during character creation, when youre just kind
of vaguely gesturing in the direction of what your Anchors should be, but later
on? In play? Youll know the difference between twelve magical swords that are
a single Anchor, twelve swords that are twelve Anchors, or even twelve swords
that are somehow 2-3. The only real restriction I want to impose is that it can
take you a bit of prep work to get to know a particular Anchor from a large
collection closely enough to possess, guide, or otherwise invoke it from afar.
Sanctums
I wanted to have some sort of sanctum rules under Treasure from more or less
the beginning. Its actually pretty difficult, though, because as cool as having a
magical place is, most of the powers that a lair or fortress gives you in fiction
tend to boil down to strengthens you in an exceptionally vague way and/or has
walls.
Now, mind, I have an apartment that has those features myself. It is doing
me good being here in a really incredibly vague manner, and it has walls! But
these powers are perhaps not inspiring.
Ultimately I realized that most cool sanctums would become effective tools
as well if they had some way of projecting their primary benefit to you from afar.
If your library could send you books; if your arsenal could send you weapons;
if the glade where you gather health, life, and magical power could also beam
it to you; if your lair full of minions had monitors that, well, monitored you, so
minions could charge out from it to bring you stuff at need
Whatever!
The magistrate closed the Center for
Investigation into the Actuality of That would be something to make having the place meaningful in play.
Existence today, saying: It is not possible
to find evidence for Creation within Cre- So thats why at level 4, a local sanctum (and in fact any local Anchor) can
ation, whereas the converse is not true.
Hence, the pursuit of this Center can reach you with something; and why, at level 7, sanctums (and other Anchors)
yield but two logical ends: futility, or the can reach you from, well, anywhere!
pernicious collapse of the dream in which
we live. I wish for neither; have done.
Texts
douard Guy, collections compiled by:
Void Stories (pg. 36)