Errantry The payment for all of a Wizard's cool powers is service. Wizards are called to ease conflicts within and between parts of the Symphony, and the creatures that constitute it. Wizards are called to keep themselves and Wizardry secret from those who do not already know of them. (This counts as an on-going Errantry-4). Wizards are called to oppose the machinations of Demons. Wizards are called to minimise the inerference of the three Realms with one another. And sometimes, Wizards are just called. It's called Errantry, and it's roughly equivalent to having the Symphony slap a Geas on your head. No Will roll to avoid allowed. Sometimes you are told what you are supposed to do. Sometimes you are told what the problem is. Sometimes you aren't. But one thing you _know_: every Errantry is _sent_, and meant for a specific Wizard, or team thereof. There may also be other beings involved as well, but the bottom line is: if _you_ don't do it, it won't get done. No backup. No net. And the penalty for failure, ultimately, is that the Universe edges a little closer to its end, and to its Fate. And it will be _your_ fault. Welcome to Wizardry. You volunteered. Game Notes: Errantry is the Wizard's equivalent of a Celestial's Superior sending it on a mission, except usually with less briefing. Sucessfully completing an Errantry will tend to lead to some kind of reward, on the same level as that which will buy a Geas. See below for the table, copied from FOTM. The Errantry Took Or Involved So, it was Level You get One Hour normal work 1 1 Essence or equiv. One Day hard work 2 3 Essence or equiv. One Week moderate risk 3 1 cp/10 Ess./equiv. One Month severe risk 4 3 cp/30 Ess./equiv. Six Months lethal risk 5 5 cp/50 Ess./equiv. One Year lethal Soul risk 6 10 cp/100 Ess./equiv. Note that, unlike Geasa, Errantry levels _will_ stack above six. In these cases, use GMs discretion as to rewards.