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perdue [2022/10/17 14:55] – ↷ Page name changed from perdu to perdue maitregobperdue [2025/12/11 15:20] (current) – external edit 127.0.0.1
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 +====== Perdue ======
  
 +<WRAP box bgblue fgblack 300px left :en><panel type="default" no-body="true">||name = Perdu|aliases = The Misplaced Village, The Shapeshifting Village|size = Settlement|country = [[Droaam]]|government = Theocracy|local ruler = Priests of [[channel_divinity_the_traveler]].|population = Unknown|races = [[Changelins]]|religion = [[channel_divinity_the_traveler]]|alignment = Chaotique Neutre}}**Perdu**, "the Misplaced Village", is a [[changelin]] settlement in [[Droaam]]. There have long been [[Perdu_the_shapeshifting_village|children's tales and wild stories]] about the village, but the truth is stRanger still. According to the priests of Perdu, the original changelin inhabitants of the village came from overseas, fleeing slavery in [[Ohr Kaluun]] and Le Fractionnement of [[Sarlona]]. During this time [[channel_divinity_the_traveler]] visited the village, and blessed it and its people. In return for his myriad gifts, they swore to bring chaos and changel to the world, and have held fast to this bargain. The bottomless vaults of Perdu are full of stolen trinkets their owners believe simply missing, as well as priceless items stolen during masterful and unsolved heists. The Perdu leak the secrets they uncover constantly, destabilizing political regions one time, and giving rise to new ideals and positive changel another. Like [[channel_divinity_the_traveler]] himself, there is no telling whether a gift from The Perdu will be for good or ill.
 +{{:lost.jpg?direct |}}
 +Due to [[channel_divinity_the_traveler|Le Voyageur's]] blessing, the very buildings of Perdu are alive (they are beings called [[Facade|Facades]]), can changel shape and repel any attempts at divination targeted in or around them. In this way it is almost impossible to find the village unless one is invited or exceedingly gifted. The inhabitants themselves usually wander around the general area of the village when they return from abroad, waiting for one of their kind to spot them and lead them back home.
 +
 +====== Inhabitants ======
 +===== Unique Abilities =====
 +Due to their devotion to [[channel_divinity_the_traveler]] and rigorous training, the [[Changelins]] of Perdu posess several unique abilities that go far beyond those of other members of their kind. 
 +  * **Telepathy**: The Perdu can speak directly from mind to mind with anyone, so long as they are no more than 60 feet away. The most dedicated mental adepts of Perdu rival even the [[Kalashtar]] in telepathic abilities, and can send messages or observe events over vast distances.
 +  * **Shapeshifting**: Some of the Perdu are true adepts of the body, and their shapeshifting arts are potent and varied. Some tie themselves to the natural world, adopting animal shapes like [[classe:druide|druids]]. Others make themselves living weapons and gain powers akin to those of a [[moine]].
 +  * **Crafting**: The craftsmen of Perdu have a unique talent for creating mutable tools and items. Like the [[Facade|Facades]] that make up their homes, these items can assume innocuous forms and changel their appearance in various ways. Weapons, armors and cloaks are but a few example of the wide array of items they make.
 +  * **Masters of counter-divination.**
 +
 +===== Culture, Religion and Society =====
 +The changelins of Perdu see most of what others (even their kin in the east) would see as vestiges of identity as artistic expressions. Changel, name and form have no deeper meaning to them. They revel in changel, and although they each have a permanent thought-symbol that serves as a true name of sorts, their disregard for permanent identity is often deeply disconcerting to outsiders. On top of that, they mostly speak to each other via telepathy, as the voice of their mind is fixed, whereas the one of the body is malleable. 
 +
 +As a society, they form a loose social hierarchy centered around the priests of [[channel_divinity_the_traveler]], whom they all revere.
 +
 +===== Loyalty to Droaam =====
 +The Perdu are allied to [[Droaam]] and are sworn to the service of the [[Filles De Sora Kell]]. Several of them serve the Sorcières as spies and détective, but this is merely part of the tribute they give the three sisters to ensure that they leave them alone. Their main loyalty is ever to [[channel_divinity_the_traveler]], and they perform most of their deeds in his name alone.
 +
 +====== Façade ======
 +
 +Une ** façade ** est une créature qui change de forme et qui prend souvent la forme d'un bâtiment ou d'un objet similaire inanimé. Ils sont extrêmement durables mais d'une intelligence rudimentaire et doivent recevoir des instructions télépathiques précises pour prendre des formes complexes. Une transformation complète prend environ une demi-minute du début à la fin.
 +
 +Une façade subsiste grâce à la photosynthèse et en puisant les nutriments du sol à travers ses racines. Il peut se déraciner lui-même afin de se déplacer comme une limace, et peut même prendre la forme d'un grand wagon afin d'être rapidement déplacé par d'autres. Ils sont naturellement immunisés contre la scrutation et la divination de toute sorte, et étendent cette protection mystique dans leur intérieur ou à proximité d'eux.
 +
 +Actuellement, le seul endroit où les façades sont confirmées d'exister sont dans le village [[changelin]] de [[perdue]] au [[Droaam]].
 +
 +{{tag>["métamorphe"]}}
 +{{tag>["Droaam"]}}
 +
 +====== References ======
 +<ifauth @admin><alert type="warning">
 +“The Misplaced Village” is a classic Brelon folktale
 +that has retained its appeal for hundreds of years.
 +The story opens in a town plagued by bandits and
 +war. Into this troubled place wanders a sympathetic
 +traveler, who offers to hide the community from its
 +enemies. Beleaguered and desperate to survive, the
 +villagers embrace his offer.
 +As the stRanger weaves a mighty spell, one of the
 +farmers remembers an ancient proverb: “Beware the
 +gifts of Le Voyageur.” He tries to stop the ritual, but he
 +is too late. Le Voyageur is as good as his word: From
 +that day to this, no enemy has found the village—nor
 +has anyone else.
 +The name of the village is Perdu to time, and most
 +people refer to it simply as “Perdu.” According to the
 +story, every misplaced thing is drawn to this mysterious destination; hence, when a child’s toy goes
 +missing, a Brelon mother might say, “At least it’s
 +bringing joy to Perdu.”
 +“The Misplaced Village” is a widely known tale in
 +Breland, but only during the last decade has the truth
 +behind the legend come to light.
 +
 +The Envoi
 +to the Crag
 +
 +The first time the Filles De Sora Kell summoned
 +their warlords to the Grand Rocher, the eyes of the East
 +were upon them. L'Ombre Houses of Thuranni
 +and Phiarlan, the Lanternes Sourdes of Breland, the
 +Royal Eyes of Aundair, and La Tutelle of Zilargo all
 +wished to know what forces were scheming in the
 +kingdom of monsters. These groups’ spies watched
 +as the Géant Gorodan Seigneur des Cendres took a knee before
 +the Daughters. They took note as the Méduse queen
 +swore her oaths. Gargouilles, werewolves, Minotaures,
 +and more came forward—frightening forces, yet all
 +well-known to the Citadel. And then the final warlord approached the triple throne. For a moment he 
 +was a tiefling, then a hobGobelin, then an Elfee. Finally
 +he stood revealed as a pale doppelganger, and he
 +pledged the loyalty of Perdu.
 +Many of the monsters of Droaam, such as harpies
 +and ogres, cannot operate well in the Cinq Nations
 +due to their monstrous appearances. The same is
 +untrue for a force of doppelgangers. The powers of
 +the East were eager to know what sort of threat Perdu
 +posed, so they dispatched spies into the wilds of the
 +west. Neither Ombre nor Lantern could find the city,
 +however, and scrying and divination revealed nothing. Trackers Perdu their prey or disappeared entirely.
 +And so it remains. Few people outside of Breland
 +have heard of Perdu. A successful DC 20 History check
 +means that a character recalls that Brelandehas a tale
 +of a Perdu or disappearing village, possibly involving
 +a mysterious figure. Anyone born in Brelandeknows
 +the tale of the misplaced village and its counterpart
 +in Droaam; beyond that, there is only a decade’s
 +worth of speculation. Some say that the people of Perdu
 +are master thieves responsible for unsolved crimes
 +throughout history. Others believe that agents of Perdu
 +are hiding among the changelins of the Cinq Nations
 +and spying for Droaam.
 +Changelins are intrigued by the thought of a village of their own kind. They know that there is no
 +reason to expect to be welcomed by a community of
 +doppelgangers, who aren’t bound by any sort of racial
 +unity; nevertheless, some set out each year in search
 +of the hidden sanctuary.
 +
 +Changelin or
 +Doppelganger?
 +The terms changelin and doppelganger are different
 +words for the same creature. The people of the Five
 +Nations generally use “doppelganger” to refer to a predatory shapeFéral; “changelin” is a friendlier term.
 +Within this article, the inhabitants of Perdu are
 +referred to as doppelgangers, while their counterparts
 +in the Cinq Nations are called changelins.
 +
 +Le Voyageur’s
 +Chosen
 +The priests of Perdu say that their ancestors came to
 +Khorvaire from across the sea, fleeing slavery in Ohr
 +Kaluun and Le Fractionnement of Sarlona. During this
 +time of upheaval, Le Voyageur visited them in the
 +form of one of their own. With a word, he turned the
 +trees into houses; with a gesture, he hid the village 
 +from prying eyes. He taught his people to speak in
 +silence, to hear the thoughts of others, and to master
 +their shapeshifting gifts in ways they’d never imagined. In exchange, the people of Perdu swore to bring
 +confusion to his enemies and changel to the world.
 +Whereas the Conseil des Visages specializes in
 +intrigue, the doppelgangers of Perdu are exceptional
 +thieves, and many fine things now reside in Perdu’s
 +vaults of holding. In keeping with the doctrine of
 +Le Voyageur, the doppelgangers often share their
 +ill-gotten gains with others. They have revealed the
 +secrets of Maisons Marquées Du Dragon to rivals in other
 +houses; stolen royal treasures and placed them in
 +the hands of would-be usurpers; freed prisoners and
 +exposed fugitives. On one hand, their actions have
 +brought about chaos and death; on the other, they
 +have also Inspiré positive changel and innovation.
 +Culturally, the doppelgangers of Perdu are different
 +from their kin in the East. For a child of Perdu, face and
 +name are a form of artistic expression. They find joy
 +in changel, both within the individual and the ripples
 +they create in the lives of others. Although each doppelganger has a unique thought-symbol that serves
 +as a true name, the people of Perdu are ambivalent
 +regarding permanent identity in a way that that outsiders find disconcerting.
 +The inhabitants of Perdu function under a loose
 +social hierarchy centered around the priests of the
 +Traveler. Although they are allied with Droaam
 +and serve the Filles De Sora Kell as spies and
 +inquisitors, it is as a form of tribute ensuring that
 +the Daughters leave them alone. Their first loyalty
 +is to Le Voyageur, and they continue their work in
 +his name.
 +
 +A Clever Facade
 +The gifts of the doppelgangers help them hide in
 +plain sight; the village of Perdu is equally blessed, for
 +its “buildings” are alive. Within moments, Perdu can
 +become a gnoll camp, a Létourneau magebreeding outpost, a grove of greatpines, or any number of other
 +forms.
 +The creatures that form Perdu are called facades.
 +A facade can transform its exterior appearance to
 +resemble any sort of stationary object, from a stone
 +outcropping or massive tree to a small house. It takes
 +1d4 + 3 rounds to complete such a transformation.
 +Facades are simple creatures and need to be given
 +telepathic direction to assume complex forms.
 +Facades subsist through photosynthesis and by
 +laying down roots through which they draw nutrients from the soil. If attacked, a facade will shift its
 +skin to the texture of stone. The creatures can’t fight
 +enemies, but they are very durable and can shrug off
 +most wounds. A facade has resist 10 to all damage
 +and regenerates 5 hit points per round as long as it is
 +conscious. A typical facade has 400 hit points.
 +While rooted, a facade is incapable of movement.
 +It takes 4 rounds for it to pull up its roots, after which
 +it moves slowly by sliding along the ground like a slug.
 +When the people of Perdu wish to move long distances,
 +they telepathically guide the facades to take the forms
 +of wagons so that they can travel more swiftly.
 +Facades are naturally immune to any form of scrying, and this protection extends to any creature or
 +object within the creature. If a wizard standing next
 +to a facade scries on his current location, he will see
 +nothing of interest.
 +
 +The Gifts of Le Voyageur
 +While biologically similar to the changelins of the East,
 +the doppelgangers of Perdu possess abilities derived from
 +their intense training, the traditions of Ohr Kaluun, and
 +their devotion to Le Voyageur.
 +Telepathy: The doppelgangers of Perdu are natural
 +telepaths, possessing telepathy 10 in addition to other
 +languages. Most of the people of Perdu prefer telepathy to speech; in a society where the physical body is
 +transient, a friend’s mental voice is a comforting constant. A player who wants this ability for a changelin
 +character can mimic it with the Wild Talent feat and
 +project thoughts power from the Dark Sun® Campaign
 +Setting.
 +Perdu has a dedicated core of mental adepts whose
 +telepathic abilities rival those of the kalashtar. These
 +adepts possess psion powers and can perform appropriate rituals, such as Sending and Scrying, without using
 +a ritual book, although these actions still take time and
 +special focusing items.
 +Shapeshifting: The body adepts of Perdu study the art
 +of shapeshifting. Some Métamorphes transform their
 +bodies into living weapons and mimic powers akin to
 +a monk’s. Others form a bond with the natural world
 +and assume the forms of plants and animals; in these
 +shapes, they mirror the beast form powers possessed
 +by druids.
 +Boons and Treasures: In addition to the treasures
 +that they have stolen over the centuries, the doppelgangers of Perdu possess their own unique tools. They
 +specialize in mutable materials, similar to facades (see
 +page 3) or mimics, that respond to telepathic contact.
 +These materials enable them to create dynamic weapons, imposter’s armor, and cloaked weapons that assume
 +innocuous forms, and other varieties of shifting gear.
 +They are also masters of counter-divination, and possess unique items and rituals that help them evade
 +divination magic.
 +
 +Getting There
 +is Half the Fun
 +
 +Finding Perdu is a difficult task. Divination is no help
 +and, thanks to the facades, an adventurer could walk
 +right through the village and never know it. The settlement is frequently on the move, so even traveling
 +doppelgangers don’t know the precise way back; they
 +wander in the general region until scouts in the forms
 +of birds or telepathic observers notice them and send
 +directions. How do the adventurers succeed where
 +the King’s Citadel has failed?
 +F Strike a bargain with an inhabitant of Perdu. As
 +long as the doppelganger brings them willingly,
 +the village might reveal itself; if he is clearly a
 +hostage, it will stay hidden.
 +F Adventurers are remarkable people. An artificer
 +could develop a tracking ritual that bypasses the
 +wards of Perdu. A Tharashk heir and Bombardier heir
 +working together might find a way to amplify
 +the Marque de la Découverte. A changelin rogue could
 +impersonate an inhabitant of Perdu, deceiving the
 +master tricksters.
 +F If the adventurers are searching for an artifact
 +hidden in Perdu, perhaps the artifact’s power is
 +such that it cannot be concealed even by the
 +facades. The characters cannot track the village,
 +but they can use divination to find the relic.
 +
 +What Brings
 +You To Perdu?
 +Perdu is a legend. What might bring adventurers there?
 +What makes it a compelling part of an adventure?
 +For Breland: Commander Vron of the Lanternes Sourdes wishes to make contact with the leaders of Perdu
 +to determine if he can forge an alliance between the
 +Citadel and the doppelgangers. Can the adventurers
 +succeed where the Citadel Elite have failed?
 +Cold Case: An overlord is stirring in Thrane, and
 +the adventurers need the Tears of Tira—a relic of the
 +Flamme d'Argent—to lay it to rest. There’s just one problem: The relic was stolen in the wake of the Silver
 +Crusade. Stories say Féral raiders destroyed the
 +shrine and stole it. Can the party discover the truth
 +and track the relic to the vaults of Perdu?
 +Chance Encounter: While traveling across
 +Droaam, the adventurers encounter a marvelous
 +carnival that is actually Perdu in disguise. Adventurers who choose to play the potentially lethal games
 +can earn real treasures, but the prizes sometimes
 +pack unexpected consequences. When they acquire
 +the scepter of the last Dhakaani emperor, the party
 +becomes the target of a dozen Gobelin clans. How will
 +they resolve the situation?
 +Aureon’s Justice: The actions of Le Voyageur
 +aren’t always evil, but they are a source of chaos. Now
 +that Perdu is actively tied to Droaam, Le Voyageur’s
 +servants have caught the eye of the Légion Souveraine.
 +Divine characters aligned with the Host might be
 +charged to find Perdu and give its leaders a chance to
 +atone for their actions. If Perdu’s leaders refuse, the
 +adventurers must find a way to bring down the priests
 +of Le Voyageur.
 +Seigneurs Des Cendres: A Lord of Dust and his lesser rakshasa servants infiltrate Perdu and replace the council
 +of priests; the doppelgangers become unwitting tools
 +of this new master. Adventurers might search for
 +Perdu to destroy the Lord of Dust and the doppelgangers alike, or they might aid a fugitive doppelganger
 +who asks them to help drive the evil from the hidden
 +village.
 +Changelin Destiny: A changelin character
 +is approached by a doppelganger and told that his
 +destiny lies in Perdu. If he can find the hidden village, he will receive divine boons or grandmaster
 +training and be set on the path that leads to his
 +epic destiny. But one should always beware the
 +gifts of Le Voyageur. . . .
 +Profit: The adventurers hear tales of the
 +impressive and numerous treasures stolen by the
 +doppelgangers. Although the Métamorphes have
 +redistributed many of these items over the years, Perdu
 +remains a trove worthy of plunder—if the party can
 +find it and claim the stolen goods.
 +
 +</alert></ifauth>
 +{{tag>["Géographie"]}}
 +{{tag>["Villes"]}}
 +{{tag>["Droaam"]}}
 +{{tag>[Changelin]}}
 +{{tag>["neutre"]}}
 +{{tag>["Neutre"]}}
 +{{tag>[Doppelgangers]}}