Velvet Darkness

Legacies

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For changelings, life is a balancing act, whether it be between Banality and Bedlam, faerie and mortal, or Seelie and Unseelie. Legacies represent both the most basic aspects of a changeling’s personality and the duality of it. All changelings have both a Seelie and an Unseelie Legacy. Choosing Legacies for your character is one of the most important aspects of character creation. Your character’s Legacies will be your guide to roleplaying her nature.

Changelings walk a fine line between their Seelie and Unseelie Legacies. Each and every one of them knows this. The two sides are considered halves of the same whole. At one time, the Seelie and Unseelie Courts worked in harmony. The Seelie Court ruled half the year, from Beltaine to Samhain, at which time they turned the throne over to the Unseelie Court for the second half of the year. A changeling’s Unseelie Legacy was not originally something she abhorred or feared. It was merely viewed as a natural part of herself, the part that was less restrained, more sensual, and sometimes more exciting.

After the Shattering, a great deal more tension developed between the two Courts. Both have their own ideas of how the Dreaming should be protected and preserved, or for that matter, whether it even deserves to be. Many Unseelie Ravage the Dreaming, taking what they can get from it. They feel that since the Dreaming abandoned them, they owe it no loyalty and seek to bring on the Long Winter in order to get it over with as soon as possible. Seelie believe that the Dreaming must be preserved, and that acting in its guardianship or even dying for it is one of the highest honours. Of course, each changeling is a unique individual and has her own perspective between these extremes.

A changeling’s primary Legacy is that which coincides with his current Court, whether it be Seelie or Unseelie. The other becomes secondary, but still has its affects on the character’s personality, asserting itself from time to time, especially during stressful situations. You may wish to consider and incorporate aspects of your secondary Legacy while playing your character. Keep in mind, however, that the secondary never overrides the primary.

At times, a changeling may switch from one Court and Legacy to the other, especially as the result of a traumatic event. Most changelings cannot consciously shift from one to the other and usually prefer to stay in their present Courts, their current Legacy dictating their feelings on the matter. The change, when it occurs, is a natural event, sometimes gradual, sometimes sudden. It is caused by shifty of identity in the Kithain. The ST decides when and if it would be appropriate for a character to change Courts, and it should always be accompanied by negative repercussions to the character. Such repercussions might include the creation of harassing chimera, the character’s motley rejecting him, or unwanted attention from other changelings and antagonists in the Near Dreaming.

Most changelings go their entire lives without changing Courts. Some changelings sit so close to the middle that it is often difficult to tell which legacy is dominant at any given moment. The majority tend to go from one extreme to the other with little need to guess which side they’re on now.

 

Quests and Bans:

Listed beneath each legacy’s description is the Quest and Ban of that Legacy. The Quest explains what your character must do to fulfil her legacy, or in game terms, regain lost Willpower. The ban is a specific action that a character with that Legacy would make every effort to avoid, since it runs counter to her Legacy. These are merely offered as roleplaying guides, although your ST may wish to enforce them in your game.

The ST is the judge in all questions regarding Quests and bans. She determines when a character’s actions justify the reward of a Willpower point as dictated by his Quest. She also decides when a character’s violation of his Ban will cause him problems. A character who consistently violates his Ban may negatively affect the amount of Willpower he can earn through his Quest. Losing Willpower this way is a means of encouraging players to remember and apply their Bans when roleplaying their characters, but should only be used in the most extreme cases.

Characters who ignore their Quests and Bans may be affected in other ways besides Willpower. Changelings are more in tune with the Dreaming than any other race, and the Dreaming sees through all their masks to their true natures. Legacies are not merely psychological profiles, but also indicative of a changeling’s archetypal connection with the Dreaming. Kithain who reject their true natures are behaving in a manner counter to the nature of the Dreaming, and the Dreamrealms may well exact a toll from those who violate the fundamental truth of their own existence. This counter-reaction may take the form of hostile attention from chimera, subtle changes in the changeling’s faerie seeming, or in the distortion of the changeling’s perception of the Dreaming.

The ST may use her discretion when assigning the Dreaming’s response to a character’s violation of his Ban. The toll should be consistent with the character’s Legacy, however. For example, a Paladin who regularly avoids conflict and challenge may find himself faced with belligerence at every turn - street thugs singling him out, or the lady behind the counter suddenly becoming surly as he steps up. A Regent who shirks his duties and responsibilities may find whatever he wears suddenly becomes tattered and dull. A Grotesque who consistently shows his softer side may find roses and daisies growing in his hair.

 
Click on the links below for specific Seelie and Unsselie Legacies...

Seelie Legacies

Unseelie Legacies

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