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LEGACIES

For Changelings, life is a balancing act, whether it be between the Banality and Bedlem, faerie and mortal, or Seelie and Unseelie. Legacies represent both the most basic aspects of a Changelings personality and the duality of it. All Changelings have both a Seelie and 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 legaceies. Each and every one of them knows this. The two sides are considered halves of the same whole. At one time, the Unseelie and Seelie Courts worked in harmony. The Seelie Court ruled half the year, from Beltaine to Samhaine, at which time, they turned the Throne over to the Unseelie Court for the second half of the year. A chengling'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 retrained, more sensual, and sometimes more exciting.

After the Shattering a great deal more tension developed between the two courts. Both have their own ideas on how the Dreaming should be protected or preserved, or for that matter if 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 Witer 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 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 curren Court, whether it be Seelie or Unseelie. The other becomes a 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 a result of a traumatic event. Most changelings cannot conciously switch from one Court to the other and usually prefer to stay with 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 a shift of identity within the Kithain. The Change of the Courts should be accompanied by negative repercussions to the character. Such repercussions might include: Harassing Chimera, the character's motley rejecting him, or unwanted 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 atany given moment. The majority tend to go from extreme to the other with litte need to guess which side they're on now.

Pg 129-130 Changeling:The Dreaming 2nd Edition

Seelie Legacies:

Bumpkin: Whenever you successfully apply a pratical solution to any problem, regain a will power. Do not miss any oppurtunity to solve a problem with logic and common sense.

Courtier: Gain a WP whenever you deflate a potentially volatile situation, and peace reigns once more. Never perposely make anyone angry or upset.

Crafter: Whenever you create something of lasting value, gain a WP. Do not miss an oppurtunity to add your touch to something and improve it in someway.

Dandy: when you succeed in strengthening your hold on your current position in society or get a promotion, gain a will power. Never miss an oppurunity to ingratiate yourself to your superiours.

Hermit: Regain a will power whenever you solve a problem through inner reflection rather then brash action. Rarely speak unless the situation is dire and you feel that your view point has not been expressed.

Orchid: Whenever you get out of a situation with your sense of wellbeing and innocence intact, regain a willpower. Don't trust strangers; Never reveal yourself to anyone.

Paladin: Whenever you successfully overcome a truly challenging sdituation you regain a will power. Never refuse a fair challenge.

Panderer: Gain a will power whenever you cause someone's happiness or fun, without them realising. Never do anything you know would compromise someone else's happiness.

Regent: You gain a will power every time you resolve something through the strength of your leadership. Never compromise or shirk your duty or the laws by which you live, whatever they may be.

Sage: Regain a will power whenever someone follows your advice and succeeds at their chosen task. Never stand in the way of another's chosen way, for the way to wisdom is different for everyone.

Saint: Whenever you help somoene, or alleviate their suffering, gain a will power. Never knowingly cause distress or harm to anyone else.

Squire: You regain a will power every time you play a supporting role in an accomplishement, but take no credit for it. Never contradict or undermine your current heroic companion.

Troubadour: Gain a will power whenever you complete a task in the name of a higher ideal(IE-Love, friendship....ETC..). Never hide your true feelings.

Wayfarer: Whenever you survive a life threatening ordeal by your own cleverness gain a will power. Never plan ahead.

Unseelie Legacies

Beast: Whenever you remove a significant opposition to your goals regain a will power. Never retreat; Never compromise your own territory.

Fatalist: Regain a will power whenever your warnings of doom turn out to be correct. Never laugh except in bitterness or sarcasm.

Fool: Gain a willpower whenever you deflate the ego of someone you have deemed self-righteous. Never ask the "whys" in your life. There are none.

Grotesque:Whenever you get someone to falter or lose his composure regain a will power. Never display any overtly appealing or pleasant side to yourself.

Knave: You regain a will power whenever you cause someone to do something she would normally be opposed to and she enjoys it. never protect anyone from the harsh realities of life.

Outlaw: Regain Will power whenever you commit a completely selfish act that hurts someone else. Never do anything that helps others, more then hurts them, or helps you in the long run.

Pandora: You regain a will power every time you survive a dangerous situation that you were specifically forbidden to do. Never keep a secret, never obey an order.

Peacock: Whenever you conclusively prove that you are the best at something, regain a will power. Never admit failure or fault.

Riddler: Whenever you manage to mislead or confuse someone, regain a willpower. Never allow someone to discover the truth about you or your origins.

RingLeader: Regain a will power whenever you accomplish something as a direct result of devotion of your followers. Never allow any one person to endanger the whole of your organisation or your goals.

Rogue: Whenever you achieve something that you do not deserve you regain a will power. Never work.

Savage: Regain a will power whenever you conquer "civilized" foe through your own cunning and might. Never indulge in civilized folly.

Wretch: Whenever others vilify you as worthless, or throw their hands up in despair in ever getting through to you, regain a will power. Never admit to success.

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