Post by Kojuro on May 25, 2006 15:01:37 GMT -5
Name: Kojuro Inari
Species: Seelie Sídhe (Fae)
Occupation: None
Place of Birth: The Ever-After/The Dreaming
Status: Single
Sexual Orientation: Heterosexual
Height: 5'9"
Weight: 121 lbs
Hair: Natural - Bright Blue, Black with blue highlites under Impersonate
Eyes: Natural - Solid violet, Blue under Impersonate
Skin: Natural - Pale and glittery with blue Markings, Tan with blue tattoos under Impersonate
Special Markings: Natural – Shimmery skin, blue markings, antenni, gem on forehead; Impersponate – Blue Tattoos and blue highlights in hair
Powers:
~Veiled Eyes- This cantrip makes a subject more difficult to see. It doesn't actually render them invisible, it just makes it so they are less likely to be noticed.
~Fugue- This cantrip removes memories from a target. What sort of memories and for how long depends on how well it was cast.
~Find The Silver Path- This cantrip is used to find the Silver Path in the Dreaming. The Dreaming is a chaotic and dangerous place, and one of the few places of relative stability outside of freeholds are the trods, or Silver Paths. It can be dangerous to leave it for even a moment, and if you do, you may never find it again. This also enables you to tell the real thing from imitations.
~ The Merry Dance- Every so often, a force whips through the Dreaming, changing the landscape as it goes in wild and chaotic ways. This force is called the "Firchliss". This cantrip enables the caster to influence what changes the Firchliss will bring. Needless to say, trying to modify a power like the Firchliss is a dangerous task to undertake.
~Anchor- This cantrip enables the caster to set a dwelling or object of some sort in the Dreaming, anchoring it to a trod, and keeping it stable from the chaotic changes of the Firchliss.
~Dream-Riding- This allows the changeling to interact with and alter a mortal's dreams while the caster is in the Dreaming. It may alternatively be used to ride a mortal's dreams from the mundane world into the Dreaming, though there's no way to control where they'll end up.
~Dream-Weaving- This powerful cantrip enables the caster to literally create a permanent structure or entity in the Dreaming. Such a feat requires much of the caster in the way of Glamour, though this can be replenished while in the Dreaming. Such creations are not necessarily bound to their creator, and may run off to establish their own existence in the Dreaming.
~Hidden Form- Causes the subject to be camouflaged and harder to see. Differs from Veiled Eyes (Chicanery **) mainly in that this cantrip is physical camouflage rather than mental trickery.
~Impersonate- Allows the subject to look like someone else, or another kith. May affect the entire physical form or only the fae mien. It is difficult, but possible, to make the subject appear as a specific individual.
~Go Ask Alice- This cantrip enables the size of the subject to be changed, either to make them larger or smaller. It is often used in conjunction with other levels of this Art to enable size changes.
~Merlin’s Lessons-This cantrip is used to change a subject into an animal. It can, but does not always, give the natural advantages of the animal form in question (ie. allowing birds to fly, and fish to breathe water).
~Mythic Transformation-Allows the subject to be changed into a mythical beast of some sort. The transformation may include all traditional powers and frailties of the creature, but this costs the caster a permanent Glamour point. Anyone so transformed runs the risk of being shunted into the Dreaming if confronted with Banality, like a chimerical creature that comes under mortal scrutiny.
~Heather Balm/Holy Strike-This cantrip either heals or harms, depending on which variety the caster wishes to invoke.
Weakness:
The absence of The Dreaming. This is the only thing that can truly kill her.
Mortal disbelief, as it affects her power.
Banality in the form of cold iron.
When Trapped in iron cannot use magic.
Takes more damage from iron weapons than other entities.
Frightened of Fire.
Sidhe are unable to tell a lie. They must always speak the truth, this was not always the case unfortunately something happened within the last 200 years that has cursed the Sidhe forcing them to speak only the truth, they may remain silent if they don't wish to respond... but they must always tell the truth regardless of the situation
She may not eat meat of any sort, even touching the substance causes her discomfort.
Must feed on the emotions brought by good dreams once a week or grow ill.
Weaponry: A quarterstaff mad from Mahogany
Personality Archetype: Arcadian Wanderer
Way of Life:
Death before Dishonor - Chivalry still lives. Honor is the most important virtue, the source of all glory. Personal honor must always be kept stainless. Sometimes death is the only path that can erase a mark of dishonor.
Love conquers all - Love lies at the heart of the Dreaming. True love transcends all and epitomizes what it means to be Seelie. Courtly love expresses love in its highest form, although familial love and love of companions are also valued embodiments of that exalted virtue. Anything is permitted in the name of true love.
Beauty is life. - Beauty is a timeless, objective quality that, while it cannot be defined, is always recognized for itself. Beauty is the muse of creation, the ultimate flowering of the Dreaming. Once found, it must be protected, for it is both eternal and fragile. To die in the service of beauty is an honor and a privilege.
Never forget a debt. One gift deserves another. The recipient of a gift is obligated to return the favor. Likewise, a curse should be returned in kind. An oath of friendship should be answered with a corresponding oath. Never refuse to aid anyone to whom you are indebted. Never forget a kindness...or a cruelty.
Her Laws of Self:
The Right of Demesne - A lord is the king of his domain. He is judge and jury over all crimes, large and small. His word is law. A noble expects obedience from his vassals and respect from all others. In return, a noble respects those lords who are superior to him.
Reality: The nobility has had to make concessions in the face of modern ideas of democracy and popular rule. Most nobles rule through force, cunning, personal magnetism or custom.
The Right to Dream - Mortals have a right to dream unhindered by our needs. The Dreaming will die if we steal directly from the font. No one is allowed to use Glamour to manipulate the creative process. Although you may inspire creativity in the mortal mind, it is forbidden to give direct instruction or to infuse a human with raw Glamour.
Reality: Most changelings interpret this as a prohibition against "Ravaging" - the forcible ripping of Glamour from beings. Many Kithain - particularly Unseelie - ignore this ban, seeking a quick fix or an easy way to instant power. Since this form of acquiring Glamour often drains the victim permanently, convicted Ravagers suffer harsh punishments as a deterrent to repeating their crimes. Disturbing rumors hold that some changelings infuse mortals with Glamour, overloading the mortal souls with too much creativity, and feeding from the humans' brilliant dreams. This practice, if it exists, also violates this portion of the Escheat.
The Right of Ignorance - Do not betray the Dreaming to Banality. Never reveal yourself to humanity. Not only will human-kind hunt us down for our wisdom and power, it will overwhelm us with Banality and destroy our places of power. The more humanity knows, the more ardently it will seek us, draining the world of Glamour and petrifying our essence with its basilisk's gaze.
Reality: Most changelings, both Seelie and Unseelie, respect this rule since it serves as protection against the forces of Banality. Glamour is hard enough to find, and expending it on mortals so that they can witness the Dreaming for themselves is wasteful. Some changelings enchant select humans in order to bring them into their freeholds as lovers or retainers, but the changelings are careful to remove any evidence of their existence from the minds of these mortals when the humans are returned to the mortal world.
The Right of Rescue - All Kithain have the right to expect rescue from the foul grip of Banality. We are in danger together and must strive together to survive. Never leave anyone behind. Kithain are required to rescue other faeries or any creature of the Dreaming trapped by those who serve Banality.
Reality: Most changelings adhere to this principle. After all, they might need rescuing themselves one day. Seelie and Unseelie forget their differences and come to each other's aid when one or the other falls prey to the agents of Banality. While many changelings will try to rescue chimerical creatures such as unicorns or griffins, few risk themselves for minor chimera.
The Right of Safe Haven - All places of the Dreaming are sacred. Kithain cannot allow faerie places to be endangered. All those who seek refuge in such places must be admitted. Freeholds must be kept free of both Banality and worldly violence.
Reality: Competition for the few freeholds that have survived the Shattering makes this tenet a hard one to enforce. Rival claims to the same spot of dream-infused ground often lead to warfare, although combat on the actual grounds of a freehold is restricted to chimerical battle in most cases. Some lords bar their freeholds to outsider changelings for fear that unwanted visitors may waste the Glamour inherent to their holdings. Despite the demands of hospitality and courtesy imposed upon the domains of nobles, commoner freeholds are often more inclined than their noble counterparts to admit changelings who seek refuge.
The Right of Life - No Kithain shall spill the lifeblood of another Kithain. No Kithain shall bring salt tears unto the earth. No Kithain shall take from the Dreaming one of its own. Death is anathema.
Reality: This tenet is upheld almost universally, particularly since the Dreaming itself seems to enforce it by inflicting Banality upon a changeling who takes another changeling's life. When two Kithain meet in combat, they usually wield chimerical weapons, although there are exceptions to this (such as nonlethal duels to first blood). No "real" damage is caused by a chimerical battle. The loser, if "killed," merely dies temporarily to the Dreaming and returns to her mortal seeming until reawakened by an infusion of Glamour.
Quote: “Don’t listen to The Labyrinth. Fae do grant wishes, I’m here so what are the other two?”
Species: Seelie Sídhe (Fae)
Occupation: None
Place of Birth: The Ever-After/The Dreaming
Status: Single
Sexual Orientation: Heterosexual
Height: 5'9"
Weight: 121 lbs
Hair: Natural - Bright Blue, Black with blue highlites under Impersonate
Eyes: Natural - Solid violet, Blue under Impersonate
Skin: Natural - Pale and glittery with blue Markings, Tan with blue tattoos under Impersonate
Special Markings: Natural – Shimmery skin, blue markings, antenni, gem on forehead; Impersponate – Blue Tattoos and blue highlights in hair
Powers:
~Veiled Eyes- This cantrip makes a subject more difficult to see. It doesn't actually render them invisible, it just makes it so they are less likely to be noticed.
~Fugue- This cantrip removes memories from a target. What sort of memories and for how long depends on how well it was cast.
~Find The Silver Path- This cantrip is used to find the Silver Path in the Dreaming. The Dreaming is a chaotic and dangerous place, and one of the few places of relative stability outside of freeholds are the trods, or Silver Paths. It can be dangerous to leave it for even a moment, and if you do, you may never find it again. This also enables you to tell the real thing from imitations.
~ The Merry Dance- Every so often, a force whips through the Dreaming, changing the landscape as it goes in wild and chaotic ways. This force is called the "Firchliss". This cantrip enables the caster to influence what changes the Firchliss will bring. Needless to say, trying to modify a power like the Firchliss is a dangerous task to undertake.
~Anchor- This cantrip enables the caster to set a dwelling or object of some sort in the Dreaming, anchoring it to a trod, and keeping it stable from the chaotic changes of the Firchliss.
~Dream-Riding- This allows the changeling to interact with and alter a mortal's dreams while the caster is in the Dreaming. It may alternatively be used to ride a mortal's dreams from the mundane world into the Dreaming, though there's no way to control where they'll end up.
~Dream-Weaving- This powerful cantrip enables the caster to literally create a permanent structure or entity in the Dreaming. Such a feat requires much of the caster in the way of Glamour, though this can be replenished while in the Dreaming. Such creations are not necessarily bound to their creator, and may run off to establish their own existence in the Dreaming.
~Hidden Form- Causes the subject to be camouflaged and harder to see. Differs from Veiled Eyes (Chicanery **) mainly in that this cantrip is physical camouflage rather than mental trickery.
~Impersonate- Allows the subject to look like someone else, or another kith. May affect the entire physical form or only the fae mien. It is difficult, but possible, to make the subject appear as a specific individual.
~Go Ask Alice- This cantrip enables the size of the subject to be changed, either to make them larger or smaller. It is often used in conjunction with other levels of this Art to enable size changes.
~Merlin’s Lessons-This cantrip is used to change a subject into an animal. It can, but does not always, give the natural advantages of the animal form in question (ie. allowing birds to fly, and fish to breathe water).
~Mythic Transformation-Allows the subject to be changed into a mythical beast of some sort. The transformation may include all traditional powers and frailties of the creature, but this costs the caster a permanent Glamour point. Anyone so transformed runs the risk of being shunted into the Dreaming if confronted with Banality, like a chimerical creature that comes under mortal scrutiny.
~Heather Balm/Holy Strike-This cantrip either heals or harms, depending on which variety the caster wishes to invoke.
Weakness:
The absence of The Dreaming. This is the only thing that can truly kill her.
Mortal disbelief, as it affects her power.
Banality in the form of cold iron.
When Trapped in iron cannot use magic.
Takes more damage from iron weapons than other entities.
Frightened of Fire.
Sidhe are unable to tell a lie. They must always speak the truth, this was not always the case unfortunately something happened within the last 200 years that has cursed the Sidhe forcing them to speak only the truth, they may remain silent if they don't wish to respond... but they must always tell the truth regardless of the situation
She may not eat meat of any sort, even touching the substance causes her discomfort.
Must feed on the emotions brought by good dreams once a week or grow ill.
Weaponry: A quarterstaff mad from Mahogany
Personality Archetype: Arcadian Wanderer
Way of Life:
Death before Dishonor - Chivalry still lives. Honor is the most important virtue, the source of all glory. Personal honor must always be kept stainless. Sometimes death is the only path that can erase a mark of dishonor.
Love conquers all - Love lies at the heart of the Dreaming. True love transcends all and epitomizes what it means to be Seelie. Courtly love expresses love in its highest form, although familial love and love of companions are also valued embodiments of that exalted virtue. Anything is permitted in the name of true love.
Beauty is life. - Beauty is a timeless, objective quality that, while it cannot be defined, is always recognized for itself. Beauty is the muse of creation, the ultimate flowering of the Dreaming. Once found, it must be protected, for it is both eternal and fragile. To die in the service of beauty is an honor and a privilege.
Never forget a debt. One gift deserves another. The recipient of a gift is obligated to return the favor. Likewise, a curse should be returned in kind. An oath of friendship should be answered with a corresponding oath. Never refuse to aid anyone to whom you are indebted. Never forget a kindness...or a cruelty.
Her Laws of Self:
The Right of Demesne - A lord is the king of his domain. He is judge and jury over all crimes, large and small. His word is law. A noble expects obedience from his vassals and respect from all others. In return, a noble respects those lords who are superior to him.
Reality: The nobility has had to make concessions in the face of modern ideas of democracy and popular rule. Most nobles rule through force, cunning, personal magnetism or custom.
The Right to Dream - Mortals have a right to dream unhindered by our needs. The Dreaming will die if we steal directly from the font. No one is allowed to use Glamour to manipulate the creative process. Although you may inspire creativity in the mortal mind, it is forbidden to give direct instruction or to infuse a human with raw Glamour.
Reality: Most changelings interpret this as a prohibition against "Ravaging" - the forcible ripping of Glamour from beings. Many Kithain - particularly Unseelie - ignore this ban, seeking a quick fix or an easy way to instant power. Since this form of acquiring Glamour often drains the victim permanently, convicted Ravagers suffer harsh punishments as a deterrent to repeating their crimes. Disturbing rumors hold that some changelings infuse mortals with Glamour, overloading the mortal souls with too much creativity, and feeding from the humans' brilliant dreams. This practice, if it exists, also violates this portion of the Escheat.
The Right of Ignorance - Do not betray the Dreaming to Banality. Never reveal yourself to humanity. Not only will human-kind hunt us down for our wisdom and power, it will overwhelm us with Banality and destroy our places of power. The more humanity knows, the more ardently it will seek us, draining the world of Glamour and petrifying our essence with its basilisk's gaze.
Reality: Most changelings, both Seelie and Unseelie, respect this rule since it serves as protection against the forces of Banality. Glamour is hard enough to find, and expending it on mortals so that they can witness the Dreaming for themselves is wasteful. Some changelings enchant select humans in order to bring them into their freeholds as lovers or retainers, but the changelings are careful to remove any evidence of their existence from the minds of these mortals when the humans are returned to the mortal world.
The Right of Rescue - All Kithain have the right to expect rescue from the foul grip of Banality. We are in danger together and must strive together to survive. Never leave anyone behind. Kithain are required to rescue other faeries or any creature of the Dreaming trapped by those who serve Banality.
Reality: Most changelings adhere to this principle. After all, they might need rescuing themselves one day. Seelie and Unseelie forget their differences and come to each other's aid when one or the other falls prey to the agents of Banality. While many changelings will try to rescue chimerical creatures such as unicorns or griffins, few risk themselves for minor chimera.
The Right of Safe Haven - All places of the Dreaming are sacred. Kithain cannot allow faerie places to be endangered. All those who seek refuge in such places must be admitted. Freeholds must be kept free of both Banality and worldly violence.
Reality: Competition for the few freeholds that have survived the Shattering makes this tenet a hard one to enforce. Rival claims to the same spot of dream-infused ground often lead to warfare, although combat on the actual grounds of a freehold is restricted to chimerical battle in most cases. Some lords bar their freeholds to outsider changelings for fear that unwanted visitors may waste the Glamour inherent to their holdings. Despite the demands of hospitality and courtesy imposed upon the domains of nobles, commoner freeholds are often more inclined than their noble counterparts to admit changelings who seek refuge.
The Right of Life - No Kithain shall spill the lifeblood of another Kithain. No Kithain shall bring salt tears unto the earth. No Kithain shall take from the Dreaming one of its own. Death is anathema.
Reality: This tenet is upheld almost universally, particularly since the Dreaming itself seems to enforce it by inflicting Banality upon a changeling who takes another changeling's life. When two Kithain meet in combat, they usually wield chimerical weapons, although there are exceptions to this (such as nonlethal duels to first blood). No "real" damage is caused by a chimerical battle. The loser, if "killed," merely dies temporarily to the Dreaming and returns to her mortal seeming until reawakened by an infusion of Glamour.
Quote: “Don’t listen to The Labyrinth. Fae do grant wishes, I’m here so what are the other two?”