Myths and fairy tales are populated with characters in archetypical roles. Likewise, Legacies are the archetypical roles a changeling plays in the narrative of her life. Choosing Legacies is a vital part of creating a character. They help guide the player as to her character’s nature. Is the changeling a hero or a coward, selfless or selfish? Her Legacies answer these questions.
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.
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 a shift of identity in the Kithain. The Storyteller 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 fulfill her Legacy, or in game terms, regain lost Willpower. The Ban is a specification 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 Storyteller may wish to enforce them in your game.
The Storyteller 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 Dream-realms 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 Storyteller 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 what he wears quickly becomes tattered and dull. A Grotesque who consistently shows his softer side may find roses and daisies growing in his hair.
A changeling’s Seelie Legacy usually falls toward the lighter side of gray. Although Seelie fae can be just as conniving and manipulative as Unseelie, they tend to have less selfish motivations, and they definitely work within and bow to the authority of the Seelie Court. As you choose your Legacy for your character, consider why she behaves the way she does, as this will be useful in determining how you roleplay her.
Known for the vibrancy of spring and the searing heat of summer, followers of the Seelie Legacies tend to put an emphasis on groups and community. They feel the needs of society outweigh the needs of an individual. Unseelie Kithain often see their Seelie brethren as strict and unyielding. This is because the Seelie virtually always perceive themselves as serving the greater good in some fashion, however removed. If that ‘ideal’ should get tangled up in matters such as war or politics, their good intentions often lead to the greatest of tragedies.
Legacy | Description | Quest | Ban |
---|---|---|---|
Arcadian | Your fae side far outweighs your human side. You invariably follow your faerie nature, showing little interest in maintaining human pastimes. You may view humans as inferior or merely less interesting than Kithain, but you do not take them into consideration most of the time. You neglect the human aspects of your life, and thus have less and less to hold you to the world of humanity (you have few human friends, cannot hold a job, etc.). In some ways your faerie side is an addiction, and you are ill at ease while in your human seeming. You spend most of your time in freeholds or the Dreaming, and are a prime candidate for Bedlam. Despite the disadvantages that your Legacy sometimes incurs, it reflects all that is best in the Seelie Court, and you remain close to your fae nature. | Quest: Regain Willpower every time you learn something new about your fae nature. | Ban: Never stay in your human seeming for too long. |
Aspirant | Life is a learning experience, and you always strive to improve yourself. Every obstacle is a potential opportunity, and you rarely rest on the laurels of past accomplishments for very long. This means that you spend most of your time pursuing different goals. Unlike the Virtuoso (see below), your aspirations tend towards obtaining general excellence rather than mastering one particular field. You view the pursuit of a goal to be just as important as obtaining it. | Quest: Gain Willpower every time you overcome an obstacle. | Ban: Never pass up a learning opportunity. |
Bumpkin | Solid and practical, the Bumpkin is happiest when she is solving problems. Common sense, pragmatism, and preparation are the tools of her trade. Her logic and uncanny ability to always ask the right questions refocuses any off-topic discussion. The only thing that catches a Bumpkin off guard is how no one else thinks as logically as she does. | Quest: When you overcome adversity with a practical solution, regain Willpower. | Ban: Never pass up an opportunity to use logic or common sense. |
Champion | The Champion fights for justice and the protection of the oppressed. They are brave and often take up causes that seem impossible, driven by a strong sense of righteousness. The Champion stands up against tyranny and injustice wherever they find it. | Quest: Regain Willpower when you stand up for a cause or person against significant odds and succeed. | Ban: Never ignore a call for help or turn a blind eye to injustice. |
Comrade | You value friendship above all other things and strive to prove yourself worthy of other people’s trust. Other values may be important to you, but you place your personal connections above all other considerations. You are willing to face almost any danger to aid friends in need, even if they do not always do the same in return. | Quest: Gain Willpower every time you aid a friend by risking your own interests. | Ban: Never terminate a friendship, even after your friend has violated your trust. |
Courtier | Dances, parties, and courtly gatherings are the lifeblood of the Courtier. He is endlessly fascinated by the use of politics and etiquette as social glue between disparate people. His wit, charm, and well-timed flirtation make everyone feel welcome or defuse explosive situations. The Courtier often finds himself in the role of a diplomat entrusted with the preservation of order. | Quest: When you successfully maintain social peace and harmony, regain Willpower. | Ban: Never purposefully cause disharmony. |
Crafter | The world is made of imperfections crying out for a skilled hand to mend them, and the Crafter is happy to heed their call. For her, there’s no greater joy than turning the worthless into the indispensable. While she almost always has an in-progress project going — be it mechanical, artistic, or even molding someone else through training — she loves the results more than the process. | Quest: Regain Willpower when you build something that will endure. | Ban: Never miss an opportunity to put your touch on something and improve it in some way. |
Dandy | The Dandy is a master of etiquette, but only as a means to an end. Acutely aware of the social hierarchy and his place in it, he knows he must climb higher. He wields gossip and intrigue as weapons in the fight to the top. While he appears outgoing and gracious, he is constantly on the lookout for opportunities to impress his superiors. Though contemptuous of his inferiors, he won’t immediately dismiss them. Helping them often adds shine to his rising star in the eyes of those who matter. | Quest: When you solidify your social standing or rise higher, regain Willpower. | Ban: Never pass up the chance to make yourself look good or impress a superior. |
Diplomat | The Diplomat seeks to maintain peace and harmony through negotiation and understanding. They are adept at resolving conflicts and building bridges between opposing parties. The Diplomat values cooperation and strives to find common ground in even the most contentious situations. | Quest: Regain Willpower when you successfully mediate a conflict or forge an alliance between opposing sides. | Ban: Never instigate or escalate a conflict. |
Empath | The Empath is deeply attuned to the emotional currents of her beloved, finding her own happiness in their contentment. She navigates relationships with an intuitive understanding of her partner’s needs and desires, always striving to create harmony and joy. The Empath’s sensitivity allows her to be a nurturing and compassionate companion, devoted to maintaining emotional equilibrium. | Quest: Regain Willpower when you successfully uplift your partner’s mood or fulfill their desires. | Ban: Never ignore or dismiss the emotional state of your beloved. |
Gadfly | Someone has to keep the powers-that-be honest. It might as well be you. No one is 100-percent right, and you always take great pleasure in pointing this out to everyone. Unlike the Humbug (see below), you generally mean for your criticism to be helpful, though some still find it annoying. You especially criticize those in positions of power. You are persistent in your task, and no explanation is enough to completely mollify you. Even if everything happened exactly the way you wanted it to, you would soon find something new to criticize. | Quest: Regain a point of Willpower every time you win an argument with someone in power. | Ban: Never let anyone get the last word. |
Guardian | The Guardian is dedicated to the protection and well-being of others, often placing their own safety and desires second to those they care for. Whether defending the innocent, sheltering the weak, or upholding justice, the Guardian’s primary purpose is to safeguard and nurture. | Quest: Regain Willpower when you successfully protect someone from harm or injustice. | Ban: Never knowingly allow harm to come to someone under your protection. |
Healer | The Healer is committed to mending both physical and emotional wounds. Whether through magic, medicine, or simple acts of kindness, the Healer’s goal is to alleviate suffering and promote well-being. They are often seen as a beacon of hope and compassion. | Quest: Regain Willpower when you heal someone or significantly alleviate their suffering. | Ban: Never harm another living being unless in self-defense (including that of a helpless patient under your care) of the last resort. |
Hermit | Reclusive and introspective, the Hermit is most comfortable in the company of her own thoughts. She is not intimidated by or afraid of crowds — but when in the midst of a gathering, she prefers to listen and observe. She only speaks when spoken to unless she has a deep, new insight to contribute in a matter of utmost urgency. Because of this, the Hermit is usually seen as a wise sage whose few words best be heeded. | Quest: When you discover the solution to a problem through thoughtful introspection, regain Willpower. | Ban: Never chat idly. Assert yourself only if you have unique insight and the situation is dire. |
Humanist | The opposite of the Arcadian, you are far more attentive to your mortal half and to human concerns. Maybe you see fae concerns as the immature, leftover pastimes of childhood. Perhaps you are a reluctant changeling and see the Dreaming as frightening and unpredictable. Maybe your friends and family are all human, and you consider this to be where your duty lies. In any event, you spend most of your time in your human seeming, and are a prime candidate for the Undoing. | Quest: You regain Willpower every time you give your human concerns precedence over a pressing matter in your faerie life. | Ban: Never spend too much time in your faerie form, unless on an extended trip in the Dreaming. |
Ingenue | The Ingenue approaches love with a sense of wonder and innocence, seeing only the beauty and goodness in their beloved. They hold an idealistic view of romance, often untouched by cynicism or past disappointments. The Ingenue’s naivety can be both endearing and challenging, as they navigate the complexities of love with wide-eyed enthusiasm. | Quest: Regain Willpower when you experience a moment of pure, untainted romance. | Ban: Never let cynicism or distrust taint your view of love. |
Jongleur | The Jongleur believes that love should be a source of joy and entertainment. They delight in keeping their partners amused and engaged, often through playful antics and creative expressions of affection. The Jongleur’s approach to love is vibrant and dynamic, always seeking to infuse their relationships with laughter and excitement. | Quest: Regain Willpower when you bring joy and laughter to your partner through your actions. | Ban: Never let love become dull or monotonous. |
Knight | A present-day Don Quixote, you never tire of tilting at windmills. You follow all the old codes of chivalry and seek to aid those in need. This makes you an oddity in the modern World of Darkness. You may be a true idealist, and, somewhat naively, believe the best about everyone. You may be a pragmatist, desperately trying to keep a small portion of the world from sinking into eternal Winter. In either event, you believe that one person can make a difference. | Quest: Regain a point of Willpower every time following your code may put you at risk. | Ban: Never behave in an “un-knightly” fashion. |
Liberator | The Liberator is a vanguard of freedom and justice, dedicated to overthrowing tyranny and oppression. They lead with passion and courage, inspiring others to join their cause and fight for a better future. The Liberator believes that true leadership involves empowering others to take control of their own destinies and strives to create a world where everyone can live free from fear and subjugation. | Quest: Regain Willpower when you successfully free someone from oppression or significantly advance the cause of justice and liberty. | Ban: Never tolerate tyranny or oppression in any form. |
Liege | The Liege is a noble ruler who fosters deep bonds of loyalty and mutual respect with their vassals and subjects. They lead by example, demonstrating unwavering commitment to their people and expecting the same in return. The Liege believes in the strength of a united community and works tirelessly to maintain harmony and cooperation within their domain. | Quest: Regain Willpower when you strengthen the bonds of loyalty and trust within your community. | Ban: Never betray the trust or loyalty of your subjects. |
Mentor | The Mentor is dedicated to guiding and nurturing the growth of others. They take pride in helping individuals realize their potential and achieve their goals. The Mentor is patient, supportive, and always willing to offer advice and encouragement. | Quest: Regain Willpower when you help someone achieve a significant personal milestone or overcome a major obstacle. | Ban: Never discourage or belittle someone seeking guidance or support. |
Muse | The Muse inspires creativity and beauty in the world around them. They encourage artists, writers, and musicians to reach new heights, often serving as a source of inspiration through their own actions and words. The Muse believes that art and beauty are fundamental to life and strive to foster it wherever they go. | Quest: Regain Willpower when you inspire someone to create something beautiful or meaningful. | Ban: Never destroy or deface a work of art. |
Orchid | At home, the Orchid lives a pampered, sheltered life free of suffering — but circumstances always seem to yank her from her place of comfort. When forced into the harsh realities of the world, she is woefully unprepared. Unaccustomed to deception, the Orchid cannot tell lies from truth. Paralyzed by insecurity, she hides her true self and doesn’t trust anyone, yet lets others make her decisions in the hopes a hero will protect her. | Quest: Regain Willpower when you keep your innocence and sense of well-being intact through a frightening situation. | Ban: Never reveal yourself to anyone or trust anyone except your closest friends. |
Paladin | The Paladin lives for the thrill of challenge. Monsters to slay, enemies to wrestle, causes to champion — these are her life’s blood. She is brave, stalwart, and ready to triumph over anything. Constantly on the lookout for worthy challenges, when she overcomes one adversary she moves right on to the next. The one thing the Paladin can’t do is sit idle. Without opposition to define her, she becomes listless, hardly able to carry on. | Quest: Regain Willpower when you overcome a truly challenging obstacle. | Ban: Never refuse a fair challenge. |
Panderer | The Panderer desires nothing more than to make people happy. He works tirelessly to foster joy, whether playing matchmaker or offering a glass of water to a guest. Preferring anonymity, the Panderer considers his best accomplishments those achieved with a subtle hint here or a gentle nudge there. Onlookers who notice his efforts tend to mistake him for a doormat, catering to every whim and flight of fancy. In truth, he only desires to see faces brightened by smiles. | Quest: When someone achieves happiness due to your efforts but is unaware of the part you played in it, regain Willpower. | Ban: Never purposefully do anything to make someone unhappy. |
Philanthropist | You have a highly defined sense of morality and always strive to do the “right” thing. This invariably consists of helping others and doing good deeds without the expectation of reward. You may base your ethical code on your belief in a higher morality (i.e., God), or it may just spring naturally from within you. Your ethics are rational and logically consistent (at least you believe they are). You are forever balancing your actions against your system of beliefs. | Quest: Regain Willpower every time you make a positive difference in someone’s life. | Ban: Never accept a reward for your generosity. Never cause deliberate harm to an innocent. |
Pishogue | No matter what your current amount of Glamour or Banality is, your mind is constantly in a Bedlam-like state. (No penalties are suffered, but it must be roleplayed.) You interpret reality very differently from everyone else, but in a benign fashion. The world is a place of endless, childlike wonder to you. Even the most Banality-ridden places seem like storybook palaces. You are an eternal ingenue, and your world view makes you generally very trusting in others. This does not necessarily mean that you are easy to manipulate, however. Because of your strange mental state, you are easily distracted, yet you may also notice things that other people miss. You tend to be highly creative. | Quest: You are a creature of the Dreaming, and regain a Willpower point every time you avoid a particularly unpleasant truth. | Ban: Never take anything too seriously. |
Prankster | The quintessential faerie prankster, you delight in the playing of all manner of jokes and pranks. You do this for any number of reasons. You may merely want to amuse people, or you may be trying to break people’s banal paradigms to awaken some Dreamers. The pranks you play may be as simple as a pie in the face, or as elaborate as a sidhe family tree. These pranks are rarely harmful or done out of spite, and usually result in no more than a few bruises or some personal embarrassment. Favorite targets are humans, pompous fae or the very serious. | Quest: Regain a point of Willpower every time you pull off a particularly artful prank. | Ban: Never verbally apologize for a prank (indirect acts of contrition are permissible). Never take anything too seriously. |
Rebel | The Rebel is a defiant leader who stands against tyranny and injustice, driven by a deep sense of honor and the desire for freedom. They inspire others to rise up and fight for their rights, leading by example through acts of bravery and ingenuity. The Rebel believes that true leadership means challenging the status quo and fighting for a just cause, no matter the personal cost. Though they may seem radical, the Rebel’s actions are always rooted in a profound commitment to the greater good and the well-being of their community. | Quest: Regain Willpower when you successfully lead a rebellion or significantly undermine a tyrannical authority. | Ban: Never submit to unjust authority or oppression. |
Regent | Noblesse oblige incarnate, the Regent is equal parts judge and lawgiver. Others look to her for wisdom and guidance. With equal fairness, she rewards loyalty and skill and punishes treachery and lawlessness. The Regent often feels isolated and alone without any peers, but she knows she must never shirk her responsibilities or let personal feelings interfere with her duty. | Quest: When a situation is resolved due to your strength of leadership, regain Willpower. | Ban: Never avoid your duty or compromise the laws by which you live. |
Romantic | The Romantic is captivated by the idea of love, often reveling in the grand gestures and poetic moments it brings. More experienced and worldly than the Ingenue, the Romantic enjoys the pursuit and the expression of love, sometimes more than the relationship itself. It is in fact the very act of overcoming some challenge or danger that proves the sincerity of their devotion. They are Lancelot eagerly wading into reckless danger for the sake of either rescuing or impressing their beloved. It is this specifically passionate – sometimes even blazingly dangerous – motivation that separates a Romantic from a Champion, Knight or Paladin in the fields of martial glory. | Quest: Regain Willpower when you risk yourself for the sake of romance. | Ban: Never settle for a love that doesn’t challenge you to prove it. |
Sage | The Sage has traveled far, experienced much, and gained invaluable insight. Ever-willing to share his learning, he is devoted to the quest for knowledge and the spread of wisdom. Though the Sage does not force his advice on anyone, to those who seek him he gladly provides counsel, recounts sought-after stories, and asks penetrating questions. He savors playing the role of guru, pointing out the path to understanding. | Quest: Regain Willpower when someone heeds your advice to succeed at his task. | Ban: Never impede anyone’s chosen course of action. Everyone follows a unique path to wisdom. |
Saint | The Saint always strives to ease the burden of others, for she feels their pain as her own. She does not hesitate to give her time, money, or even the shirt off her own back if it helps even one soul in need. She often finds herself in a position of martyrdom, but doesn’t mind. Her own comfort is secondary to that of others. The Saint is willing to put herself in danger, but would never consciously risk harm befalling anyone else. | Quest: Regain Willpower when you protect another from harm or alleviate someone’s suffering. | Ban: Never knowingly cause distress or harm to anyone. |
Sovereign | The Sovereign rules with a balanced blend of wisdom and authority, embodying the ideal of a fair and just leader. They view their position as a sacred duty to their subjects, striving to create a realm where justice and prosperity flourish. The Sovereign’s leadership is marked by their ability to make difficult decisions for the greater good while maintaining the trust and loyalty of their people. | Quest: Regain Willpower when you enact a policy or decision that significantly benefits your realm or community. | Ban: Never place personal desires above the needs of your subjects. |
Squire | The Squire is the exemplar sidekick. Though no less skilled than his chosen hero, he never seeks the spotlight. He cares not for glory or recognition, only the opportunity to help improve the world. The Squire is devoted to his hero. No task is too demanding, no deed too menial, if his hero requests it. | Quest: When you are vital to an accomplishment, but take no credit for your role, regain Willpower. | Ban: Never contradict or undermine your hero. |
Stoic | You take the unavoidable sorrows (and joys) of life in stride. You have a calm and serious mind, and rarely give into unseemly displays of emotion. This does not mean that you do not have feelings, you just do not wear them on your sleeve. The most people will ever get out of you is a slight smile or a small frown. | Quest: Regain Willpower every time you come through an emotionally charged situation with your composure intact. | Ban: Never let your emotions get the better of you. |
Troubadour | The Troubadour seeks ideal beauty in all facets of life, for only in purity of form is the essence of truth. When in love, she loves with abandon. When sad, she weeps an ocean. When angry, she is a raging inferno. The Troubadour believes that the world hides a singularly perfect person, place, or situation that will reveal the truth of existence to her. To find it, she explores all of life with uncompromising faithfulness to her own powerful feelings. | Quest: When you achieve a goal in the name of a higher ideal (love, friendship, romance, etc.), regain Willpower. | Ban: Never hide your feelings. |
Virtuoso | There are few people who can say that they have mastered a given field, and you are one of them. You are a specialist, striving for excellence in a small number of related disciplines. Even if you have not yet reached the level of excellence that you desire, you consider yourself an authority (though you admit that you have more to learn). You gear all your attention toward learning more about your field of expertise. | Quest: Gain a point of Willpower every time you accomplish something that brings you closer to mastering your intended field of study. | Ban: Never become involved in tangential matters for too long. |
Visionary | The Visionary seeks to bring about a better future through innovative ideas and forward-thinking. They are dreamers and planners, always looking ahead to what can be achieved. The Visionary inspires others with their optimism and creative solutions. | Quest: Regain Willpower when you successfully implement a new idea or plan that significantly improves a situation. | Ban: Never become complacent or settle for the status quo. |
Warden | The Warden is dedicated to preserving and nurturing the natural world. They act as caretakers of the environment, ensuring that both flora and fauna thrive. The Steward believes that humans and nature can coexist harmoniously and works tirelessly to maintain this balance. | Quest: Regain Willpower when you successfully protect or restore a part of the natural environment. | Ban: Never exploit or destroy natural resources for personal gain. |
Wayfarer | The endless wanderer seeking the unknown, the great explorer who’s seen the ends of the earth, or the dashing rogue with a love in every port; the Wayfarer never stays put for long. Inherently impulsive, he acts first and thinks later. His reactionary nature often lands him in the most improbable, dangerous situations. Clever like a fox, or perhaps just lucky, he always manages to extricate himself. Of course, out of the frying pan and into the fire – the Wayfarer’s next adventure begins! | Quest: When you survive a truly dangerous situation by your own wits, regain Willpower. | Ban: Never plan for the future. |
The darker side of faerie nature manifests in a changeling’s Unseelie Legacy. Being Unseelie is much more complex than just being evil or vile. Some few Unseelie Kithain can be equally as noble and honorable as their Seelie brethren (or at least pretend or perceive themselves as such). The difference lies in their motives and methods.
Colorful as an autumn harvest and chaotic and isolated as a winter ice storm, followers of the Unseelie Legacies tend to be passionate individualists. They follow their hearts wherever they lead, even if they do have to break a few rules on the journey. Seelie Kithain often see their Unseelie brothers and sisters as irresponsible and untrustworthy, but the Unseelie believe they are being true to themselves.
Legacy | Description | Quest | Ban |
---|---|---|---|
Beast | The Beast lives to conquer her foes. Everyone falls into two categories: those who bow before her and those destroyed for refusing. If something exists, it exists for her pleasure. If it displeases her, it didn’t deserve to exist. The Beast isn’t mindless fury, however. To achieve her ends, she’ll play the long game, manipulating her enemies against each other. Little is as entertaining to her as watching her adversaries dance to a tune she orchestrated. | Quest: Regain Willpower when you remove significant opposition to your goals. | Ban: Never retreat; never forfeit that which is yours. |
Betrayer | The Betrayer thrives on the trust of others, only to shatter it when they least expect it. He finds pleasure in the delicate art of deception, gaining the confidence of those around him before unveiling his true intentions. For the Betrayer, loyalty is a game, and he plays it to ensure that no one can ever truly trust another. The ultimate joy for him is seeing the look of shock and betrayal on his victims’ faces when his true nature is revealed. | Quest: Regain Willpower when you betray someone who trusted you. | Ban: Never remain loyal to anyone or anything. |
Blackguard | The Blackguard is a ruthless brigand and a ruffian who embraces dishonor and treachery as tools of war. They believe that the ends justify the means and take pride in their ability to win through any means necessary, including betrayal, sabotage, and brutality. The Blackguard thrives on the chaos and fear they sow on the battlefield, viewing honor as a naive and foolish concept. | Quest: Regain Willpower when you achieve victory through dishonorable tactics or by exploiting the trust of others. | Ban: Never fight fair or show mercy to a defeated foe. |
Bogle | There is a wealth of human folklore about bogles, and you are happy to be part of such a proud tradition. You are a prankster at heart, and you do not care who gets hurt as long as you get a good laugh out of it. Spiteful, mean-spirited pranks are your favorite, though you may occasionally play more benign ones. The results of your jokes usually range from the merely mean to the fatal. Like the Prankster (see above), your jokes may range in intricacy, but motivations tend more toward spite and revenge. | Quest: Regain a point of Willpower every time you pull off a particularly artful and mean-spirited prank. | Ban: Never apologize for a prank. Never let any intentional slight from a human go by without a prank as repayment. |
Cad | The Cad sees romance as a competition, constantly striving to be the best lover and to have the most enviable partner. They judge others by their romantic achievements and believe they are judged similarly. For the Competitor, the thrill of victory in love is the ultimate goal, and they are relentless in their pursuit of romantic superiority. | Quest: Regain Willpower when you outshine a rival in the realm of romance. | Ban: Never accept second place in matters of the heart. |
Cerenaic | The pursuit of pleasure is your reason for living. You may derive pleasure from any number of sources: sex, drugs, food, sensorial stimulus of any kind. Choose one or all of the above. You spend most of your time and resources in pursuit of the vice of your choice, despite the pain that often accompanies it. Your appetite for pleasure is constantly increasing. You require ever more sensorial stimuli to satiate your jaded palate. | Quest: Regain Willpower every time you spend a day pursuing one of your vices, or experience a completely new pleasurable sensation. | Ban: Never turn down an opportunity to fulfill your desires. |
Churl | Manners are for wimps, wusses and mama’s boys. Urmp! Rude and ill-bred, you scoff (and fart, piss and belch) at convention. Polite society is just a bunch of sidhe snobs with something up their butts and even more to hide. Unlike the Grotesque (see Changeling: The Dreaming), you are not necessarily trying to be disgusting; you just think that the societal strictures governing personal comportment are unnecessary. You are… natural. | Quest: Regain Willpower every time you get away with outraging polite society. | Ban: Never be polite. |
Conqueror | The Conqueror is driven by an insatiable desire for power and control. They see the world as a territory to be dominated, and everyone around them as either allies to be utilized or enemies to be crushed. The Conqueror’s ambition knows no bounds, and they will stop at nothing to expand their influence and authority. | Quest: Regain Willpower when you conquer a significant obstacle or rival, expanding your power or influence. | Ban: Never show mercy to those who oppose your ambitions. |
Craven | Better a live coward than a dead hero. You live your life by these words. Unfortunately this does not just mean that you have the good sense to avoid harrowing situations. You are a true coward in almost every area of your life. Your code applies to social situations and facing unpleasant truths about yourself, as well as avoiding physical danger. While you may put yourself in danger, you are always looking for the nearest escape route. Since you know others frown on cowardice, you often disguise yourself as one of the other Legacies. You may be ashamed of your cowardice and occasionally perform heroic acts out of a need to prove yourself. | Quest: Regain Willpower every time you save yourself by running away. | Ban: Never volunteer for dangerous assignments. |
Defiler | The Defiler takes pleasure in corrupting that which is pure and innocent. He seeks out the untainted and virtuous, aiming to bring them down to his level of depravity. Whether through seduction, coercion, or manipulation, the Defiler delights in the act of moral degradation, viewing each conquest as a testament to his power and influence. His ultimate satisfaction lies in seeing the fall of the innocent, knowing he has extinguished another light in the world. | Quest: Regain Willpower when you corrupt or morally degrade someone who was previously virtuous or innocent. | Ban: Never protect or preserve innocence in any form. |
Fatalist | The Fatalist knows that the world is deeply flawed. He expects things to fall apart and counts on the center not holding, but isn’t a pessimist. Pessimists worry about disaster. The Fatalist doesn’t panic or run flailing about. When the ground falls out from under him, he rides it to the bottom. He tries to warn others so they’ll share his calm, but they never listen. Nothing is funnier to the Fatalist than people who are surprised when things go wrong after he explained why their plan was doomed. | Quest: Regain Willpower when your warnings of doom come to pass. | Ban: Never laugh except in bitterness, sarcasm, or schadenfreude. |
Fiend | You inflict pain for no other reason than the enjoyment you get out of watching others suffer. You are, in short, a sadist. You may have a hundred facile rationalizations for why you do what you do. Maybe you have really tried to stop, but the feeling of power that you get out of controlling others’ destinies always draws you back. You only feel truly alive when someone else is screaming in pain or begging for mercy. You realize that even other Unseelie fae frown upon this attitude, so you know to hide this predilection, usually behind the guise of another Legacy. You live in fear that someone may give you what you really deserve. You should consult the Storyteller before taking this Legacy. | Quest: Regain a point of Willpower every time you really hurt someone. | Quest: Never pass up an opportunity to inflict pain. |
Fool | The Fool is the divine trickster who laughs last and loudest. She knows there’s no underlying purpose to the world, so she can’t stand anyone so arrogant they actually believe a higher power is guiding them to some destiny. The only true duty is to confound plans, knock heroes off their pedestals, and force-feed them their own words. The Fool’s favorite pranks are ones that maximize the humiliation of her target, resulting in a very public fall from grace. | Quest: When you deflate an overblown ego or knock the self-righteous down a peg, regain Willpower. | Ban: Never search for the “whys” in life; there are none. |
Fop | They call you “superficial,” the uncouth swine. Some say you are arrogant and excessively concerned with such “surface” qualities as dress and manner. Piffle! Affected? You? You are one of the beautiful people, the czars of style. People judge others by their appearance, no matter how much they profess the opposite. You know that style beats substance any day of the week, and you have style in spades. Peasants, prepare to be dazzled! | Quest: Regain Willpower every time you outshine others in a social situation. | Ban: Never be out of style. |
Gladiator | The Gladiator lives for the thrill of combat and the glory of victory. They seek out challenges and conflicts, relishing the opportunity to prove their strength and skill. The Gladiator views life as an arena where only the strongest survive, and they strive to be the ultimate champion, no matter the cost. | Quest: Regain Willpower when you win a significant battle or overcome a formidable opponent. | Ban: Never back down from a challenge or avoid a confrontation. |
Grotesque | The Grotesque is a disgusting freak who loves to push people’s buttons and to savage the sensibilities of polite society. A blush, shocked gasp, or stern rebuke is his applause. The more extreme the reaction, the more triumphant he deems his performance. A master of insults, he cuts right through propriety to the heart of outrage. Nothing is too base for the Grotesque if he’s the center of attention. | Quest: When someone falters or loses his composure because of you, regain Willpower. | Ban: Never willingly conform to polite society. |
Harbinger | The Harbinger revels in being the bearer of bad news and the bringer of chaos. She thrives on the fear and panic that her predictions and declarations can incite in others. To the Harbinger, foreseeing and announcing calamity is a form of power, and she uses it to control and manipulate those around her. She doesn’t just predict disasters; she often orchestrates them to ensure her prophecies come true, savoring the resulting turmoil. | Quest: Regain Willpower when you successfully incite fear or panic in others. | Ban: Never offer hope or comfort. |
Heartbreaker | The Heartbreaker is devoted to their current love with intense passion, but their affections are fleeting. They revel in the excitement of new romance, quickly growing bored and moving on to their next conquest. To the Heartbreaker, love is a series of thrilling chapters, each one more exhilarating than the last. They are bewildered by former lovers who fail to let go once the initial magic has faded, finding their persistence tedious. | Quest: Regain Willpower when you passionately pursue and then discard a lover, moving on to someone new. | Ban: Never stay in a relationship once it becomes dull or routine. |
Humbug | Grumpy, sour and just plain cranky, nothing ever satisfies you. The light’s too bright in here, turn off that awful music, nothing is as good as it was in the “old days.” If there is nothing to complain about, then something fishy is going on. Unlike the Gadfly, you do not gripe to improve things (though you may claim you do). You just like to complain and find the worst side of every issue. Every silver lining means there’s a thunderstorm a-brewin’. Some believe that under your gruff exterior lies a lovable, old softy. You live to prove them wrong. | Quest: Gain Willpower every time one of your dire predictions comes true. | Ban: Never look on the bright side of life. |
Knave | The Knave is a guide to forbidden pleasures and dark desires. She encourages, tempts, or tricks her targets into indulging in their hidden fantasies. For her, nothing is as delicious as transforming the sweet into the sordid, the innocent into the depraved. Still, the Knave doesn’t compromise people just for fun—and make no mistake, it is fun—rather, she’s revealing what base and feral creatures lie in the heart of everyone. | Quest: Regain Willpower when you convince others to do something they oppose and they enjoy it. | Ban: Never shelter anyone from the harsh truths of life. |
Nihilist | The Nihilist believes in nothing and seeks to dismantle the beliefs and hopes of others. He sees the world as inherently meaningless and takes pleasure in destroying the illusions and dreams that others hold dear. Through cynical insights and acts of deliberate sabotage, the Nihilist aims to bring everyone around him to the same state of despair and disillusionment that he embraces. | Quest: Regain Willpower when you shatter someone’s deeply held beliefs or hopes. | Ban: Never engage in activities or pursuits that suggest inherent meaning or purpose. |
Obsessive | The Obsessive is consumed by their romantic relationship, exerting control over every detail to ensure their partner’s complete devotion. They are fiercely jealous and possessive, unwilling to share their love’s attention with anyone else. The Obsessive’s life revolves around their beloved, with every thought and action directed toward maintaining their partner’s undivided focus. Their intense fixation can be both suffocating and overwhelming for their partner. | Quest: Regain Willpower when you successfully monopolize your partner’s attention and exclude all others. | Ban: Never allow your partner to have significant interactions with others that you do not control. |
Outlaw | Take what you can, give nothing back. The Outlaw is a brigand, a highwayman, or a con artist. To him, the world is a dollhouse inhabited by mindless automata deluded by society’s rules. He takes what he wants without a shred of guilt. For the Outlaw, rebellion is the ultimate act of freedom against a stifling society. Most people, he reasons, would do the same if only they saw that their oppression is self-imposed. | Quest: Regain Willpower when you commit a selfish act that shakes up society’s status quo. | Ban: Never do anything that helps others more than it helps you. |
Pandora | The Pandora just can’t leave any box shut. She is insatiably curious, but more than that, she realizes that secrets always reveal themselves at the most disastrous time. She reveals what’s hidden at the earliest opportunity, for a shock of pain is better than drawn-out torment. To her, rules are just another kind of secret. The more forbidden something is, the more necessary it becomes. The Pandora knows secrets never keep forever and prohibitions must be disobeyed. | Quest: When you overcome a situation you created by doing what you were warned against, regain Willpower. | Ban: Never keep a secret. |
Peacock | The Peacock is the loveliest, smartest, and best person in the whole world, and he knows it. Everyone else should, too. As long as he’s being showered with praise, he’s the picture of kindness. But woe be to the usurper who dares steal his spotlight! Tantrums and violence are fine to the Peacock as long as they attract public attention. Occasionally he finds time for generosity, but only if it makes him look good. | Quest: When you conclusively prove you are the best at something, regain Willpower. | Ban: Never admit failure or fault. |
Puppetmaster | The Puppetmaster is an expert manipulator, pulling the strings of those around her to serve her own ends. She views people as mere tools and relishes the power she holds over them. Through cunning and guile, the Puppetmaster engineers events to her advantage, often pitting individuals against each other to watch the ensuing conflict. Her satisfaction comes from the complete control she exerts, knowing that she alone dictates the course of others’ lives. | Quest: Regain Willpower when you successfully manipulate someone into acting against their own interests. | Ban: Never allow yourself to be manipulated or controlled. |
Raconteur | The Raconteur is a master storyteller who uses tales to bend reality to his will. He weaves intricate narratives that captivate and control his audience, blurring the lines between truth and fiction. The Raconteur finds joy in the power of his words, knowing that he can shape perceptions and influence actions with his stories. His tales are not just for entertainment; they are tools of manipulation, used to achieve his hidden objectives. | Quest: Regain Willpower when your storytelling significantly influences someone’s actions or beliefs. | Ban: Never tell a story that is entirely true. Some important fact must always be withheld or twisted without the listener’s knowing. |
Ragamuffin | The opposite of the Fop, you believe that substance is all that matters, therefore you play the militant slob to show how truly deep you are. You reject all such “surface ephemera” as bathing and basic grooming. Those who pay attention to such trivialities are affected snobs and beneath you. Just because you are a slob does not mean that you are really any deeper for all that. Those who see past your grimy exterior and really take the opportunity to know you may well find you no more genuine than the Fop. | Quest: Regain Willpower every time you expose another person as a fraud. | Ban: Never dress appropriately for an occasion. |
Rake | A miserly hedonist, a decadent hoarder, a glutton for all that glitters—the Rake cares not what she’s called so long as she’s finely adorned. Her extravagances range from the pretty little someone-or-other on her arm to the flashy import she drives. She revels in private congeries of material gratification, which she never shares except to vaunt her good taste. Others may naturally be jealous, but she can’t help if they lack her skill for acquisition. | Quest: Regain Willpower when you succeed in your pursuit of pleasure. | Ban: Never part with anything without either hope of reward or a hard fight. |
Riddler | The Riddler is an enigma. Everyone seeks his advice, but no one can decipher his words. Is his wisdom just too far above their ability to understand? Of course not! It’s all an elaborate ruse. Double entendres, arcane diction, and outright lies are the Riddler’s trade. He relishes feeling superior to the many who keep coming back for more. He is careful to shroud his own psyche, for his greatest fear is someone discovering his deception. | Quest: Regain Willpower when you confuse or mislead someone. | Ban: Never allow anyone to discover the truth about you or your origins. |
Ringleader | Among her crew, the Ringleader’s rule is undisputed. With brutal expertise, she instills in her subordinates submission to her and loyalty to her cause. If any underlings dare step out of line, they become a harrowing example of what not to do. The Ringleader wields her group as a weapon honed to further her own agenda. They are the collective expression of her will. | Quest: When you use your followers to accomplish your goal, regain Willpower. | Ban: Never allow any one person to threaten your organization or goals. |
Rogue | The Rogue doesn’t understand the desire to expend effort. With so many worker bees already, why shouldn’t he indulge? While laborers harangue him, he’s picking their pockets; while champions quest gallantly, he’s gallivanting; while innovators blaze new trails, he strolls the path of least resistance. By the time the hero swoops in to slay the beast, he’s already called dibs on the reward. (Hey, he never asked anyone to help him.) | Quest: When you achieve something others think you don’t deserve, regain Willpower. | Ban: Never choose work over pleasure. |
Savage | Predation, reproduction, and the laws of the wild—these are what drive the Savage. Whether in a forbidding forest or an urban jungle, she eats what she catches, mates when she desires, and dominates her world combatively. Polite conversation and etiquette are masks people wear to disguise their true natures. Culture, art, and honor are illusions that hide their essence. The Savage sheds all veneers to satisfy the primal instincts of her soul. | Quest: Regain Willpower when, through your own cunning and might, you conquer foes who believe their culture is superior to wildness. | Ban: Never indulge in civilized folly. |
Schismatic | Things fall apart. The center cannot hold. You are a destroyer of social institutions, be they governments, businesses or families. You never miss an opportunity to sow dissension or cause discord. Maybe you do this to help people break out of old, hidebound ways of doing things, but you mostly just enjoy destroying things that other people build. It’s a dog-eat-dog world out there. The sooner the huddled masses are on their own, the sooner they will realize that. You view yourself as a bold social visionary, an anarchist or a rugged individualist. This may be true, or you may just be a destructive child. | Quest: Gain Willpower every time you cause dissension in a tightly knit social group. | Ban: Never join a formal organization, except for the express purpose of disrupting it or using it to disrupt other organizations. |
Shade | Like the Pishogue, you see the world in a very different way than most. Unfortunately it is a very ugly place. You are a human zombie, an emotionless sleepwalker who sees the world as a never-ending horror show. The World of Darkness has finally gotten to you. You accept mindless brutality as the natural order of things. Perhaps you react to this reality by joining in the mayhem, or perhaps you have retreated behind a wall of emotionless detachment. This is not to say that you have no sense of moral outrage, it just takes the most inhuman of atrocities to even register on your screen. Your primary motivations are selfish desire and immediate personal gratification. | Quest: You regain Willpower every time you encounter a horrific experience without betraying emotion. | Ban: Never take anything too seriously. |
Sophist | Most people are hungry for knowledge, whether they know it or not. You are more than happy to share yours, for a price. You are a sophist in the old sense of the word, one who teaches solely for self-gain. Is that so wrong? Unfortunately you just assume that people want what you are selling. When the ungrateful fools don’t meet your price you become… agitated. You believe you know more than everyone else. You will rarely back down from your original argument, no matter how much sophistry and facile logic you have to employ to convince everybody that you know best. | Quest: Gain Willpower every time you win an argument or debate. | Ban: Never admit you are wrong. |
Sycophant | The Sycophant thrives on leeching off the success and resources of others. He infiltrates groups and communities, pretending to be a valuable member while secretly draining their strength and vitality for his own gain. The Parasite is adept at exploiting the generosity and hard work of others, always taking more than he gives. He revels in the misery and decline of those he feeds off, finding satisfaction in their downfall as he grows stronger. | Quest: Regain Willpower when you significantly drain someone else’s resources or energy. | Ban: Never contribute more than you take. |
Tempter | The Tempter is a seductive manipulator who delights in leading others astray. She lures her victims with promises of forbidden pleasures and unattainable desires, exploiting their weaknesses and insecurities. The Tempter views life as a game of temptation, where her success is measured by the number of souls she can corrupt and lead into ruin. Her ultimate pleasure comes from watching the internal struggle of those she tempts, as they wrestle with their desires and their downfall. | Quest: Regain Willpower when you lead someone to indulge in their darkest desires or vices. | Ban: Never allow others to find redemption or resist temptation. |
Tyrant | The Tyrant thrives on absolute power and control over others. They rule through fear and intimidation, crushing any dissent and demanding unwavering obedience from those under their command. The Tyrant believes that order and strength are achieved through their unchallenged authority, and they revel in the subjugation of others to their will. | Quest: Regain Willpower when you successfully subdue or suppress a challenge to your authority, reinforcing your dominance. | Ban: Never tolerate disobedience or allow your authority to be questioned. |
Whisperer | The Whisperer is a master of secrets and lies, thriving on the hidden knowledge she gathers and the rumors she spreads. She delights in sowing discord through subtle suggestions and whispered words, creating rifts and mistrust among friends and allies. The Whisperer sees herself as the unseen hand that guides others to their downfall, always working in the shadows to ensure that her influence remains undetected. | Quest: Regain Willpower when your whisperings cause significant mistrust or conflict. | Ban: Never reveal the full truth or your true intentions. |
Wretch | The Wretch is the outcast no one relates to, the wallflower never asked to dance, the loser never picked for the team, the freak never invited to a party. Everyone assumes he hates himself as much as they do, but they’re wrong. What he abhors are the smug presumptions of phonies and the thought they could ever “understand” him. The few who pity him are those he hates most. It is the Wretch’s delight to punish would-be saviors for using him to feel better about their shallow, paltry lives. | Quest: Regain Willpower when others vilify you as worthless or despair of ever getting through to you. | Ban: Never accept praise. |