creepylisteningfae: (Default)
Name:
Player: Emma
Chronicle: Lake Harmony
Nature: Visionary
Demeanor: Leader
Shadow: The Martyr
Life: True Believer
Death: Mystery
Regret: Guilt
ATTRIBUTES
Physical (3)Social(7)Mental(5)
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Appearance ●●●○○
Perception ●●●○○
Intelligence ●●●○○
Wits ●●○○○
Advantages
Talents(9)Skills (13)Knowledges(5)
Alertness ●●○○○
Athletics ○○○○○
Awareness ●●○○○
Brawl ○○○○○
Dodge ○○○○○
Empathy ●●○○○
Expression ●●○○○
Intimidation ○○○○○
Streetwise ○○○○○
Subterfuge ●○○○○
Crafts ○○○○○
Drive ○○○○○
Etiquette ●●●○○
Firearms ○○○○○
Leadership ●●●○○
Meditation ●●●○○
Melee ○○○○○
Performance ●●○○○
Repair ○○○○○
Stealth ●●○○○
Bureaucracy ○○○○○
Computer ●○○○○
Enigmas ○○○○○
Investigation ●○○○○
Law ○○○○○
Linguistics ○○○○○
Medicine ○○○○○
Occult ●●●○○
Politics ○○○○○
Science ○○○○○
Advantages
Backgrounds (7)Arcanoi (5)Passions (10)
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Fetters (10)
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Experience


Nature: Visionary - You have a dream for something better that only you can see. The Visionary has as his goal something that only he can see, something to which he has dedicated his existence. The exact details of this vision are unimportant; it is enough that it has never been done before. It is through the Visionary's efforts that Oblivion can forever be thwarted, for in his dedication to creation he denies the destruction that Oblivion represents. Of course, many Visionaries secretly harbor the fear that their great goal actually serves Oblivion, but they will deny this even to their Pardoners. (Regain Willpower whenever you take a concrete step towards achieving your overarching goal.)
Demeanor: Leader - Whne you speak, you expect others to listen. The Leader is the one who takes up the cause and convinces others to follow her. It doesn't matter if the cause was originally hers or not; what matters is that it's hers now. Getting others to follow her lead isn't an if, it's a when. While there always exists the possibility of leading others to their doom, a Leader is always convinced that she knows the best way into -- and out of-- any given situation. (Regain Willpower when others follow you without questioning your orders or decisions.)
Shadow: The Martyr - - Noble self-sacrifice has its place, but what the Martyr offers is a shallow mockery instead. By constantly demanding that you give of yourself because you can take the pain better than anyone else can, the Martyr cheapens your faith and indulges your arrogance. Claiming your sacrifice will bring about a greater good, the Martyr will then take pleasure in demonstrating that your pain didn't do anything at all, and that all of your suffering was pointless. Still, that won't keep it from urging you to give up yourself for others every chance it gets. After all, it's just looking for a good excuse to take the easy way out. When the Martyr takes control, it will attempt to maneuver you inot situations where, no matter waht, in order to escape you'll have to give up something important. The Martyr also tries to arrange for witnesses whenever possible, so that its very public sacrifices can be used to shame otehrs into similarly self-destructive acts.
Life: True Believer - Your faith sustained you in life, but this isn't the heaven you were promised. - a sister in a small church in the French Quarter of New Orleans, she didn't approve of her church's doings, but kept her head down and her mouth shut.
Death: Mystery - You don't know what happened to you, and you have the sneaking suspicion you're better off that way.
Regret: Guilt - Your sins were too great, and they won't let you rest. "I should have said something."
Lake Harmony Character Profile
Name: Hester
Species: Ghost
Gender identity: female
Orientation: asexual, celibate
Important Relationships: friends with Keira, anchored to a doll
Description: The doll Hester inhabits is an old vintage doll with blonde hair and blue eyes wearing a nun's habit. Ghost form - Tends to manifest visibly as similar to the doll (though translucent), though it's unclear if her "human" life looked similar or not.
Abilities and skills: pass through walls, invisible (to most -- those with psychic, magical sight, or exorcists can probably "see"/"sense" her to some degree, depending on their strength and whether or not she's in the doll), pendulum mat/EVP device familiarity (general preference and skill order is Pendulum mat, digital recorder EVP, smartphone EVP), Haunting: manipulate small items [including doll] and flicker electronics/lights, if bored/feeling ignored (is usually nice enough not to touch the valuables/breakables); is a bit of a gossip for a ghost. Usually will stay anchored to her doll unless Keira gives her permission/a mission to leave the doll.
Important assets: none
Likes and Dislikes: Likes - churches, cemeteries, religious artwork, Robin Hood Stories, people who are religious and walk their talk in true service to the higher power, gossip. Dislikes - boredom, being ignored, people who claim to be religious but really AREN'T
Background: Hester's cause of death is a complete mystery to her and in high school, Keira decided she didn't want to press her ghost friend about it. She was fettered to her gravesite in a hidden cemetery in the French Quarter of New Orleans, her spirit stuck due to guilt for remaining silent about the corruption at her old church [long since closed] years ago. When Keira was 10 visiting the cemetery with Granmè, she followed them home, drawn to the young girl for reasons she couldn't explain at the time. Granmè taught Keira how to anchor her to a doll from the curio shop downstairs; Keira's been talking with her ever since and since late high school was using her to help gather information when she's reporting AND as a partner in her ghosthunting/mediumship services side hustle.

hester's doll and hester's PB
creepylisteningfae: (Default)
Name: Kiera Sullivan
Player: Emma
Chronicle: Lake Harmony
Court: Seelie
Seelie Legacy: Hermit
Unseelie Legacy: Hoarder
Kith: Sluagh
Seeming: Wilder
House: unaffiliated
Society: unaffiliated
Attributes
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PHYSICAL
Strength ●○○○○
Dexterity●●●●●
Stamina●●○○○

SOCIAL (3)
Charisma ●○○○○
Manipulation ●●○○○
Appearance ●●●○○

MENTAL (7)
Perception ●●●●○
Intelligence ●●●○○
Wits ●●●○○
Abilities
TALENTS ( 5)
Alertness* ●●●○○
Athletics ○○○○○
Brawl ○○○○○
Dodge ○○○○○
Empathy ●○○○○
Intimidation ○○○○○
Kenning ○○○○○
Persuasion ○○○○○
Streetwise ○○○○○
Subterfuge ●○○○○

SKILLS (9)
Crafts ○○○○○
Drive ●○○○○
Etiquette ●●●○○
Firearms ○○○○○
Leadership ○○○○○
Melee ○○○○○
Performance ○○○○○
Security ○○○○○
Stealth* ●●●○○
Survival ●●○○○
KNOWLEDGES (13)
Computer ●●○○○
Enigmas ○○○○○
Gramayre ○○○○○
Investigation ●●●○○
Law ○○○○○
Linguistics ●●●○○
Lore ●●●○○
Occult ●●○○○
Medicine ○○○○○
Politics ○○○○○
Science ○○○○○
advantages
BACKGROUNDS (5)
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ARTS (3)
Legerdemain ●●●○○
___________ ○○○○○
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REALMS (5)
Actor ●●●○○
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Prop ○○○○○
Scene ●○○○○
Time ○○○○○
OTHER TRAITSGLAMOUR ●●●●○○○○○○
WILLPOWER ●●○○○○○○○○
BANALITY ●●●○○○○○○○
HEALTH
Bruised
Hurt -1
Injured -1
Wounded -2
Mauled -2
Crippled -5
Incapacitated
BIRTHRIGHTS & FRAILTIESRAVAGING/MUSING THRESHOLDEXPERIENCE
SQUIRM: Escape bonds with Dex + Athletics Roll; difficulty 6 (escaping ropes) to 10 (bars of locked cell). Will not use in presence of mortals/unenchanted.
STEALTH: Add +1 to Physical roll for Stealth activity
SHARPENED SENSES: You have exceptionally sharp hearing, smell, vision and taste. Lower all perception difficulties by 2, to min of 3. May see through illusory magic by making a Perception + Alert roll. It is impossible to botch stealth or alertness roles. You do not like loud noises or bright lights.
WHISPER: Cannot speak above a whisper; add +1 to diff to Social rolls
Helping those in need: Some people are lost or need guidance to get back on their feet. People who need the character’s aid include runaways who need someone to believe in, addicts trying to quit their addictions, and neglected children who need self-esteem. Helping them to stand on their own makes the character whole.

*Sluagh cannot botch
Fellowship/Household: unaffiliated
Master/Liege Lord: unaffiliated
Societies/Guilds: unaffiliated
Sain Day:
MERITS & FLAWS
Merit TypeCostDescription
Dead FriendsSupernatural4Sluagh have always been able to see, and sometimes talk to, wraiths. However, you've gone beyond that sort of casual contact to the point where you've made friends with a few of those who've passed on. They bring you information, spy on your enemies, and generally keep you up to date on things that no living informant could ever possibly uncover. Having contacts who can walk through walls can be extremely useful sometimes.
On the other hand, these friends will expect you to do them favors as well, and some of those requests can get pretty bizarre. Plus, you never know when your nice wraith friend is suddenly going to get nasty for no apparent reason, and he knows where you live...
Art Affinity (Legerdemain)Supernatural5You are able to utilize one of the Arts with a greater degree
of ease than other changelings. In a previous incarnation, you
were extremely proficient in one of the Arts — so much so that
you have managed to draw a small portion of that knowledge
through into this lifetime.
Select an Art; when spending experience points to gain
levels in that Art,youpay three-quarters the normal cost. This
Art must be declared during character conception. Of course,
this Merit may only be purchased once.
Flaw Type BonusExplanation
Slipped SeemingSupernatural2Your fae seeming bleeds into your mortal seeming and makes you obvious to those mundanes who know what to look for.
Changeling EyesSupernatural1Your eyes are a startling color, maybe emerald green, violet or yellow. This is a sign you are a changeling, recognizable to those who know the ancient lore.
Show-OffPsychological2It might have been in a past life you were a member of the Abbey Lubbers or Buttery Spirits, or it might be a whim that you have whenever a group is around, but for some damned reason you can't help but show off whenever a situation arises. Whether it's adding a little oomph to your cantrips, boasting of your skills, or even bending the Right of Ignorance and revealing your fae nature to people. Whenever a situation arises that you would try to show off your stuff, you must spend a point of Willpower to try to temporarily negate the effects for a scene. You are more likely to spend an extra point of Glamour to fuel your cantrips, though not necessarily all the time.
CuriosityPsychological2You area naturally curious person, and find mysteries of any
sort irresistible. In most circumstances, you find that your
curiosity easily overrides your common sense. To resist the
temptation, make a Wits roll (difficulty 5) for simple things like,
"I wonder what is in that cabinet." Increase the difficulty up to
9 for things like, "I wonder what those strange sounds coming
from the Unseelie duke's freehold are.I'll just slip in and check
it out— no one will ever know. What could possibly go wrong?"
OTHER TRAITS
CHIMERICAL ITEMSEXPERIENCE
Total
Gained from
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CHIMERICAL COMPANIONS
Combat
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ARMOR
Class:
Rating:
Penalty:
Description:

Expanded Backgrounds
AlliesOaths Sworn
ContactsRemembrance
DreamersResources
HoldingsRetinue
MentorBlack Mail
Secrets KnownFavors Owed
Possessions
Gear (Carried)Equipment (Owned
TreasuresMisc
Sluagh Tea Set (3 point treasure, gift from Granme)
Vintage dresses (gift from Granpe)
Vintage doll
Freeholds
LocationDescription


History
PRELUDE
date ennobled: Secret Societies:
Description
True Name:
Chronological Age:
Apparent Age:
Date of Birth:
Hair: black
Eyes: midnight purple (almost black)
Race: mixed race
Nationality: American
Height:
Weight:
Sex: Female
Mortal: Keira's fae seeming bleeds into her mortal form. She has very pale skin, black hair and midnight purple eyes (they're dark purple up close but nearly black from afar). Without makeup she appears at least 5 years older, however, she tends to use makeup very well as a Sluagh to correct her appearance.
Fae:
Visuals
Oath Bonds ChartCharacter Sketch

15 Freebie Points + 7 = 22 freebie points - 4 (Dead Friend Merit)=18-5 (Art Affinity)=13
Arts 5/1
Attributes - 5/1
Glamour 3/1
Realms 3/1
Willpower 2/1
Ability 2/1
Background 1/1


FLAWS (up to 7pts)
Slipped Seeming (2) Changeling Eyes (1) Show Off (2) Curiosity (2)
MERITS
Dead Friends (4) Art Affinity Legerdemain (5)

Name: Keira Sullivan
Species: Fae - Sluagh
Gender identity: female
Orientation: homoflexible, but usually more of a loner (technically she's Grey-A, with homoflexible inclinations but Sluagh being a very private and reserved group of fae, don't often think about sexuality or relationships)

Important Relationships:
Hester: ghost she's been friends with since childhood (anchored to her doll)

Granmè & Granpè: two older Sluagh who raised her back home in New Orleans, the former runs a tea house and the latter runs a curio shop in the same building; she's worked for both of them in the past.

Description:
Mortal Appearance:

Keira has a defect that occasionally happens in some fae where her fae appearance bleeds into her human appearance, making her somewhat obvious to anyone familiar with fae/changeling lore.

When she's not utilizing her skills as a former model to cover what she can of her fae nature, she's pale and willowy, with wild black hair and black nails, and looks a solid 5 years older than the 25 her ID card states.

The most telling bleedthrough of her fae form, though are her eyes: they're midnight purple up close.

Keira tends to most often wear vintage clothing, often long-sleeved dresses in somber colors. She has a few outfits that are Victorian/Gothic styles which are very common among the Sluagh fae, but she's also expanded into more recent vintage outfits with a considerable portion of her closet being prarie-style dresses from the 70s. (She does have a few items of modern clothing, but it's pretty clear her preference is for the vintage items in her closet.)

Magical Sight/Fae Appearance:

To other fae/those with magical sight (or when she's using her own magical abilities), her fae form is a much more pronounced variation of her mortal form without makeup.

She's very pale, and looks much older than she is chronologically. Her midnight purple eyes appear more sunken, with dark circles and she has long black nails. The biggest and most pronounced difference between her mortal appearance and her fae appearance, though, is that her fae form is toothless.

Additionally, Sluagh in their fae form tend to smell like old or decaying things. Keira in particular gives off the bruised apple smell of a wine beginning to turn bad.

Abilities and skills:
Species/Magical Abilities
Acute Senses - good listener and observer. Is uncomfortable in loud and bright settings, due to these heightened senses.
Ghost Whisperer - can see/hear ghosts
Squirm - can shift form to escape from traps if given enough time, though this is also a somewhat painful process
Shadow Puppet - a magic ability that allows her to control and manipulate shadows close to her [she uses it as a scare tactic]
Garbage Disposal - [diet] can eat anything past its expiration date and actually has a preference for it
More Mundane Talents
vintage modeling/make-up
investigative reporting
writing

Important assets:
small basement apartment
vintage clothing and some fashion curios (predominantly dresses from the 70s or older, but also has a couple victorian-styled outfits and some more recent finds)
a few floppy/brimmed hats and a parasol
a vintage doll with blonde hair and blue eyes dressed up as a nun [anchor for Hester, a ghost she's been friends with since childhood]
one smartphone with two communication assistance applications (one text only, and one text-to-speech) enabled for when she's stuck in loud crowds plus an EVP app
runs a blog under the name “Haunted Whisperer Press” that's a mix of citizen journalism and what might be stories she's gotten from ghosts who have contacted her (mostly Hester, but possibly others)
also has a simple page website under the name “The Haunted Whisperer” for mediumship/ghosthunting services, she references Hester specifically on this site as a member of her team, though she doesn't clarify that Hester is herself a ghost
citizen journalist press pass
reporters notebook, pen
a cheap digital recorder
a homemade pendulum and an embroidered velvet pendulum mat
a tea set that was a gift from Granmè before she left

Likes and Dislikes:
Likes: history, information, abandoned/haunted places, vintage fashion and curios

Dislikes: fighting, misinformation, broad daylight (limits vision), loud crowds


Background: Humans and fae society used to live alongside each other, each inspiring the other. But when human society began drifting toward science and logic as a means to explain the world, the fae got left behind and mostly forgotten. Unable to use the humans they used to use to stay alive and be inspired the way they used to, fae began to reincarnate their souls into human bodies, often remaining dormant for varying lengths of time depending on the accompanying human soul in question (some never awaken, some awaken early, some awaken very late). Once a fae awakens, there's a burst of magical energy that usually attracts the attention of other fae in the area and if the parents of the newly awakened fae are both human, often these other fae will step in to foster and guide the fae through their new identity. There are a wide variety of types of fae in existence, with differing histories, appearances and abilities across a variety of different human cultures.

Sluagh, in particular, were originally old Slavic spirits that were born out of the stories told about the creaking and scratching scary noises old houses made, gradually turned into watchful lurking fae who punished bad boys and girls by scaring them straight. Legend has it that the Sluagh used to wail and howl quite frighteningly once upon a time, but at some point they lost this ability to shriek and now are cursed to forever Whisper – the Sluagh claim this was the result of a Scaring gone terribly wrong, the other fae claim it was punishment for a broken oath to the higher society of fae. The Sluagh because of this stereotype as well as their fascination for secrets and the darker things of life, and their gradual withdrawal from the high society of fae, are generally considered outcasts within the wider community of fae. In fact, most other fae seem to think of the Sluagh as evil, regardless of their actual morality. The Sluagh generally see it more as “We do what we must to survive.” Sluagh also don't generally see themselves as having one person of more importance than another (though some DO get involved in higher fae society); an old legend says that one Sluagh described their community as a spiderweb: “we're all individual threads, but all connected; no one of us has jurisdiction over the other”. Sluagh are reserved and private fae, attracted to old things and older ettiquettes, as a result, many Sluagh retain a fascination for the Victorian era with its emphasis formality and privacy.

Originally from New Orleans, Keira was born to two human parents. When she awakened to her fae nature at 5, she was fostered by two local Sluagh elders, Granmè and Granpè. The former is an activist and medium-seer who owns a very well-known tea house. The latter is an antiquarian who collects, restores and sells vintage clothing and curios in exchange for either coin, other antiquities, or stories.

Granmè noting Keira's natural talent at mediumship as well as her tendencies to both show-off and be wildly curious, brought her on frequent trips to the hidden cemeteries of the French Quarter to practice her skills at communicating with ghosts. When she was 10, on one particular trip, she caught the attention of a guilt-ridden ghost who called herself Hester, who followed Keira and Granmè home. Granmè, noting the initial bond between the two, showed Keira how to anchor the spirit to a doll of a nun that Granpè had in the curio shop and encouraged her to continue to talk to the ghost.

When Keira was in high school, she discovered that the likely reason Hester was drawn to her was her own past life memory as a member of an old Sluagh order that served as sort-of moral Robin Hoods in the church community – “haunting” church communities to punish greedy monks and priests. But, Hester didn't know how she had died, even though she knew why she was stuck, and Keira figured by that point, after several years of companionship, that it probably wasn't worth it to push the matter of “what do you remember about when you died” to her ghost friend, despite her curiosity.

By late high school, Keira and Hester were close friends each of them using the other for their purposes: Keira utilizing Hester as a tool both for investigative reporting and in her mediumship/ghosthunting services side hustle as a partner; Hester using Keira as a surrogate voice for her own vision of True Faith and Service.

In college, Keira studied Interdisciplinary Studies with a focus on Social Action in History and Leadership with a minor in English focusing on Journalism and Regional Literature. She stayed for a few years post-graduation continuing to work for both Granmè and Granpè, as a medium in Granmè's tea shop and as a vintage clothing model in Granpè's store, while establishing her blog and her independent mediumship/ghosthunting services side hustle.

When Don Hopkins was elected and Lake Harmony's newly elected vampire mayor declared his attempt to make the city a model Sanctuary city, Keira, curious as ever, volunteered to go investigate Lake Harmony.

a dark haired girl in a white blouse with a floppy brown hat and a necklace
creepylisteningfae: (Default)
From Changeling the Dreaming First Edition/Changeling Character Creation Pages
Sluagh-These are the Goth faeries. They often love the darker things in life, and in fact, because of their heightened senses, can't stand bright light, especially sunlight. They are unable to
speak above a whisper, no matter how hard they try. However, they do have the ability to contort their bodies into all sorts of disturbing shapes, and given enough time, can even escape from a
locked room by squeezing themselves through the space between the door and the floor. They are able to see and hear ghosts, and they are known for their underground palaces, Victorian
mansions, and other disturbing homes.

from Changeling the Dreaming Second Edition Core
Sluagh — Secretive and sly, these odd changelings prefer darkness and hidden places. Able to speak only in whispers,
sluagh collect information with a passion and disseminate it only for a price.


From The Changeling the Dreaming Introductory Kit
Slaugh (SLOO-ah)
Called the underfolk by many, the sluagh are considered pariah, even among other
fae. Though rumors persist of underground sluagh lairs, most of these Kithain prefer crumbling Victorian mansions to dank sewers. Dark and forgotten places attract them. Those who intrude upon their inner
sanctums leave with nightmares. Just as the sluagh value secrets and mysteries, they treasure privacy.
Despite this foul reputation, adventurous sluagh visit the surface courts, cultivate friendships, and enter oathbonds with outsiders. Strange as they are, sluagh often go out of their way to aid or protect others who are kind to them. These good deeds are frequently misinterpreted by suspicious changelings, so such relationships are usually brief. Even sluagh who find a clique that they can trust need to have secret places to which they can retreat.
The underfolk collect secrets and sometimes sell them to interested parties. To sluagh, revelation is joy; the more unsettling the revelation, the greater the joy. While Seelie use their knowledge for noble ends, Unseelie can make a crooked living through blackmail. Secrets are but one commodity to them. Broken toys, strange knickknacks and anything resonant with nostalgia makes for an excellent item of trade. Outsiders are mystified by the value sluagh place on these items, but then again, perversity is the sluagh’s trademark.
Aptitude: +1 to stealth. Any time a sluagh attempts to move without being seen or attempts any other stealthy action, one die is added to Physical Trait rolls.
Birthright: Squirm. Dislocating body parts is a popular amusement for these creatures. Confining them is almost impossible. Although they cannot change their shapes or mass, underfolk can contort into disquieting shapes with unnatural ease. This requires a few minutes of concentration and a Physical roll; the difficulty ranges from 4 (escaping from ropes) to 8 (worming
through the bars of a locked cell). The only substance that can imprison sluagh completely is cold iron.
Frailty: Curse of Silence. Sluagh cannot speak above a whisper, no matter how hard they strain to be heard. Since they
dislike social situations and hold to very odd rules of etiquette, add one to the difficulties of all of their Social rolls.

from the Player's Guide
"Let me tell you a story. Don't ask me where I heard it, as the answer would only disturb you. Don't tell others where you heard it; they would be upset. Just listen close, little childling, and know that every word is true. Especially the ones that scare you." - Agnes MacDubh, sluagh of Providence, Rhode Island
To be a sluagh is to be alternately mistrusted, feared, taunted and ignored. It is to be accused of orgies beneath the
earth and eating babies in obscene rituals. It is to be a pariah among those who are pariahs themselves. It is also not to care a whit for any of these things. We dwell, as we always dwell, in the shadows, watching the other actors in the great play scurry to and fro. We listen to the secrets of the dead and learn those of the living, and then, like civilized beings, we share those secrets over tea. You have much to unlearn about the sluagh, I see. You had best start now, little boy, or you will discover that not all of the rumors about us are false. Remember: once upon a time, we were the faeries who took the bad children...away.

History
Humanity has always been afraid of ghoulies and ghosties and long-legged beasties, but most of all of things that go bump in the night. Even worse than those that bump, however, are the things that scratch at windowpanes and vanish, or skitter across rooftops and inside the walls. The delicious nightmares of things that are almost, but not quite human, of triple-jointed skulkers who can fit themselves into impossible places — these
are the dreams that fed what became the sluagh. Literally, sluagh were born of the fear of the unknown and the dark, and
existed to feed that fear. Though the sluagh of today are centuries and worlds removed from the isolated villages that
birthed them, something of this amoral, primeval darkness still lurks within them. Born from fear, they still treasure it.

The sluagh were initially imagined as the spirits behind the creakings and groanings peasant huts made as they settled down
for cold Russian nights. Slithery black things at first, the predecessors of the sluagh were pictured as scuttling, spiderlike beings who lived under floors and behind fireplaces. Every time a floorboard creaked, every time the stone of the hearth settled with a granite
groan, credit was given to those things that became the sluagh.

As generations passed, the boneless proto-sluagh were given more and more credit, and grew more and more like the sluagh of
today. Initially mindless shambling things, they were slowly attributed with a subtle malice. Every eerie noise and mysterious sound was laid at their feet, and grandmothers told their little ones
that the sluagh were making the noises to frighten them. Soon enough, of course, they were, and armed with a primitive intelligence, the newly dreamed sluagh took to toppling piles of dishes, making noises in impossible places, and scratching at doors (or roofs or floors) at night. The sounds of terror within were meat and drink to the sluagh, who would then dance, pale and glistening, in the graveyards and darkest dells of the primordial forests. Their revels, fueled by the heady wine of fear, were sometimes spied by particularly brave or foolish mortals. These often were mistaken for the dances of ghosts come back to haunt the living, and the sluagh were linked with the Restless Dead as well.

Like all good dreams of terror, though, these were soon corrupted with a moral. Those same grandmothers, not content merely to frighten their childrens' children, got the idea into their heads that the sluagh were everywhere, watching for bad children.

Through the knotholes on the floor and peering upside down out of the chimney, the sluagh kept an eye out for children who misbehaved, because those they were allowed to take for their very own. Once told that they could take bad children, the sluagh did. Leaving them tied to the earth in spiders' silk, or trapped underneath the floorboards of their houses, the sluagh took fiendish delight in punishing those they were permitted. Always, though, their object was instilling terror, not causing pain. Far more delicious to them, too, was the fear of the good children, the ones upon whom they could not lay a single clammy finger. Even these children, the safe ones, feared, and that was enough for the sluagh.

Inevitably, the terrors of lone cottages and small villages paled. Towns grew along rivers, and the sluagh crept slowly westward to infest them. By this time they appeared as they do today, long and thin and pale. Dressed in black rags and tattered furs, they found their way into attics and wine cellars. Armed with their mandate to spy on and take the wicked, they expanded the targets of their surveillance to include crooked innkeepers, slothful monks, dishonest merchants and others who through their own actions, allowed themselves to become the sluagh's prey. Where once there were tales of bad children's suppers heing devoured by invisible things, now there came legends of kegs of watered wine mysteriously emptied, fat abbots being pinched and tormented by things that seemed to live in the walls, and horse feed mixed with sand being fed to the stableboys who had crafted the mixture.
Centuries spent fattening on such poor fodder had its effect on the sluagh, who now underwent their final metamorphosis. They grew used to, then accustomed to, then pleased by their watered-down wine and slightly spoiled food. Instead of simply dwelling in darkness, they took new, active pleasure in lurking there where they could see others but no others could see them. Where once they wore rags
and tatters, now finery almost worthy of its name (all liberated from dishonest merchants, of course) adorned their personages. Most important of all, where once the sluagh had been known for only spying upon and tormenting thewicked, they were perceived as indiscriminate in their attentions. This was the humans' fault, of course — some of those crooked souls whom the sluagh dealt with, despite being utterly despicable, managed to convince their peers that they had been unfairly persecuted by malicious spirits. The effect on the perception of the sluagh was both profound and immediate. Within decades, they became the creatures that the Kithain of today would recognize: morally neutral, intensely private observers in the shadows, more interested in savoring fear than in punishing the wicked, and above all, always watching.
Birthrights and Frailties
The Sluagh Birthrights are ideally suited to a race of beings spawned in narrow spaces in the dark. However, certain of the gifts have faded with the centuries. Once the sluagh could ooze through cracks mere inches across. Time passed, though, and slowly the underfolk were ascribed hands (for reaching out of dark corners), legs (for scuttling across rooftops at night) and other large, irreducibly
human-esque physical structures. Now they are reduced to contorting themselves into impossible shapes. Still, this is a great
deal more than any other kith is capable of, and it is best to bind a sluagh with magic instead of rope. When using the Birthright of Squirm, a sluagh is capable of redistributing her body mass within her skin any way she pleases, so long as there is no deviation from the basic humanoid figure. She may choose to manifest as a grotesquely swollen head attached to a shrunken doll's body, or to dislocate her shoulders and roll them so far behind her back that they meet.

Sluagh also possess sharper senses than any other Kithain. This comes naturally from ages of peering through knotholes and
listening to whispers. As taletellers gave the sluagh knowledge of secrets and the status of omnipresent lurkers, they developed the tools with which to lurk effectively and garner as many secrets
as possible. It is even believed by certain more superstitious nockers and boggans that sluagh grumps' senses are so acute that they can hear thoughts as well as spoken words.

This is, in all probability, a canard.

However, there is no doubting the supernatural acuity of sluagh eyesight. All sluagh, should they make the effort (Perception + Alertness, difficulty 7) are capable of seeing lurking ghosts. With the expenditure of a point of Glamour, sluagh can speak (and listen to) any wraiths they discover. The underfolk and the Restless Dead have long been linked, and many sluagh find that wraiths are excellent sources of information who ask easily granted favors in return. On rare occasions, sluagh will even invite ghosts to high tea.

A whisper is almost always far more terrifying than a shout. Whispers in darkness are heard only by those for whom they were intended; others tend to dismiss so-called voices in the night that they did not hear. Thus the voice of the sluagh is that of the hissing lurker in shadows.
Indeed, they are no longer even capable of shouts or bellows, though there is nothing in their anatomies that would prevent such utterances. It is believed that the ban against speaking above a whisper is more
psychological than physical, but it is very real to the sluagh nonetheless, and they do not take kindly to having their Frailties prodded by outsiders.
Organization
Once upon a time, an eshu asked a sluagh of his acquaintance, "So, how do you of the shadow-dwellers arrange yourself? I wish to find the greatest of the sluagh, and tell my tales to her, and would have you tell me where she can be found."
The sluagh laughed, and sipped her tea, and pointed to a spider web that stretched proudly across the face of her grandfather clock. "You see that spider web, friend eshu? Each strand touching many others, all connected to the whole? Gossamer thin we are, yet set one of us a-quiver and we all know."
But the eshu did not understand, and went seeking another who could help him find the greatest of the kith. And each sluagh he found greeted him in all courtesy, and asked how he had fared with all the sluagh he had visited before, and named them all by name. Thus, did one eshu come to understand the ways of the sluagh.

There is no Grand High Keeper of Secrets, no aged loremaster sitting on a flowstone throne deep in the heart of a chimerical
cave. There are only individual sluagh, meeting in twos and threes to exchanged whispered secrets over cups of thin tea or
glasses of watery wine. Many sluagh laugh over the delusions maintained by other kith that the shadow-dwellers have secret,
orgiastic rituals in vast caverns beneath the earth. Such noise and bright light, the sluagh point out, would inevitably be more pain than the sociability would be worth. Furthermore, since no sluagh can speak above a whisper, the whole affair would be pointless since every secret uttered would be drowned in the general din. Still, many sluagh enjoy playing up these rumors simply for the fear they inspire in gullible Kithain.

While highly private beings, sluagh are still attracted to the trappings of the formal. When sluagh meet sluagh, all of the proprieties must be observed to the letter, else the visiting sluagh is disgraced and is likely to receive, as punishment, a great deal of company in the immediate future. As sluagh are bound by their own codes to be polite to those who are polite to them, an endless wave of well-behaved company is pure anathema to them. Other kith visiting the lair of a sluagh are advised to be as courteous as possible, else they will suddenly will be transformed from tolerated guests to
intruders, with disturbing consequences.
While high tea is not exactly an official methodology for meeting among sluagh, it serves as well as any other. Any sluagh seeking company extends formal invitations wrapped in spiders' silk to any other sluagh whose company they desire. The invitees are bound by custom to attend, and over weak tea or curiously sweet wine, share the secrets they have learned since the last time tea was convened. The sluagh in attendance are not bound to tell all that they know, or even to say anything, but to remain silent is considered rude. Stories are told in order of age, with the oldest grump speaking first. Secrets are then told in sequence down to the most callow childling, who, no matter what, will be expected to contribute to the conversation.

Unlike most of the Kithain, sluagh tend to be monogamous. On the rare occasions that a sluagh takes a mate, the match generally
is lifelong. Still, it is so rare for a sluagh to find another with whom she feels comfortable dwelling that weddings among the kith are rare. As for more momentary attachments, certain satyrs swear that
there's nothing like a hot (or cold) date with a sluagh, but most Kithain shy away from even touching one, let alone anything more.
Courts
Introduction
Surprisingly enough, the sluagh began as a Seelie kith. While they may have been born of fear, from the time that they achieved
consciousness of their purpose, they were dedicated to punishing those who did wrong. They may have been a bit overenthusiastic in their pursuit of wicked children and dishonest merchants, but their rigid respect for tradition and single-minded focus on punishing wrongdoing made them accepted, if not welcome, in the Seelie Court. The fact that the sluagh encountered the trolls first of all the other kith, as they pushed into Scandinavia and the Baltic states relatively early in their existence, may well have helped steer them, at least temporarily, toward a Seelie existence.

Long before the Sundering, however, the sluagh as a kith had turned from the Seelie Court to a more studied neutrality- Accused of punishing indiscriminately, the misunderstood and feared sluagh severely limited their discourse with the Seelie Court. They essentially removed themselves from its province, preferring solitude to
unpleasant company. While technically still Seelie faeries, most sluagh consider themselves such simply because they find the Unseelie's disrespect for formality disturbing. There is little of good or evil in the sluagh's choice to remain neutral; merely a desire to observe rather than to be observed.
Seelie
Seelie sluagh tend to have positions as bookstore owners, librarians or antiquarian shopkeepers. Well over half are female, and their chimera are usually animal-like as opposed to inanimate objects. This is not to say that those chimera are cute; most tend to be large crystalline spiders, shimmering gold centipedes and the like. Indeed, the entire kith has a fascination with spider webs, and an intact, dew-spangled spider web is something that most sluagh will pay a great deal for.

The vast majority of Seelie sluagh absent themselves from court as much as possible, though if they come across information of
great import they will often send it along by messenger. Usually there is one knight at any given court who has earned the sluagh's trust, and this fae will become an information conduit to be reckoned with.

Unseelie
Unseelie sluagh are an entirely different kettle of fish (as well as worms, snakes and other unpleasant animals). Heavily weighted to the male side, the roster of Unseelie sluagh contains most of the more active members of the kith. These are the spies, the hidden messengers and the saboteurs of the Shadow Court. They strike
from shadows rather than watching from them, and give the kith much of the bad name it has acquired among the sidhe.

Stereotypes

Boggan
Seelie Sluagh: Marry a complete lack of ambition to an utter failure to comprehend concepts more complicated than that of "cleaning house," and you have an archetypal boggan. They do good works, it is true. However, in their own sanctimonious way, even the best keep track of how many they've done and for whom, and they positively wriggle for praise when they think no one is watching. They forget that we always are.
Unseelie Sluagh: One might as well call them gnomes. They're anal-retentive to the max. Never, ever accept a favor from one. You'll be hearing about it every time you see them until you pay them off, and the payment itself will be at least three times what the original favor was worth.

Eshu
Seelie Sluagh: Eshu are perhaps our second best source of useful information. Our best is, of course, ourselves, but our information is a cold thing, dragged from sewers and graves. The eshu's stories live, and the sun of the lands they've seen is still in their words. It is almost
enough for which to envy them. Trade tales with them, and do not seek to steal their stories. More will be learned from those freely given.
Unseelie Sluagh: Oh, they will haggle over the prices of their tales, but tug at the strings of their vanity, and soon enough everything they know comes tumbling out at your feet. Puff up one's pride and
then tell him, "Well, I heard that pooka tell a similar story." He'll give
away all he has to trade, just to prove that he's a better storyteller than
a mythical rabbit. One might almost call them... suckers.
Nockers
Seelie Sluagh: Their works are extremely impressive. They will be the first to tell you so, and expect you to echo them instantly. Praise one and you will have a friend for life — or at least until you say something uncomplimentary about their
work. Be less than extravagant in your compliments, and your ears will melt from their response. Most of their work does deserve some praise. Just not as much as the nockers themselves think.
Unseelie Sluagh: How many nockers does it take to change a light bulb? One, if you want a bulb that will play you "The Star-Spangled Banner" and change color. I've never seen one actually build anything useful, and rarely even something that works. The best you can hope for when
dealing with them is to leam a new piece of profanity or two.

Pooka
Seelie Sluagh: Confusing one of their stories with the truth is much like those tales one hears of people mowing off their own feet.
It would seem impossible, but occasionally it happens, and everyone else sits around making sympathetic noises while trying to hide their giggles. Pooka are wonderful if one needs entertaining company, and has no wish to get a word in edgewise for a week or three, but I have houseplants that are better sources of information.
Unseelie Sluagh: Perhaps no other kith works itself so easily into a frenzy over our games. A little noise here, a little
shadow there, and suddenly their pink and fuzzy noses are twitching in terror. Infinitely fun to torment when they get
nosy, most are irredeemably dull otherwise. They have absolutely no concept of how boring they are in conversation.

Redcaps
Seelie Sluagh: I understand many of the other kith have deep-rooted misunderstandings about us. Knowing how ridiculous most of the commonly believed rumors are, I should be willing to grant
redcaps the benefit of the doubt and assume that they are merely
misunderstood. I will not. I have known too many, and loathed all but a handful. They are obscenities who understand terror, not fear.
Unseelie Sluagh: Attack dogs, pure and simple. Wind them up, point them in the right direction, and let them go.
It's like watching a bad cartoon. They deserve precisely as much respect as a Cuisinart, but redcaps really are quite good for making julienne fries out of people who annoy you.

Satyrs
Seelie Sluagh: Some satyrs regard us as a delicacy, to be sampled on occasion to refresh their jaded sexual palates. These
are to be disappointed. Others have a certain wisdom born of excessive experience, and these should be cultivated. The worst rarely have much of malice about them, and the best still can't concentrate on anything but their own pleasure for long.
Unseelie Sluagh: Great for getting dirt on who's doing whom, what they're doing with them, and where they bought the equipment. Other than that, they're worthless.
Sidhe
Seelie Sluagh: I choose my words carefully when discussing the sidhe. I do this not out of fear of them, but out of a fear of telling you more than you might want to hear. The words I choose to describe
them at this time include, but are not limited to: arrogant, bloody, self-blinded, delusional, genocidal fossils. Need more be said?
Unseelie Sluagh: Santayana once said that to knock down something cocked at an arrogant angle is a deep delight of the
blood. He was talking about humiliating sidhe.

Trolls
Seelie Sluagh: The boggans shackle themselves with details, the trolls with honor. We know their past, and we know
their fate, and in the meantime treat them with due respect.
You will learn nothing from them, save by watching their examples. They, of all the other kith, know the value of silence.
Unseelie Sluagh: They're bright enough to know when they're being fooled, but not bright enough to shed their vaunted honor long enough to do something about it. The
word "long-suffering" was coined for these poor idiots.
from the Slaugh Kithbook
The Wickedest Boy in the World, or How the Slaugh Came to Whisper

Chapter One: A Night's Worth of History (History of Sluagh)

Chapter Two: And Who are we? (Description of Slaugh)

Chapter Five: Secrets Told After Midnight (Slaugh-specific Merits & Flaws)

Slaugh @ White Wolf Wiki

Slaugh @ Changeling the Dreaming Wiki
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