Category:Seemings

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The physical form that a Changeling (see Changeling: The Dreaming) is born with, as opposed to the Fae Mein that the Changeling gains after going through their Chrysalis. Seeming is the term commonly used to refer to the apparent age of Changeling. For Changelings there are three different Seemings that cover a particular age group and whiles different groups of changelings (Nunnehi, Menehune, Merfolk and Ghille dhu.) have different names for these Seemings, they all relegate the amount of willpower, Glamour and Banality they start out with; along with certain personality traits and physical features.

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Childling

Known as Youngling to the Nunnehi, Keiki Iki for Menehune, Nereids by Merfolk and Spring for the Ghille Dhu; These are the youngest of the seemings, spanning from the ages of mortal birth to approximately twelve years of age.

Wild and rambunctious, they are full of glamour, haven't been drug down by the over all banality that surrounds them, and whats' more; almost no willpower to control themselves. Some have lived countless lifetimes and may not be as innocent or naive as they may seem.. However they are still children at heart. The world is their playground and the worries, passions and trivialities of adults are far away in a distant galaxy. The world of the fae is sparkling with glamour and full of energy. At best they are wonderfully imaginative, enjoying the wonders of childhood while they can.

At their worst they are vicious and feral. Many childlings still don't understand the feelings and emotions of others and as such don't see any problems with a ravaging or a quick enchantment of the nearest mortal (normally this being their parents, teachers or other family members who might have a banal streak a mile wide...) here and there. Elders tend to let these slide, clicking their tongues and saying "Childlings will be childlings."

Most of these Childlings are those who have been confronted by said people and found the only solution was to either hide continually in their faerie identities or simply run away from home and find a freehold that will look after them.

In the end Childlings enjoy a certain degree of privilege in Kithain society. They're nurtured, taught and encouraged. Because they're learning, they're often forgiven for their misdoings.

Inexperience, however, shuts them out from many adult activities.

The solution is to live in a dream of their own. In their own private reality, playtime never ends.

Wilders

The Braves, Kanaka, Nixes and Summer. Whatever you call this seeming it lives up to its over all name. Going from anywhere from Thirteen to Twenty-five, they are rebellious, devious and hedonistic. They make up the large number of the Kithain (and other changelings) and thus often strive to be the leaders of both Seelie and Unseelie Courts. Childlings are too young to take up responsibility and Grumps are starting to go over the hill and sadly fade away. Wilders have matured a bit sense Childling, though some start out Wilder and never learn what it was like to be that age but are still full of hope and more than often themselves. They can be arrogant and daring, seeking out adventure around every corner, caught in the throws of eternal adolescence and willing to take up any duty without thought or cause. New opportunities have opened themselves, and the world is still full of possibility. Music, art, anything new trendy or cutting edge will draw them in like moths to a flame. It is a great time to be alive and they want to milk it for all its worth. But the flame that burns the brightest can be the one that dies the quickest.. Burnout is a wilder's greatest fear. They don't want to miss a moment of their enchanted existence. After all, growing old brings with it Banality and eventually the Undoing. The most extreme wilders would rather die than lose the memory of what it is to be young and fae. Living on the edge, wilders follow ambitions that propel them into positions of responsibility without authority. Rebelling out of desperation is the natural response. Those who still hang on to a second mortal life also feel a overwhelming need to escape. Those who don't are consumed by their passion. Either way, wilders live lives filled with constant energy and motion. Chaos and adventure fuels their very essence.

Grumps

At last we come to those golden years when the twilight starts to blur vision and fog memory. The Elder, Kumu, Naug, Autumn, whatever you want to call any age from twenty-six or beyond, there is one universal constant to all of them. Growing old Sucks. It sucks even more for those who just have happened to discovered their fae natures as grumps! So much time wasted! And already back to the cycle? What cruel joke be this? It isn't a wonder that many become irascible and bitter. The pleasures and glamour of youth gone, and the youth they see now is wasted on the young. Banality creeps in like a thief in the night chipping at their idealism. As if to soften the blow, most Grumps like to be called "Greybeards", but among the young, the name "grump" has stuck. By the late twenties, most greybeards fall before the onslaught of Banality and lose their changeling essence. The most unfortunate are Undone: they lose all memory of their changeling lives. If a greybeard has been able to hold off this fate for long, he has no doubt gained a degree of wisdom. The staunchest changelings find ways to stave off this slumber, even though they may find it difficult to set aside their mortal lives in the process. Greybeards see themselves as the most reliable and responsible of the Kithain. They often assume the duty of caring for childlings, as wilders think they have more important things to do. They are also keepers of tradition and lore, and they are eager to pass on this knowledge to the young. If only the young would listen more often.... When the burden of the mundane world becomes too great, the easiest escape from ennui is the intrigue of the noble court. These fae see themselves as the movers and shakers in the higher echelons of the court, even if the wilders — or their rulers — see other wise. Though they realize much of Kithain society is hopelessly antiquated, they have grown to appreciate it. There is wisdom in the rituals of the Kithain, and the greybeards treasure it. Keep in mind that not all Grumps are bitter and joyless. Some spend time on fantastical quests seeking out prized treasure like a gold miner seeking his fortune and every so often they are able to put on a show to remind those damn kids that there is still fae magic running through their old bones.

The Numbers Game.

  • Childlings start out with Five Glamour, One Banality and One Willpower. Younglings start out with Six Glamour, One Banality, and One Willpower. Kinain Childlings start out with Four Glamour, Two Banality, and One Willpower.
  • Wilders start out with four glamour, have three banality, and two Willpower. Braves start out with Five Glamour, Three Banality and Two willpower. Kinain Wilders start out with Three Glamour, Four Banality and Three Willpower.
  • Grumps start out with only Three Glamour, Five Banality, and Five Willpower. Elders start out with Four Glamour, Five Banality and Five Willpower. Kinain Grumps begin with Two Glamour, Six Banality, and Five Willpower.

What about other things?

There are other things tied to the Dreaming, and yes they do have something that works similar to Seemings. However it differs in every circumstance.

Inanimae: Whiles they call it "Jeu", the meaning is the same. The only difference is that this term refers to how long they have been awake and not their apparent age and addition of Slivers. Oddly enough, glamour seems to go up the longer an Inanimae is active.

  • Childlings begin with Three Glamour, Five Banality, Two Willpower and have a starting number of Three Slivers.
  • Wilders have Six Glamour, Four Banality, Three Willpower and Three Slivers.
  • Grumps start out with Six Glamour, Six Banality, Five Willpower, and Four Slivers.

Adhene: These creatures do not have the concepts of age like all the other creatures of the dreaming. Thus they do not have something equivocal to Childling, Wilder and Grump.

They have instead Aria, a trio of behaviors and forms particular to their particular race. These states are complex, subtle and, to the changelings eyes, alien and unfathomable. What Aria they are in all depends on a great deal of factors. However one Aria will play dominate whiles the other two squabble over who is secondary. This of course is dependent on circumstances.

The Three Aria

The Dioniae: This part is the Id, the part of the psyche dealing with the base desires, it is often aggressive, and impulsive. This form isn't Unseelie, there isn't any formalized code, but many outsiders view it as such. When it is viewed at all that is.

Starting Glamour and Willpower is Four and Two respectively.

The Araminae: This is the rational everyday mind, the Ego. The Araminae tries to control the Dioniae and represents constructive energies. It approaches a "rational" without being Banal.

Starting Glamour and Willpower is Two and Four.

The Apolliae: The Super Ego, the higher self, the conscience. Or what loosely resembles one, this part includes what some would deem as "seelie" instincts, such as a code of honor or a personal code of ethics. This of course may not even approach what some would deem human and may involve killing the few to save the many..

Starting Glamour and Willpower is Three.

More information on Seemings can be found in Changeling the Dreaming First and Second Edition.Changeling: The Dreaming

Pages in category "Seemings"

The following 3 pages are in this category, out of 3 total.

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