Showing posts with label system. Show all posts
Showing posts with label system. Show all posts

Thursday, June 23, 2011

The Kingdoms of Concordia

The High King David Ardry Ap Gwydion rules over Concordia (North America) since 1971. Concordia is made of many Kingdoms.

Kingdom of Apples: Ruled by Queen Mab Ap Fiona.
Kingdom of the Burning Sun: Ruled by Chief Greyhawk Ap Gwydion.
Kingdom of the Feathered Snake: Ruled by Duke Topaz Ap Gwydion.
Kingdom of Grass: Ruled by Queen Elizabeth Ap Dougal.
Kingdom of Pacifica: Ruled by Queen Aeron Ap Fiona.
Kingdom of the Northern Ice: Ruled by Queen Laurel.
Kingdom of Willows: Ruled by King Meilge Ap Eiluned.


For simplicity sake, the game will focus entirely in Concordia.   There are other Kingdoms beyond Concordia; there is Hibernia (Ireland), Caledonia (Scotland), Albion (England), Cymru (Wales), Iberia (Spain), Neustria (France), the Galacian Confederation (Eastern Europe), the Northern Realms (Scandinavia), the Isles of the Wandering Dream (Australia) and the Land of Ancient Mysteries (Africa).  But rather than make the game a worldwide story, it might be suffice to limit the story to North America alone, and the Dreaming.  

The Unseelie Court


The Unseelie are often viewed as the night to the Seelie Court’s day. Seen as the “bad” fae (although it is unfair to say any member of the Dreaming is entirely “good” or “evil”) they mock the traditions the Seelie try to uphold and believe the Dreaming has deserted them. Valuing change, free-thinking, progress, and passion, they do not attempt to merge the Dreaming with the mortal realm again and have no desire to reclaim Arcadia; they believe wishing for the past is foolish, and look only to the future. The Unseelie are seen as radicals, twisting Seelie ideas for sake of personal gain. Glamour, which is needed for all fae, is abused for self gain and power. Banality, which is feared above all else by the Seelie, is instead viewed (by the most radical of Unseelie) as a powerful tool which needs to be harnessed in order to ensure survival.
Unseelie Court by Medb hErenn
Unseelie Code
  1. Change is good -- Stagnation is the road to banality. Nothing lasts forever, and the smallest spin in the wheel of fortune can mean the difference between being being a Prince or a Pauper. Chaos brings new forms of Glamour. To refuse to change is to deny the universe. Adapt or Die
  2. Glamour is free -- Glamour is everywhere, and if not used is worthless to all, unseelie or seelie. Hoarding it away is irresponsible and makes no sense, as it is replenishible. As long as there are mortals to muse or ravage there will always be those who dream -- therefor there will always be Glamour. Acquire by any means possible, and you will never be with out.
  3. Honor is a lie -- The modern world does not hold any place for ancient virtues like Honor. This is merely a thin veil of paint to cover the emptiness behind a great deal of traditions. Only the truth can be attained though one's own self interest.
  4. Passion before duty -- To deny your passions is to deny your fae self. This leads to stagnation and hence banality. Follow what you feel, trust your instincts, and act on your impulses. Live life to the fullest with out regard to what the consequences may bring. Those hang overs will still come in the morning. Life is short, live in the moment and enjoy it whiles you can. Eat, drink, and be merry, for tomorrow you may die.

Rulership

In the past, the Unseelie Court ruled during the winter months (Samhain to Beltaine) and transferred power to the Seelie Court during the summer months (Beltaine to Samhain). Currently the Court is ruled year round by the Seelie Court, with a token exception during Samhain, a matter that causes unrest and argument among nobles and common folk alike.

The Seelie Court


The Seelie Court was originally known as the Summer Court and held dominance between Beltane/May Day and Samhain/Halloween. The Seelie Court has its own motivations and beliefs, summed up by the Seelie Code. Of course, this is in direct opposition to the Unseelie Code, and in modern days Changelings typically pick one Court or the other to belong to.

The Seelie Court by Patricia McCracken


The Seelie Code

  1. Death before dishonor -- Honor is the most important of virtues even in this modern world, Knights and Royals still exist. And Honor is the Source of all glory for them. Keep your personal honor intact, even if that means that you travel down a road that leads to your demise.
  2. Love conquers all -- Love is the purest expressions of what it means to be Seelie. Love in its truest form True love goes beyond all and personifies what it means to be Seelie. Courtly love best expresses love in its highest form, although love of family and friends can embody all that is this most of exalted of virtues. Anything can be done, and is permitted in the name of true love.
  3. Beauty is life --- A timeless quality, it is a quality that can not truly be described but is, as one sees it, one knows it. It is the muse of all creativity, like a blooming blue rose of the Dreaming. Found it must be protected, for it is both eternal and fragile. It is an Honor, nae, privilege to die in the act of protecting something that represents Beauty.
  4. Never forget a debt -- All good deeds are not with out reward, likewise all terrible acts should be punished as such. When receiving a gift, one is obligated to return the favor. An oath of friendship should be answered with a corresponding oath. To refuse aid to someone you are indebted to is a grave insult. Never refuse to aid anyone to whom you are indebted. Never forget a kindness... or a cruel act.

Monday, June 20, 2011

About the Game

"You lead a double life, alternating between reality and fantasy.   Caught in the middle ground between dream and wakefulness, you are neither wholly fae nor wholly mortal, but burdened with the cares of both.  Finding a happy medium between the wild, insane world of the fae and the deadening, banal world of humanity is essential if you are to remain whole.  Although your faerie self is ageless and eternal, your mortal body and mind grow older and less resilient as you move through life.  Sooner or later, nearly all changelings succumb to one of two equally terrifying conditions;  Banality, the loss of their faerie magic; or Bedlam, the loss of their mortal reason.

"But is this fate inevitable?  Can you retain your childlike wonder while fighting against the frigid Banality that seeks to numb your mind and steal your past?  Can you ride the currents of the Dreaming without being swept away in the maelstrom of Bedlam?

"You stand alone in the mundane world.  No mortal will ever understand the depth of your alienation, strangeness, and uniqueness.   Though you may try to communicate your condition through art (and many have tried and failed), only those with faerie blood will see, understand, and appreciate what you are.

"An exile among exiles.  Lost among the lost.  The stranger in every crowd.

"Hail, fellow traveler- welcome to the Dreaming."

Introduction, Changeling:  The Dreaming

Changeling the Dreaming by tunatorpedo