Seelie Legacies


Alchemist
Arcadian
Artisan
Aspirant
Autocrat
Bumpkin
Bureaucrat
Cavalier
Child
Comrade
Courtier
Crafter
Dandy
Diplomat
Director
Explorer
Gadfly
Hermit
Humanist
Jester
Judge
Knight
Martyr
Mystic
Oracle
Orchid
Paladin
Panderer
Pedagogue
Penitent
Philanthropist
Pishogue
Prankster
Regent
Sage
Saint
Seer
Squire
Stoic
Traditionalist
Troubadour
Visionary
Virtuoso
Wallflower
Wayfarer
Wildflower

Alchemist
(Custom rule; use as per ST discretion)

"As above, so below..." runs the alchemical axiom, and you believe it. You are a scientist of the Dreaming, patient and rational. There is more to be learned in the lab and the library than anywhere else, and the results are so much clearer in those venues. You are a student of the mysteries, a dabbler into metasciences, and an explorer of forgotten lore. What's more, you believe that the answers to everyday problems, both mundane and esoteric, are found in the operations that one performs magically. You are as close as the Dreaming permits anyone to become to rational and methodical without slipping into Bedlam, relying on careful consideration and an implicit (if not entirely consistent) logic.

Quest: Whenever a breakthrough gives you a greater understanding of the magical axioms which allow Glamour and the Dreaming to function, you gain Willpower.
Ban: Never participate in social games or other "distractions" when there is work to be done in the lab.
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Arcadian
(Changeling Players Guide, p. 53)

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 when 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 about the Seelie Court, and you remain close to your fae nature.

Quest: Regain Willpower every time you learn something new about your fae nature or the Dreaming itself.
Ban: Never stay in your human life for too long.
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Artisan
(Custom rule; use as per ST discretion)

There's no substitute for hard work, no matter what anyone says. Ultimately, you know that nothing is ever accomplished unless people are willing to toil at it, tirelessly getting the job done. Other fae may flit about, with their court intrigues and their love affairs, but in the end, it's sweat, tears, and blood which get the job done, and any Seelie fae who says otherwise has no idea what he's talking about, as far as you're concerned. You don't labor for glory, but for the pride of a job well done, and it's almost impossible for you to be at peace with a project still incomplete, tugging at the corner of your mind. You're not afraid of heavy labor, and regard the calluses on your hands as a badge of honor. You are proud of your work, but not arrogant towards anyone, as long as they have respect for your toil.

Quest: Whenever your labor at a task at the expense of yourself finally pays off with success, you gain a point of Willpower.
Ban: Never rest easily until your current projects are complete.
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Aspirant
(Changeling Players Guide, p. 53)

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, your aspirations tend towards gaining general excellence, rather than mastering one particular field. You view the pursuit of a goal to be just as important as obtaining it. As a result, others may see you as a jack-of-all-trades but a true master of none, someone who abandons projects once he becomes bored with them. The challenge of learning the new thing is what interests you, so your accomplishments are likely to be diverse, but not entirely noteworthy.

Quest: Gain Willpower every time you overcome an obstacle.
Ban: Never pass up a learning opportunity.
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Autocrat
(Custom rule; use as per ST discretion)

It's your way or the highway. You want to be in charge, and seek prominence for its own sake, not necessarily because you have the organization's best interests at heart or have the best ideas, though certainly you think both of those things are true. You may genuinely believe that others are incompetent, but ultimately you crave power and control. You are likely to justify your authority through imagined or real threats, and though your leadership may be solid, you also brook no argument from those with equally valid alternate viewpoints.

Quest: Regain a point of Willpower whenever you achieve control over a group or organization involving other individuals.
Ban: Never tolerate disobedience or disrespect.
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Bumpkin
(Changeling: Second Edition, p. 130)

Solid and practical, you approach every problem with common sense and pragmatism. You bring the conversation back to the point and ask the questions that get the right answers. Always prepared, you think about possible scenarios in advance and take precautions against them, or else are more than willing to use whatever's around to solve the matter. You love solving problems, both your own and those of others. You become frustrated with people who don't seem to think quite as logically as you.

Quest: Whenever you successfully apply a practical, homespun solution to any problem, you regain Willpower.
Ban: Never miss an opportunity to solve a problem through practical application of logic and common sense.
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Bureaucrat
(Custom rule; use as per ST discretion)

Laws were created for a reason, and you have to be sure to follow them. Rules weren't made to be broken, contrary to what the Unseelie might believe. The Escheat exists to protect the Dreaming, the Seelie Code reminds us how to live, and a host of other rules have all been handed down from responsible leaders and visionaries among the fae. Even mankind's laws aren't as easy to forget as some Kithain might hope. You must follow the rules to a "T." If nobody follows the laws, civilization breaks down into chaos, and no one in their right mind wants that. Other fae probably see you as stodgy and hidebound, a likely candidate for the Undoing by your own Banality.

Quest: Whenever you solve a situation "by the book," and can get others to follow correct procedures, you gain a point of Willpower.
Ban: Never willingly permit the laws and traditions to be broken, though you might accompany those who did so, if only to point out their mistakes.
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Cavalier
(Custom rule; use as per ST discretion)

You are a flamboyant soul, always seeking attention and the chance to be the brightest star. Dashing and heroic, you are as much interested in the style of greatness as its substance. You quip your way through even the most desperate of battles, never entirely taking the risk seriously, and always preparing for an exciting escape if the threat level becomes too high. Nothing excites you as much as a new audience to woo and win. While others may despise you as a pretentious image-obsessed brat, you aspire to the heroic ideal. You've simply become lost in the romantic notion of the hero, and refuse to part with it.

Quest: Regain a point of Willpower whenever you make a scene, impressing and dazzling other characters.
Ban: Never do anything small. Never miss an opportunity to quip or do things in a showy, ostentatious fashion.
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Child
(Custom rule; use as per ST discretion)

You are still immature in personality and temperament. Wide-eyed and innocent, you either know little about the world, or feign ignorance to get others to take care of you. At your worst, you are a brat: you want what you want now, and you prefer it if someone gives it to you. At your best, you have a refreshing attitude about the world, as you learn all about it, asking the questions that others have always assumed answers for, but never spoken out loud. Although you might be able to look after yourself, you would rather have a caretaker-type who would look after you.

Quest: Regain a point of Willpower whenever you manage to convince someone to help you with no gain to herself, or to nurture you.
Ban: Never do things alone when there are others to help you.
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Comrade
(Changeling Players Guide, p. 53)

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.
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Courtier
(Changeling: Second Edition, p. 130)

Somewhat the social butterfly, you use wit, charm, and flirtation as tools to lighten the mood. You live for social interaction. You are a student of etiquette and a lover of dances, parties, and courtly gatherings. Your tact and grace often place you in the position of diplomat. Because your goal is harmony, you are deeply concerned with politics, ritual, custom, and the preservation of order. Often working behind the scenes, you soothe hurt feelings and encourage others to relax and have a good time.

Quest: You regain Willpower whenever you deflate a volatile solution and return the gathering to peace and harmony.
Ban: Never purposely make anyone angry or upset.
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Crafter
(Changeling: Second Edition, p. 131)

The urge to improve things burns strong within you. You see everything in terms of what you can do to make it better. Nothing brings you greater joy than creating something beautiful or useful out of the ugly or useless. You are never without a project of some sort, whether it is a painting, a sculpture, an organization, or the training and molding of a less-than-perfect individual. You enjoy the process, but can't wait to see the finished product.

Quest: Whenever you create something of lasting value, you regain Willpower.
Ban: Never miss an opportunity to put your touch on something and improve it in some way.
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Dandy
(Changeling: Second Edition, p. 131)

A social climber at heart, you are an expert on court etiquette. Your goal is to get as high up the ladder as possible. Court intrigue and gossip feed you, and you can always be found at the periphery of trouble, watching and listening to see what you can learn and possible use for your own benefit at a later time. Somewhat of a snob, you look back down the ladder with disdain, especially at those who might take your position from you. However, you know better than to burden your bridges. As a result, you tend to play the diplomat. You will do anything to make yourself look good, often helping others and taking risks in order to do so.

Quest: Whenever you succeed in strengthening your hold on your current social position or in getting a promotion, you regain Willpower.
Ban: Never miss an opportunity to ingratiate yourself to one of your superiors.
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Diplomat
(Custom rule; use as per ST discretion)

The world is full of people who'd rather be right than have peace, firebrands who think with their tempers and not their brains. Someone has to try and get the parties involved to sit down and actually listen, and who better than you? You are patient, compassionate, and see all sides of the issue. Long after others would have tired of diplomacy, you remain the fair arbiter, neutral to the demands of others, willing to make peace but not at the expense of the rights of others. You may be calm, harried, pleading or stern, using a wide variety of tactics to suit your audience, but you can tailor your message to what people want to hear. Unlike the Courtier, you do not exist merely to please; you have a sense of what is right and just that drives you, and that won't let you settle for an agreement wherein one side has leverage over another.

Quest: Whenever you can bring people of disparate viewpoints to a mutually beneficial agreement, or at least keep the peace between them, you regain Willpower.
Ban: Never make a decision without hearing all sides of the issue.
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Director
(Custom rule; use as per ST discretion)

Nothing is worse than chaos and disorder, and it creeps in at a moment's notice. You seek to be in charge, not for the sake of your own power, but simply to keep everything running smoothly. You are perfectly willing to take a subordinate position, even to be rarely or never praised, if you could only make things more orderly and efficient. Alternately, you may see other leaders as a source of the problem, and demand a more central role in the structure of whatever organizations you belong to. You often have inventive new ways of doing things, but these innovations may get in the way of others and their habits.

Quest: Regain a point of Willpower whenever you get a group to do something in a well-organized and efficient way.
Ban: Never miss an opportunity to inspect how things are done, and throw in your own two cents on the matter.
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Explorer
(Custom rule; use as per ST discretion)

There is a whole world out there, both on Earth and in the Dreaming, and no one really knows the first thing about it. You are only truly content when you are blazing a path into new territories, finding what's out there and bringing back news of it to others. You take risks so that others don't have to, but you also enjoy the thrill of putting yourself in the way of possible danger. At the same time, you know when it's best to act as an observer, and you have learned to move quietly when it is necessary. You may be excited or fearful of the great unknown, but, no matter what, you cannot resist its call.

Quest: Whenever you successfully explore new territory, find something that no one has ever seen before, or find a solution that no one else thought of, you gain Willpower.
Ban: Never pass an opportunity to be the first to discover something new. Never resist an opportunity to share your findings with others.
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Gadfly
(Changeling Players Guide, p. 53)

Someone has to keep the powers-that-be honest. It might as well be you. No one is 100% right, and you always take great pleasure in pointing this out to everyone. Unlike the Humbug (see Unseelie Legacies), 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 that 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.
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Hermit
(Changeling: Second Edition, p. 131)

You are reclusive and ascetic by nature, preferring your own company to that of others. Introspective by nature, you view everything from a very personal standpoint. When in public, you tend to be quiet, speaking only when spoken to, unless your input has such extreme relevance that you feel that you have to say it. One of the benefits of this is that others tend to see you as wise, since when you do speak, your words often make a profound point that was overlooked. Despite your desire to be alone, you are drawn out by the need to watch and learn. Your curiosity about the nature of things and your place among them keeps you from being totally isolated.

Quest: You regain Willpower whenever you find a solution to a problem through inner reflection rather than brash action.
Ban: Rarely speak unless the situation is dire and you feel that your viewpoint has not already been expressed.
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Humanist
(Changeling Players Guide, p. 53)

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 life, 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 fae life.
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Jester
(Custom rule; use as per ST discretion)

The world is such a fun place, but everyone always gets hung up on their misfortunes. You're here to make sure that doesn't happen, distracting them from their troubles long enough for their natural tendency for happiness to reassert itself. You are an entertainer and a confidant, who finds out the troubles of others to help them forget them. You think nothing of making yourself look the fool, if only it'd bring a smile to the lips of others. You'll do what you can to delight others, and have a soft spot in your heart for innocents in trouble. More than willing to draw fire from those who would make problems for your friends, you are a staunch defender of what you see as their best interests.

Quest: Whenever you successfully manage to take people's mind off of their troubles, you regain Willpower.
Ban: Never miss an opportunity to cheer someone up, no matter what it takes.
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Judge
(Custom rule; use as per ST discretion)

You seek to perpetually improve the system, taking pleasure in your rational nature and ability to draw the right conclusion when presented with the facts. You respect justice as the highest ideal, and are quick to point out its efficiency for resolving all issues. You are hardly a visionary, relying on what has gone before as the best model. Nonetheless, others look to you to solve disputes, carefully listening to all sides and gathering all the facts before you make a decision. You are highly likely to speak up if you think someone has made an unfair decision, though your opinion may differ wildly even from another Judge's. You believe that fair decisions are more important than merciful ones, and strive for what is right over what is easiest.

Quest: Regain Willpower whenever you correctly deduce a mystery by assembling the clues presented, or when one of your arguments unites dissenting parties.
Ban: Never rest until you are certain that justice has been served. Never let injustice occur without speaking against it.
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Knight
(Changeling Players Guide, p. 53)

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. You may even have been raised with a strict code all your life which you latch on to unswervingly, and will not desert simply to suit your own ends. In any 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.
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Martyr
(Custom rule; use as per ST discretion)

You suffer for your cause, enduring trials out of the belief that your suffering will ultimately improve the lot of others. You may want the attention or sympathy that your ordeals engender, or you may actually be sincere in your cause, greeting the opposition with unfaltering faith in your beliefs. You are the first to throw yourself between harm and your friends, knowing that your sacrifice will serve to shelter them.

Quest: Regain a point of Willpower whenever you sacrifice yourself or your comfort for your ideals or another's immediate gain.
Ban: Never indulge in what could be given away instead; never accept gifts or comfort when there are others who could use them instead.
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Mystic
(Custom rule; use as per ST discretion)

It's a strange world out there, and you're determined to find out more about it. Whether it's esoteric subjects like alchemy or the geography of the Dreaming, or more "worldly" matters like the interactions of Chimera or the creation of ephemera, you have keen insights into the matter. You may not be willing to reveal all the tricks of your trade, but you enjoy the accord you receive as a student of the great unknown. Other affairs can wait so long as there is new spirituality or metascience to hold your attention.

Quest: Whenever you develop a new theory about supernatural phenomena and get a chance to test it out, you gain Willpower. Storytellers should be judicious in awarding Willpower only for shocking new discoveries, and not everyday developments in a character's mystical life.
Ban: Never resist a chance to dabble in the mysteries of the world, even if you risk your life for it.
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Oracle
(Custom rule; use as per ST discretion)

Unwelcome though they may sometimes be, messages come from the spirit world and the future which cannot be ignored. You are the figure who receives and interprets these signs, and your burden is to warn others of their impending meaning. Your presence may not be wanted, but it is needed, and you refuse to abandon your sacred mission. Perhaps you have revelations from a gift at birth, or a magical Art, or even the spirits of the dead speaking with you, but you do your best to interpret the truth and share it with others. Some regard you with reverence, others with dread, but you are sworn to your obligation to pursue the truth and reveal it to others.

Quest: Whenever you intervene on behalf of spiritual and mystical agencies, delivering messages and omens for them, you regain Willpower, especially if these augurs come to pass.
Ban: Never turn away from a revelation simply because it is unpleasant or others do not wish to hear it.
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Orchid
(Changeling: Second Edition, p. 131)

Up until now, you have lived a pampered, protected life, whether it was in Arcadia or in your mother's arms. Suddenly, you have been forced out into the light and faced with the harsh realities of the world. You find it difficult to trust anyone, and yet you fervently wish for someone to come along and take care of you. You have no experience dealing with the dangers and hurts of the real world. Wide-eyed and innocent, each new disaster threatens to shatter your world. You let others make your decisions for you, not out of preference, but rather as a result of the insecurity you feel when faced with problems.

Quest: Whenever you escape a frightening situation with your sense of well-being and innocence intact, you regain Willpower.
Ban: Never trust a stranger; never reveal yourself to anyone.
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Paladin
(Changeling: Second Edition, p. 132)

You are the quintessential competitor, and your story is that of the brave, stalwart athlete or hero. Constantly searching for new challenges to overcome, new adversaries to wrestle, new causes to fight for and protect, you live for the chance to slay the monster and fulfill the quest or win the game. Without the thrill of striving against others (or yourself), life quickly becomes dull and meaningless.

Quest: Whenever you successfully overcome a truly challenging situation, you regain Willpower.
Ban: Never refuse a fair challenge, or a chance to prove your courage.
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Panderer
(Changeling: Second Edition, p. 132)

You love to see other people happy, and do whatever you can to encourage them, whether through playing matchmaker or refilling a drink. Perhaps you live vicariously through their experiences, or perhaps you just feel that others sometimes need a little push from you to find their fulfillment. You spend more tome on this than you do pursuing your own interests and gain great pleasure from it. A skilled manipulator, you work most of your magic from behind the scenes, dropping hints or subtle encouragement.

Quest: You regain Willpower whenever you cause someone else's happiness or fun without them realizing your part in it.
Ban: Never do anything that you know would undermine another's happiness.
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Pedagogue
(Custom rule; use as per ST discretion)

You know it all, and desperately want to inform others. Whether through a sense of purpose or a genuine desire to help others, you make sure that your message is heard– at length, if necessary. Unlike the removed Sage, you are more than willing to lecture those who lose their way. You may be a well-meaning mentor, or a verbose blow hard who loves to hear yourself talk. You are unlikely to sit idly by as others make the mistakes that you made, though you may not necessarily have the answers to suit their problems.

Quest: Regain a point of Willpower whenever someone benefits from wisdom that you have imparted to them.
Ban: Never miss an opportunity to instruct someone in the proper manner of doing something (though you may do so politely, embarrassing them serves no real purpose).
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Penitent
(Custom rule; use as per ST discretion)

You exist to atone for a grave sin you have committed, or feel that you committed. You have either a low self-esteem or a legitimate, traumatic past, and you feel compelled to "make up" for your previous actions. You are not necessarily religious; you may simply wish to scourge the world of the grief that you bring to it. You feel remorse for your actions of the past, or perhaps even actions you continue to commit, and are conflicted about how to atone for these crimes. As such, you do not let yourself rest easily, living a life of constant contrition, avoiding creature comforts, and seeking some answer for your existence. The most tortured of your type are those who believe their fae natures are a curse, and are trying to atone for an imagined crime that forced the Chrysalis on them. Such tortured beings are frequently Undone, or turn to Dauntain ways.

Quest: Regain Willpower whenever you fully atone for something you have done wrong (or perceive as something you've done wrong), on an equal magnitude of atonement for crime.
Ban: Never let yourself become too comfortable. Never praise yourself or accept praise.
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Philanthropist
(Changeling Players Guide, p. 53)

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. some divine source), 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.
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Pishogue
(Changeling Players Guide, p. 54)

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 than 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 ingénue, and your world view makes you generally very trusting of others. This does not necessarily mean that you are easy to manipulate, however. Because of your strange mental state, you are easily distracted, but 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 Willpower every time you avoid a particularly unpleasant truth.
Ban: Never take anything too seriously.
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Prankster
(Changeling Players Guide, p. 54)

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 and 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 possible). Never take anything too seriously.
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Regent
(Changeling: Second Edition, p. 132)

Nobility in the purest sense, you are the ruler, the patriarch or matriarch. You are the judge and legislator who sorts right from wrong. More than any other, you feel the heavy burden of duty and obligation. Often, you have to deal our punishment. Although you despise it, it is a necessary part of your responsibilities, and you perform it with as much wisdom and fairness as you can muster. You have resigned yourself to the fact that regency is a lonely and often misunderstood mission, and you do not let your personal feelings interfere with the charge of your station.

Quest: You regain Willpower whenever you resolve a situation through the strength of your leadership.
Ban: Never compromise or shirk your duty or the laws by which you live, whatever they may be.
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Sage
(Changeling: Second Edition, p. 133)

You are the adviser, the wise one, the teacher. You have traveled many places and seen many things. You have learned, and you willingly share your insights with others. The quest for knowledge and wisdom is paramount to your goals in life. You see something to be learned in every situation. Like the old man of the mountain, you don't force your wisdom on others, but share it with an open heart to any who wish to learn. You can often be found in quiet consultation with a confused wilder or telling stories and anecdotes to childlings.

Quest: Regain Willpower whenever someone follows your advice and succeeds at his chosen task.
Ban: Never stand in another's chosen way, for the path to wisdom is difficult for everyone.
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Saint
(Changeling: Second Edition, p. 133)

You feel the pain of those around you and strive to ease their suffering. You give freely of your time, your belongings and whatever else it takes to increase the happiness of others. This often places you in a position of martyrdom, so complete is your altruism. Your own happiness is secondary to that of others. You can become so obsessed with your cause that you endanger yourself. However, you would never do anything that might bring harm to others. You exemplify a life of simple faith and charity, encouraging others to do the same, unlike the Martyr, who undertakes his sacrifice alone.

Quest: Whenever you protect someone else or alleviate their suffering, you regain Willpower.
Ban: Never knowingly cause distress or harm to anyone.
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Seer
(Custom rule; use as per ST discretion)

Someone has to plumb the mysteries of the world, for the good of others. You exemplify that role, carefully gathering all the information you can through natural and supernatural methods so that you can play the role of adviser and soothsayer. You pride yourself on the ability to ferret out the truth, the best path, and the answers, though you know that sometimes they will shock and terrify people. Still, you must gain whatever insight you can; to live in darkness is not to live at all. Whenever you can, you use supernatural methods to divine the best course of action, whether that is the Art of Soothsay, an innate gift you possess, or communication with the spirit world.

Quest: You regain Willpower whenever others act on your advice, especially that gained through supernatural means.
Ban: Never undertake any major course of action, or let any of your friends do the same, without at least a serious attempt to divine the future.
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Squire
(Changeling: Second Edition, p. 133)

Rather than stepping into the limelight, you prefer to support and help those who do. You are Tonto to the Lone Ranger, Watson to Holmes, Kato to the Green Hornet. You care nothing for glory or recognition, but merely seek the chance to be a small part of the process. You abide by the words of your present hero, and no task is too menial for you if your hero requests it.

Quest: You regain Willpower whenever you play a supporting role in an accomplishment, but take no credit for it.
Ban: Never contradict or undermine your current heroic companion.
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Stoic
(Changeling Players Guide, p. 54)

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. Some Stoics have fierce Unseelie sides that they hold back for years, passionate whirlwinds which explode out when they have finally borne all they can.

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.
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Traditionalist
(Custom rule; use as per ST discretion)

In a world which has forgotten its roots, you still see the old ways as the best. You speak fondly of the "old days," not to chastise as the Humbug (see Unseelie Legacies) does, but with the hopes of instructing others in avoiding the mistakes of the past. It's likely that younger fae and mortals see you as an old fuddy-duddy, with your outdated dress and manner of speaking, but you refuse to turn your backs on them, responding in as mentorly and sagacious a fashion as you can. If there's an old ritual or celebration, a forgotten tidbit of lore, or an archaic fae custom, you see the beauty and worth in it, and try to encourage that same respect in others. It's likely that you've fallen behind the times, and may not be aware of the newest rages among mortal and Kithain culture; you probably see them as passing fads, or not worthy of attention until they have withstood the test of time.

Quest: Whenever you prove to others that the old ways work best (forgotten lore, customs, and the like), you gain a point of Willpower.
Ban: Never try anything new without first doing it the old-fashioned way.
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Troubadour
(Changeling: Second Edition, p. 133)

You walk in a fog of pink and lilac optimism, feeling emotions more strongly than others and expressing them at every opportunity. You are an idealist who believes in the potential for a perfect world, a perfect love, a perfect life. You step into every situation with enthusiasm and wide-eyed wonder, anxious to experience the thrill of the moment. When you love, you love with abandon. When you cry, your tears would fill an ocean. When you are happy, you make sure everyone knows it. Forgiving and loving, you rarely find it in yourself to hate anyone, seeing them instead as just another fascinating piece of your glorious world.

Quest: Regain Willpower whenever you complete a task in the name of a higher ideal (love, friendship, romance, etc.).
Ban: Never hide your feelings.
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Visionary
(Custom rule; use as per ST discretion)

You are strong enough to look beyond the mundane and see the truly wondrous. You test accepted social limits and question authority not to destroy the old order, but to bring the dream to realization. You often question what others could be doing, as opposed to what they are doing. Wide-eyed but hardly naive, you possess a charisma and a vision which may either threaten others or draw them to you, depending upon their feelings about tradition and the changes you wish to enact. The Seelie Court often applauds visionaries while at the same time condemning change; this Legacy, more than perhaps any other, skirts the border between Seelie and Unseelie ways. Only the belief in what is right and best for others, the optimistic altruism of the Visionary, keeps him from turning Unseelie.

Quest: Regain a point of Willpower every time you are able to convince others to have faith in your dreams and follow the course of action dictated by your vision.
Ban: Never resist an opportunity to explain your vision to others, or correct a flawed system to correspond with your dream of the world remade.
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Virtuoso
(Changeling Players Guide, p. 54)

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 fear 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.
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Wallflower
(Custom rule; use as per ST discretion)

You are shy, and feel that your best place is hanging back when social grace or heroism are called for. Nonetheless, you are always attentive, paying attention for the chance to do your part. You keep to the wings, watching carefully, and making notes as to who is up to what. You don't feel you will ever shine, but you might be able to do your part to help others. Nonetheless, you resist anyone who tries to draw you out too much, retreating to the shadows where it's safe. Unlike the Lurker (see Unseelie Legacies) you aren't quick to cut yourself off for the sake of your own skin, and may secretly befriend others, so long as it doesn't force you into the limelight.

Quest: Regain Willpower whenever you learn a juicy secret or important piece of information by holding your tongue and paying attention.
Ban: Never make a scene, or speak up when you think your opinions aren't wanted. Never volunteer information without prompting.
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Wayfarer
(Changeling: Second Edition, p. 133)

Your story is that of the endless wanderer, the great explorer and adventurer who has a love in every port and rarely stays in any one place for long. You live by your own wits, though your restless nature often lands you in dangerous situations. A reactionary, you act first and think later. This sometimes saves you; other times, it gets you in trouble. Impatient and easily bored, you are always looking for the next adventure.

Quest: Whenever you survive a life-threatening scene through your own cleverness, you regain Willpower.
Ban: Never plan for the future.
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Wildflower
(Custom rule; use as per ST discretion)

You delight in the beauty of nature, the serene calm of harmony with the elements and the animals around you. Your idyllic view of nature may not always be true, but you live in a delightful dream of peace with your surroundings, taking only what you need and avoiding the excesses of modern civilization. In some ways, you are the Seelie counterpart of the Savage, but their cruel and barbaric ways have no place in your dream of harmony. You cultivate the wilderness around you, unafraid of being occasionally pricked by a thorn if it means you get to enjoy the beauty of a rose.

Quest: Gain a point of Willpower every time you show that the natural way is best, avoiding human artifice and technology for a more wild way of life.
Ban: Never let anyone threaten the beauty of the unspoiled wilderness, and nature itself.
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