David Ardry

David Ardry and his sister Morgan were raised in relative privilege, the children of the New York governer (David Sr.).   The moon landing in 1969 was an exciting and wonderful moment for Americans all over the world, but it was more than exciting for the fae. It was the start of a revolution.   The sidhe - the nobles of fae society - returned from their time in Arcadia. Since the Middle Ages, they had sequestered themselves in that ancestral homeland away from the banality of the modern world (known to them as the Autumn).   The newfound wonder and hope of the moon landing signified to the sidhe that, perhaps, it was time to return to the Autumn, but they found themselves in the same position as the commoner kithain (fairies) that they had left behind: even with this global inspiration giving the fae a breath of fresh air in the suffocating crush of banality, they still can't survive as pure fae spirits as they did in ancient times.   So, the sidhe took it upon themselves to conduct a protracted version of the ritual that has safeguarded the commoners for hundreds of years: the Changeling Way. It allows the fae spirit to live within a mortal vessel, mingling memories and abilities from both mortal and immortal lives, and upon the death of the mortal body (provided they don't die to cold iron) the fae spirit can find another mortal soul to latch itself onto.   Some of the sidhe took the longer, more stable option: to be a dormant part of the human's psyche until such a time as they could safely awaken to their true nature (in a process known as the Chrysalis, culminating in the Dream Dance). Others - like the fae spirit that would come to live in David's body - chose the short cut option, hijacking various humans and forcing a fusion of the souls.   But the Dreaming is not only a place, but an entity - and a fickle one at that. And David became aware of his new dual nature with the knowledge that the fae spirit had taken over his sister's body (who would come to be known as Morwen) and he were lovers in the centuries past.   It's a strange, tense relationship that has overshadowed their true devotion and loyalty to one another, but David has put it aside to the best of his ability.   Besides, there were more important things happening.   See, the commoners were not exactly happy to have the noble fae, who had not only abandoned but shut them out of Arcadia hundreds of years ago and left them to die, but now had returned to the Autumn and were asking - no, demanding their thrones and crowns back.   The commoners of Concordia (America) refused to hand anything over to those that abandoned them and left them at the mercy of Banality. Minor skirmishes, assassinations, and blackmailing grew increasingly common in Kithain society, and it didn’t take long for the nobility to wield their command of the Sovereign Art to enforce obedience. Despite conflicts, both parties openly declared their intent to find peaceful solutions, regardless of acts of violence intended to derail such hopes.   Then came the night that changed everything.   The nobles invited the commoner leadership to a Beltaine Ball, a celebration of the transition from winter to summer and one of the most important holidays in fae society (its sister holiday being Samhain in the fall). But instead of it being a time to celebrate and find camaraderie despite their differences, the commoners were ushered into the ballroom, the doors locked behind them, and nobles and their commoner servants attacked the leaders of the resistance with iron knives. This not only killed the commoners, but scattered their fae essences completely, never to be reborn again. This travesty, the Night of Iron Knives, led to the declaration of the Accordance War. For the nobles and their commoner armies, it was a conquering. For the commoners, it was a flagging, scattered resistance that was quickly swallowed up whereever the nobles put their fist down.   Starting in San Francisco, the nobles have swept their way northwest, and the fighting, war atrocities, and brutality on both sides has been monstrous.   But David has seen none of this. He, Morwen, and a handful of other young sidhe have been living in upstate New York with the bard and kinain (child of a fairy) known as True Thomas. But as New Year's 1973 has approached, Thomas has urgently packed up his charges and headed into New York City, citing a threat of a commoner motley approaching his estate.   It's been chaotic, with the merry making of the new year mingled with the ongoing assault by the nobles to take out all the commoner resistance in a desperate battle to hold onto their last bastion of major control in Concordia. True Thomas has been moving the childlings (young fairies) when he can and avoiding the fighting, but it's been hard to avoid it entirely, and the young sidhe have already had to defend themselves more than once.   And now, the news has come that the High King was assassinated by commoner insurgents with cold iron....

Mental characteristics

Mental Trauma

Like all of the Arcadian sidhe, David remembers none of his time in Arcadia. He assumes that they returned to the Autumn in response to the outpouring of Glamour from the moon landing - also known by the changelings (kithain) as the Resurgence.   But some of the sidhe believe that their return to the Autumn was a punishment - an exile ordered by the nobles that remained in Arcadia. But who knows who remained and who came back to the land of the mortals? No one remembers who was part of that journey at all.

Intellectual Characteristics

While he is still young and has not yet come into his own, David can be a shrewd, and at times Machiavellian, political operator. He will not turn his nose up at making deals with those who he personally despises to get what he wants.

Morality & Philosophy

David is known for his fairness, passion, nobility, and honor. He doesn't like the way that the nobles have treated the commoners, thinking that the commoners have just as much right to rule themselves as the sidhe do.   He hopes to find a way to coexist between everyone.
Age
17
Date of Birth
August 28, 1956
Birthplace
Albany, New York
Children

CHARACTER BREAKDOWN

  • Kith: Arcadian Sidhe
  • Court: Seelie
  • Legacies: Regent/Pandora
  • House: Gwydion
  • Seeming: Childling
  • Birthrights/Frailty: Unearthly Beauty and Noble Bearing/Curse of Banality
  • Antithesis: Correcting a child’s imagination (“Actually, dragons aren’t real.”)
  • True Name: Gerent
  • Musing/Ravaging Thresholds: Foster Trust/Create Anger
  • Glamour 5
  • Willpower 6

STATS

Physical

Strength 3, Dexterity 2, Stamina 3  

Social

Charisma 5 (outgoing), Manipulation 3, Appearance 5 (commanding)  

Mental

Intelligence 3, Wits 2, Perception 3  

Talents

Alertness 2, Athletics 3, Brawl 2, Empathy 1, Expression 4 (rhetoric), Intimidation 2, Leadership 5 (compelling), Subterfuge 1  

Skills

Animal Ken 2, Drive 2, Etiquette 2, Firearms 2, Melee 4 (longswords), Survival 1  

Knowledges

Academics 1 (mathematics), Gremayre 2, Law 4 (the Escheat), Medicine 1, Politics 3  

Arts

Contract 1, Dragon's Ire 3, Skycraft 1, Sovereign 2  

Realms

Actor 4, Fae 2, Prop 2  

Backgrounds

Chimera 2 (phoenix sword), Contacts 2 (government), Dreamers 2, Mentor 4 (True Thomas), Remembrance 3, Resources 3, Retinue 3, Title 3

Merits

Friendly Face, Iron Will, Natural Leader  

Flaws

Lifesaver

Legacies

Regent

Quest: When a situation is resolved due to your strength of leadership, regain Willpower.
Ban: Never avoid your duty or compromise the laws by which you live.

Pandora

Quest: When you overcome a situation you created by doing what you were warned against, regain Willpower.
Ban: Never keep a secret.

Additional Information

Birthrights and Frailties

Arcadian Sidhe Birthrights

Unearthly Beauty — Sidhe stand out in a crowd due to their beauty and regal bearing. Sidhe receive two additional dots of Appearance, even if this brings that rating above 5. When they invoke the Wyrd (p. 259), this beauty becomes overpowering. If a sidhe invokes the Wyrd in the presence of a character, the player must roll Willpower (difficulty 8).   If that roll fails, the character can only stare in awestruck wonder at the sidhe for one turn for each dot of the sidhe’s Appearance.   Noble Bearing — Sidhe carry a quiet dignity at all times. Cantrips designed to humiliate them or make them look foolish automatically fail (that does not prevent cantrips from harming them, of course, they just don’t lose their poise when it happens). Sidhe cannot botch Etiquette or Politics rolls.

Arcadian Sidhe Frailty

Curse of Banality — While the commoner kiths have learned to make their peace with the mortal world and live within it, the Arcadian sidhe still live with their minds and hearts in the Dreaming. As such, they are even more susceptible to Banality. Each point of Banality a sidhe would receive becomes two.  

House Boon and Flaw

House Gwydion Boon

House Gwydion holds itself to a high standard, striving to be open and honest in its reign. They expect no less from those around them. Members of House Gwydion can sense whether someone is speaking the truth or telling a lie with a successful Perception + Kenning roll vs the liar’s Manipulation + Subterfuge. House Eiluned, the House of Secrets, is immune to this power.  

House Gwydion Flaw

House Gwydion has clung to the Dreaming and the society that used to be more dearly than any other house that returned to Concordia during the Resurgence. A Gwydion’s honor is paramount, and she will not forget a slight, nor will she forgive it. If anyone insults the honor of a Gwydion or her house, the Gwydion must take revenge commensurate with the slight before the next sunrise or suffer a Banality trigger.  

Merits and Flaws

Merits

Friendly Face (1 pt. Merit) — You have a face strangers are inclined to trust. The effect doesn’t fade even if you attempt self-deprecation, leaving you at –2 difficulty on all appropriate Social rolls (yes for first impressions, no for Intimidation, for example) when a stranger is involved. This Merit only functions on a first meeting.   Iron Will (3 pt. Merit) — To your detractors your head is full of rocks. In truth, your determination and stubbornness makes you unshakable once your mind is set. Characters attempting any mind-altering magic against you are at +3 difficulty, up to a maximum difficulty of 9. This Merit does not affect powers dealing with emotions. Characters with Willpower scores below 5 cannot take this Merit.   Natural Leader (1 pt. Merit) — You’re gifted with a certain magnetism to which others naturally defer. Difficulties of all attempts to rally people with your words are reduced by two. 

Flaws

Lifesaver (3 pt. Flaw) — You believe life is a sacred gift, and will not take — or allow someone else to take — a person’s life except in the most extreme of circumstances. You have no problems with killing animals (for the right reasons), and will kill inhuman creatures to protect others if necessary. Senseless death in all forms repulses you, and you feel that those who commit murder should be punished. You must resist the inclination to tend the wounds of any injured parties in your presence with a Willpower roll (difficulty 7).  

Chimerical Items

Phoenix Sword (Weapon ••)

A longsword with a silver crossguard forged to mimic a bird with outstretched wings. By spending a point of Glamour, the wielder can cause the blade to ignite. They then roll a Charisma + Leadership check (difficulty 8). The blade remains lit for a number of turns equal to their successes + 1. This check cannot be botched.   The phoenix sword works as a simple longsword when unlit. When ignited, each successful attack causes an opponent to make a Stamina check (difficulty 7). They take one level of aggravated damage if they fail. If they botch the check, their clothes, hair, or body catches on fire and they must continue to make the same Stamina check on their turn until they take a turn to put themselves out (the wielder can continue to attack and deal fire damage as normal).        
WeaponDifficultyDamage/TypeConcealNotes
Sword 6 Strength +2/L T N/A

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