Character Templates for the Keremet and Moirć - compliments of the generous Chris Howard
Keremet Knight Errant
Quote: Do not be afraid; your death but completes the wheel you began with your birth.
Background:Eshu paths, blue sands, eshu but not eshu. Your father was an ambassador or maybe he was a professor - or a king. Schooled in London and America, he was an educated man, a charming and a rational man. Mother was just the opposite: irrational, uneducated in the usual sense and free. It could have been a faerie tale; in fact it was. The handsome king married the impoverished waif and took her to his castle where she lived happily after. Only the king was really an angry and brutal man, and the palace a dungeon. But the story did not end here because one day, before the first bloom was off the relationship, a young prince was born to the angry king and the serving girl. And - against all tradition - the child was born before the marriage took place, making the young prince a bastard. And the king never let the child forget what he was and the palace became his cell as well. Only the story does not end here.
You see, the peasant girl was really an enchanted queen - or an eshu, which is even better. And sometimes the queen would take her young son to places beyond the castle wall, though they could not escape often because the king was really a powerful Autumn Person - or a Dauntain, which is even worse. And even though he was slowly stealing the queen's faerie spirit, she still believed that she loved the king and would not escape. Yet sometimes, when it was just the prince and his mother, he could see beyond the gray walls of the castle and see the blue sands of the eshu deserts, and imagine what it might be like to fly over the walls to the lands beyond the crescent moon. Only this was impossible, for although his mother was a queen, his father's blood meant that he would never be one of the true eshu. Only the story does not end here either.
Every year the king grew more angry and more jealous of the prince and his mother. Sometimes the king would come home from affairs of court and he would be drunk. Sometimes there would be another woman and sometimes there wasn't. And sometimes the king would beat the queen and sometimes the young prince, and sometimes he would beat them both. And every year the special glimmer in the queen died a little more until she was nothing but a serving girl. But every year the prince grew a little older and a little stronger until he was almost as large as the king. And one day the angry king became especially angry and, no longer satisfied to kill only the queen's spirit, he swore to take her life. The young prince, now no longer so young, fought with his father and, even though he did not mean to, the knife somehow turned in the king's hand and pierced his black heart. Only the story did not end there, for the Dreaming affects a price for killing one of its own, even if he was a bastard or Dauntain. As the king died, he struck the prince with all his power, killing him too and leaving the queen to grieve alone.
Roleplaying Hints: : Keremet paths, black winds, dead but not dead. This story feels like it should mean something, but you rarely feel anything at all. The boy who would never be an eshu prince now wanders trods that no eshu or any other fae should ever know. You ride through driving winds filled with oil, soot and voices of jealous shades who envy even your small spark of life. You speak with some of them, other lost souls who were never able to finish their life the way it should have been. Sometimes you aid them in the hopes of finding some meaning or scraps of lost emotion. Sometimes the blackness closes in and swallows you whole. As a child you would have imagined it to be a dragon or a dark monster that you could battle with your trusty sword. Now, you realize it is just the shadow of another lost dream.
Equipment: : Black trench-coat, chimerical blade, black horse, locket with faded picture.
Concept: Knight Errant
Primary Ariá: Apolliae (Wayfarer)
Secondary Ariá: Araminae(Wayfarer)
Tertiary Ariá: Dioniae (Wretch)
Physical: Strength 3, Dexterity 3, Stamina 4
Social: Charisma 2, Manipulation 2, Appearance 2
Mental: Perception 3, Intelligence 3, Wits 2
Talents: Alertness 1, Athletics 3, Brawl 3, Dodge 3, Intimidation 1, Kenning 2
Skills: Firearms 1, Melee 3, Ride 1, Stealth 2, Survival 2
Knowledges: Enigmas 1, Gremayre 1, Lore (Denizen) 3
Backgrounds: Chimera 3 (Steed), Destiny 2, Remembrance 2, Treasure 2 (Sword)
Arts: Discord 1, Wayfare 3
Realms: Actor 1, Fae 3, Prop 1, Scene 2
Other Traits: Aura of Fear (2 point Merit)/Outcast (2 point Flaw)
Birthrights/Frailty: Shadowed Way (may travel the Black Paths of Balor), Will to Power (Iron Will and reduced damage penalties), Pact of Dagda (bond of duty), Melancholia (Increased difficulty to Social and Empathy rolls)
Moirć Card Shark
Quote: Cheating? No, it's just beginner's luck; I assure you. Keep dealing; my luck's bound to change soon or later.
Background: When you were young, all you knew was the temple. The high priestess and the other oracles were the only family you ever had, and that seemed enough. After all, yours was a glorious destiny. You were a proud part of a tradition that stretched back over 10,000 years, to the dawn of civilization. Even among the chosen keepers of fate, you were always told that yours was a very special destiny. You couldn't face the responsibilities; that's why you ran away. And that's why it is so ironic that, after all these many years, your Dán has chosen to bring you to this place: Vegas!
Roleplaying Hints: : "What? I am sorry," said Death in a flat sepulchral tone. "I myself was very startled to see Vashtu Singh here in the market place. You see, I have an appointment with him tomorrow in Samara." Hah! Death was a piker compared to the Sisters Three. Maybe they're right; running from Fate is an exercise in futility. Ten thousand years of history would seem to verify that little truism. You trace your personal lineage from the Oracle of Delphi and now here you sit in the casino bar, getting complimentary drinks from a waitress who will someday realize her dream of becoming a country singer. You are counting your winnings and wondering if your great-great grandmother the Delphic Oracle sometimes realized just how full of shit she was - or if she would have approved of your recent ventures into day-trading. The role of the oracle, Handmaiden of Fate, has so much blood and tragedy rolled up in it that it almost seems correct that you should be here as the judge you were sent to be. It would be easy too. People here in the waking world are so guilty, so eager to believe the worst of themselves and so eager to be judged. How else can you explain the explosion of judge shows and screechy moralists blaring their pabulum from every speaker? Or maybe its just you. Certainly there are not many moirć who think as you do.
There were early moirć who chose to lie to the three Norns and were cursed for their presumption. Like all moirć, you have a curse of your own; it's called free will. To use your gift or not? Lead humanity prediction by prediction to Heaven or to Hell? That's the other part of the curse. Not even the three Norns know everything and a spirit such as you can only grasp parts of the puzzle. The fact that you can see the absurdity inherent to much of the universe's design only makes it all the harder. And so you sit here, using your holy gift of vision to clean up at the wheel, getting another annoyed look from the hotel detective (who will die in an auto wreck later tonight, poor dear) and wishing you could see your own Dán through the haze.
Equipment: Cards (playing and tarot), white cow-girl suit and hat, sunglasses, red Mustang convertible
Concept: Card Shark
Primary Ariá: Dioniae (Rogue))
Secondary Ariá: Araminae(Outlaw)
Tertiary Ariá: Apolliae (Squire)
Physical: Strength 2, Dexterity 2, Stamina 2
Social: Charisma 3, Manipulation 3, Appearance 2
Mental: Perception 3, Intelligence 3, Wits 4
Talents: Alertness 1, Empathy 2, Kenning 2, Persuasion 3, Streetwise 2, Subterfuge 3
Skills: Drive 1, Etiquette 2, Leadership 2, Stealth 2, Survival 1
Knowledges: Gremayre 2, Law 1, Lore (Autumn) 1, Lore (Denizen) 1
Backgrounds: Destiny 3, Resources 3
Arts: Autumn Way 2, Soothsay 3
Realms: Actor 2, Fae 4
Other Traits: Evanescent (1 point Merit)/Banished (2 point Flaw)
Birthrights/Frailty: Aural Perception (can see pieces of someone's destiny), Fata (protective ban/curse), Superstition (vulnerable to superstitions)
Copyright © 2000, Beau Brown