Darkling
From Edge of Darkness Wiki
|
The Cast | |
---|---|
Who's Who | |
Traits | |
Beast Darkling Elemental Fairest Ogre Wizened Kiths Contracts | |
Courts | |
Autumn Spring Summer Winter | |
Joining (Open) | |
General Info Character Creation Submit Character Changeling House Rules | |
This box: view · talk |
Changelings know that their deeds have consequences, but few feel those consequences so keenly as the changelings who are called Darklings. Many were stolen away as the consequence of attracting the attention of the Fae. Their obsessive clinging to the solace of the night is the consequence of having been imbued with shadows. Their love of quiet is the consequence of having lived in a world where all was whispering, all was rustling and snapping twigs and creeping fear. The Darklings believe that they found it hardest to escape from the lands of the Fae, because their way back was hidden from them. Of all the changelings, they were lost in an alien landscape, with no reference point to return to, with all paths shrouded in shadow. To escape, they had to be the ones who could survive in the shadows, to thrive there with creeping things and dark things and dead things that move. Having come back, they are the changelings who wait in the shadows. The Darklings' memories of their time in Faerie are awash with shadowy fears. Vague, hulking forces loomed from the corner of the room. Small skittering things crawled across faces or became momentarily tangled in hair before dissolving. Wet, slithering things moved around in the background. Trap doors and boarded windows with something behind them figure heavily in dreams of Faerie. Being sent on errands with no point, being forced to copy ancient codices of lore that made no sense while outside things shrieked and fluttered, being made to enter a cellar and being eaten, over and over again, being lost in mazes, all of these things feature heavily in Darkling dreams of faerie. The dark places of the human world don't remotely compare.
Just as the shadows that infect them, the Darklings are as ephemeral and flighty as the dark itself. A player can spend Glamour to increase dice pools that include Wits, Subterfuge and Stealth - each point of Glamour increases one dice pool by one point. The character also gains the benefit of the 9 again rule on Stealth dice pools.
Darkness and twilight so define these changelings that their magic falters somewhat when the sun is in the sky (that is, not at night, or at twilight). Darklings suffer a -1 die penalty to all rolls to enact Contracts during daylight hours. The penalty increase to -2 dice if the sun is directly visible to them.
Antiquarian • Gravewight • Illes • Leechfinger • Lurker • Lurkglider • Mirrorskin • Moonborn • Nightsinger • Palewraith • Pishacha • Razorhand • Skogsra • Tunnelgrub • Whisperwisp
|