Tumgik
#weal and woe in this context are also for better or worse.
quinloki · 5 months
Text
Send me asks and tell me why your favorite character is your favorite.
Why do you like them? Whether you self ship or not, and if you do you can tell me more. Tell me stories and memories and joys or sorrows. What comforts they bring, what darkness they illuminate for weal or woe.
(You don’t have to pick just one. I don’t mind reading about more. Can be OCs too! )
5 notes · View notes
qm-vox · 3 years
Text
So You Want To Play A Fairest
Tumblr media
(Portrait of Erin Peters by cantankerousAquarius. The character originally appeared in Night Horrors: Grim Fears, published by White Wolf; catch my take on her in New Avalon)
Previous Articles: So You Want To Play A Beast, So You Want To Play A Wizened, So You Want To Play An Elemental, So You Want To Play An Ogre, & So You Want To Play A Darkling
You ever wonder, flipping through a Monster Manual for D&D, or a Bestiary for Pathfinder, why nymphs and hags are both always, always, women? It’s older than you know. Dig into the sordid history of tabletops and you’ll find sylphs that Gary Gygax wrote, Chaotic charmers who use mind control to reproduce with non-sylph men; you’ll find the legacy of the matriarchal drow, who follow a mad goddess, and you’ll find the medusae, whose sexual dimorphism is so complete that their men are beautiful and can turn stone into people.
Dredge deeper and you’ll find the tales that Gygax and his wretched ilk based such creatures off of.
You ever wonder why we assign such powerful Gender to creatures of beauty and horror?
Fairest don’t. They know, every time they wake up from a nightmare that is also a wet dream. They know, every time they get hit on at the bar and have to decide how they’re playing this. They know, every time they look in a mirror and see not their own face, but the ten thousand horrors that made it beautiful.
If you are very patient, and lucky, and kind, they might tell you why.
If you aren’t, they may show you.
This article draws primarily on Changeling: the Lost and Winter Masques, as well as Swords at Dawn and Night Horrors: Grim Fears. Other sources, when used, will be cited. It requires Content Warnings for sexual violence, sexual slavery, abuse, gaslighting, addiction, substance abuse, self-harm, self-image problems, mentions of fascists & fascist ideology, and just, so very much incel bullshit.
Bonus Material Part Two: The Seeming Part
The end of this article, just past the customary Sample Fairest, will include some additional material intended to help you select a Seeming for your character and otherwise build them up as one of the Lost, much as So You Want To Run A Spring Court included material for Courts as a topic.
Take Me To Wonderland - Fairest Overview
Fairest is the fourth Seeming presented in Changeling: the Lost and possibly the most confused about its own identity. Its sections in Winter Masques present depths and nuance that are completely absent in core, essentially making Winter Masques required reading for Fairest players in a way that no other book is - especially since Fairest keep getting written in a particular way alluded to in the Ogre article, which I will expand on later in this article. Fairest is numerically well-represented in canon and popular in the fanbase, home to many memorable character concepts, but its bones with folklore and tradition are weaker than it fronts as.
Ogres and Darklings claim an innate relationship to physical violence; so too do the Fairest claim a relationship to violence. The violence of Perception and its dark twin, Judgement; of Rumor and its mad dog, Prejudice, the violence of Lies and their merciless master, Truth. Fairest, alone among the Lost, have casual access to the resources of a society that refuses to service or acknowledge Changelings, and with access to that society comes both opportunity and temptation. To be Fairest is to wield power that many other Lost cannot, but the opportunity that power offers is a lie; a Fairest can smile until her face breaks like a mirror, but she’ll never be “sane” enough for the masses to see her as anything but a useful pet.
Life’s Lush Lips - Homecoming As A Fairest
Fairest can make the dubious claim of having the least clear memories of Arcadia amongst all the Lost, with Darklings and Beasts jockeying for second place. This isn’t to say that the experiences Fairest have are necessarily more intense or more inherently traumatic than that of other Lost, but rather that the abuse Fairest suffer is so emotional, so targeted at their perception of their selves and their situations and their self-image, that the memories which do form are inevitably colored by those emotions, coloring the dreams they have of Arcadia with both the emotional resonances they had at the time and with their later attempts to grapple with their own trauma and transformation. For many Fairest, who cannot trust even their strongest memory dreams, attempts to understand their own Durance must rely either on the word of their Keepers (and Faeries lie, oh, how they lie), or on reverse-engineering their own behavior to try and conceive of a trauma that could cause it.
Inevitably, however, some things are seared into their minds. For almost all Fairest, their Keeper is high on the list of things they remember with absolute clarity. Other facts, shattered and scattered, vary more widely. Erin Peters remembers stretched years kept in a cold, dark room lit only by her own hatred; every detail of her cell is scorched onto the back of her eyes, but the otherworldly balls her Keeper took her to blur together like food coloring in syrup. The slaves of the Candle Countess have terrible nightmares of the choices they were confronted with, the decision, offered over and over again, to become complicit in the Countess’s cruelty or to be victimized by it. Metallic Flowering from the Shining City struggle not to use drugs to mimic the rush of pleasure they’ve grown used to receiving for performing their jobs well; they also scream in terror if people touch them. A Draconic and a Shadowsoul both remember being used for the sexual pleasure of alien horrors; the one dreams of coiled scales and terrible teeth, the other a lifetime of lurking in an alien maze, tasked to perform the duties of a living trap for the “wicked” and “unwary” who had not yet shed the last vestiges of kindness.
There are no “wild” Fairest. For worse and worse still, to be Fairest is to have been defined by the inescapable and all-consuming attentions of your abuser, and it is this more than anything that other Lost so often fail to understand about the Fairest. Their Keepers heap them with reward and punishment, manipulating the Fairest with honeyed praise, godly wrath, gaslighting, neglect, withholding food, wondrous rewards, drugs from beyond the realms of earthly pleasure, and other hooks and crooks designed to make the Fairest dependent upon their abuser. It is hideously effective, and the first obstacle, maybe even the mightiest, that a Fairest faces to their escape is the simple horror and joy of being alone again. Their masters will try other tricks to keep them in place - tempting them with pleasures, horrific punishments, oh-so-sincere apologies - but before a Fairest can escape into the Hedge she must face, in her mind’s eye, the lonely flight back to the Iron Lands.
The memories that draw Fairest home often have parallels to their experiences in Arcadia. A slave in the Shining City bites into an otherworldly pastry and recalls her grandmother’s pie in its place; the bride of the Demon Lover, curled up under the sheets, thinks about the broken smile of the boyfriend she left behind at home. A Dancer remembers the roller rink where he fell in love with skating, while across the endless tides of the Fairest of Lands, a Shadowsoul holds on like grim death to years of work at haunted houses, scaring kids for fun and for Halloween. Fairest, so famous for their skill at words, struggle to articulate to other Lost why this should be so. Darklings assume it’s because these memories are less intense than Arcadia, and that the Fairest are fleeing to safety. Beasts get it a bit more right by thinking that these memories taste like home. The truth of the matter is that those memories have an intrinsic and nameless meaning; the highs and lows of Arcadia are divine, flawless, absolute, and therefore worthless. They are the proclamations of merciless gods. What draws the Fairest home, more than pain and pleasure they can have on their own terms, is the understanding that those gestures - for weal or for woe or for anything else besides - were made because someone cared about them, personally. Once they fully internalize that their abuser views them as disposable, the Fairest comes home to someone who won’t.
Three Kiths And Flowering Is One And A Half Of Them - Fairest Kiths
Yeah we’re about to be like that about it.
All Fairest can excel in the social arena; their Blessing can be used to flare almost every social roll in the game, and Fairest can never be caught off-guard in a social context (they suffer no untrained penalties to social rolls). With the sole exception of Empathy (usually rolled with Wits) and sometimes Streetwise, there’s no time a Fairest can’t fall back on their words and expect to win through or at least buy time. This is, as you might imagine, a godsend when it comes to attempts to pass in mortal society; Fairest can usually front, charm, bluff, or Manners(tm) their way through things like renting an apartment, nailing a job interview, asking their roommate to do the FUCKING DISHES, or getting stopped by a cop, but both the books and the fanbase miss something here. While Fairest are superb at active social events, they’re no better at keeping a lid on themselves (Composure-based rolls) than mortals are - and given both the nature of their trauma and the fact that they are, you know, Lost, Fairest have a lot more to keep a lid on day-to-day than the human society they’re trying to blend into. Thankfully, Fairest are pretty good at being able to politely leave a situation and go somewhere else to scream, shout, cry, or have a psychotic break, as appropriate.
Of course, Fairest can’t make something from nothing. As discussed in So You Want To Play An Ogre, you can’t win a social game someone else refuses to sit down to, and social rolls shouldn’t be mind control. All the Glamour in the world can’t make your roommate do the FUCKING DISHES if they’re deep in the throes of executive dysfunction, nor can it make the cashier at Walgreens fail to card you for wine when their computer literally won’t advance without an ID. People who are keyed up about honeyed words or whose own trauma came at the hands of manipulators and abusers might refuse to play that game on the terms the Fairest is setting, which makes it hard to, as it were, turn this problem into a nail. Lurking down this path as well is the specter of becoming like the masters who made you this way; if you get used to saying what will get people to listen to you, eventually you start seeing people as enrichment puzzles that dispense the things you want. Madness waits down that road, and it waits for Fairest with a giant spiked bat, thanks to their Seeming Curse.
There’s no pretty way to say this so I won’t: Fairest are always on the verge of losing their minds. Their curse hits them with a flat penalty to all rolls against losing Clarity, which means that Fairest lose Clarity faster than other Lost and they do so more consistently. This necessitates a balancing act with avoiding becoming heartless manipulators; Fairest must engage in control-seeking behavior in order to stay mentally well, must be able to trust and rely on people close to them, structure their lives, and anticipate important changes or they end up on the fast way down. Other Lost often don’t understand this need or the Fairest curse to begin with, and so Fairest end up in unofficial support groups for one another, similar to those run by Darklings except no one will admit it’s a support group even at gunpoint. Woe fucking betide the friend or life partner who gets between a Fairest and her “book club”, “girls’ night”, “D&D campaign”, or other excuse for this vital community support.
Fairest Kiths are...bad. They’re bad. This is the part of the article where I’m supposed to talk about thematics and symbolism and metaphor, and I cannot do that here, because they are bad. Fairest has three viable Kiths that are actual Fairest Kiths, one that’s a Beast Kith who got lost and wound up here by fucking mistake, and a pile of garbage bigger than my self-esteem problems. I’m almost tempted to only talk about those four Kiths and save myself the time but I suppose I should show the work like I’ve done for all the other Seemings, so here we fuckin’ go I guess.
Flowering - This is it. This is the Fairest Kith. If you want to roll any other kind of Fairest you must first pass the trial of justifying why you’re not playing Flowering. In theory, Flowering draws its mythic heritage from nymphs and dryads, charming flower sprites, Knights of Flowers, and the like, but in practice Flowering’s only mechanical effect is 9-again on Persuasion, Socialize, and Subterfuge with no qualification or requirement, which doesn’t just make you better at everything Fairest is good at, it makes you better when you spend Glamour to flare it too. Want to represent a biobahn sith’s hypnotic dance? Flowering works. Want to create a vampiric Fairest with a sultry voice? Here comes Flowering. The siren at the bar who smells like sea air and gunpowder? Flowering. Everything is Flowering. Even the things that aren’t Flowering are Flowering because all Fairest Kiths have a social focus, which is Flowering’s undisputed arena of mastery.
Bright One - In theory, Bright Ones represent beings of light in the vein of Victorian fey (which...ugh...Victorians), but their Goblin Illumination is, how you say, useless, only becoming vaguely useful for a total of 2 Glamour as a passive defense that took you 2 turns to set up. Anything you want to represent here can be found in Flowering and with Elements or Communion (Light).
Dancer - You know how Flowering gives you bonuses on all social rolls? Would you like those same bonuses but on 1 less skill and only on rolls that “involve physical grace”? No? Run Flowering here and give your character a Dance specialty in one or more skills.
Draconic - One of the game’s premier melee options and a Beast Kith who took a wrong turn and ended up getting a free makeover intended for someone else. Draconic in theory represents Fairest as dragons, monster girls, demons, and in general at their most physical, but that idea sorta...falls down a bit? Draconic’s bonuses are all about Brawl and all the sample Draconics are swordsmen, which might suggest to the discerning reader that someone in the office wasn’t reading their own fucking game. Draconic Fairest don’t make bad melee boys if you invest in Lethal Mien, but honestly this is Dual Kith bait; slap it on your Hunterheart or your Razorhand and go apeshit.
Muse - Close but no cigar. In theory Muses are, well, muses; figures of inspiration, mentorship, teaching, creative fire. Their Kith Blessing is strong but requires access to mortals, which is complicated and roundabout on the best of days. If you have an idea that you think is Muse-shaped, use Playmate instead.
Flamesiren - Behold, we enter the realm of Okay(tm). Flamesirens are what Bright Ones wanted to be, and their hypnotic aura is actually a pretty neat tool; with cunning you can make it a one-sided penalty, and even if you don’t it’s an interesting method of de-escalating a social or combat situation by subjecting everyone to the tar pit that is your presence. If your concept involves light and color and you’re resistant to Flowering, Flamesiren will do more than nothing.
Polychromatic - Polychromatics don’t have a lot of roots in mythology; their modern inspirations are, well, Manic Pixie Dream Girls. But they get a shout-out here for being the only Fairest Kith who can muster up decent emotional defenses; not only can they magically boost their Composure rolls (and non-Composure rolls to resist magical and mundane emotional attacks for that matter), but others get a flat penalty to Empathy rolls against them, which makes them talented dissemblers. You’re still probably better off with Flowering - in a world of passive Kith Blessings, Polychromatic’s is extra passive - but I can see this Kith passing muster, and even being worth the two dots to Dual Kith in-house.
Shadowsoul - This one’s insane. Ostensibly Fairest Does Darkling, Shadowsouls get their Wyrd to Intimidate rolls which could be the whole Kith on its own and still be worth the slot, but in addition to that they get 9-again on Subterfuge (matching Flowering and Darklings there) and access to Contracts of Darkness, one of the most powerful in the game line, as an Affinity Contract. Is your Fairest spooky? Would you like them to be spooky? Here’s your one-stop shop.
Telluric - This is a Kith made of ribbon bonuses. In theory related to stars and celestial light, Telluric’s bonuses to rolls “with precise timing” isn’t...really worth considering. Run ‘em as Flamesiren and move on.
Treasured - In theory also able to muster emotional defenses, Treasured are Fairest who are literally made into works of art. They’re Okay(tm) but in their niche are beaten out by Polychromatic with a better effect for less resources.
Playmate - The last Real Fairest Kith(tm), Playmate appears in Night Horrors: Grim Fears where White Wolf tries to sell it as Peter Pan, but its powerful team-oriented bonuses mean that Playmates are useful anywhere Muse is wanted and more places besides. The front woman of an indie rock band could be a Playmate; so too could be an idealized baseball captain, the director at your local theater, the middle manager of a sinister conspiracy, or the night shift lead at a research lab. Do people do a thing in teams? Playmate does that thing.
And She Had Huge Titties, I Mean Massive Badondadonks, Absolutely Enormous Bazoggahoggas - Lost’s Canon Fairest
Remember when I said we had to get back to this after So You Want To Play An Ogre? Now we’re getting back to this. I’m not gonna re-state my caveats from that article and I’m not really gonna go back over the bit about So White Wolf Was Run By Fucking Nazis because, in all honesty, I do not have the fucking time to restate all of that in new words. Give thanks that OPP got out alive and let’s get right down to it.
Fairest have a very consistent characterization in canon that is only really challenged in Winter Masques; the narrative put forth in Lost is that Fairest, being attractive, have an uncomplicated power which privileges their lives. Which is a rather bloodless way to describe how White Wolf kept writing and publishing Fairest as heartless abusers and manipulators getting their jollies and emotional needs met by casually destroying their fellow survivors, manipulating them through sex appeal, outright lies, cattiness, cruelty, and betrayal. Much as simply queering Ogre does not help Ogre in and of itself, queering Fairest only takes you from incel and Nazi propaganda about women into...incel and Nazi propaganda about twinks, femmes, & in general anyone with the temerity to be found attractive by straight white people.
I’m not bitter, you’re bitter.
So what do you do at your table, with your Fairest concept? Lemme open up by saying that like, Fairest qua Fairest is perfectly solid, and if it wasn’t there wouldn’t be an article here; Fairest has a lot to say for itself about feminized violence, about your personhood being reduced to a product for the consumption of others, about emotional abuse & neglect, gaslighting, and sexual assault, but the conclusion White Wolf arrives at (”Fairest have unalloyed power over mortal and Lost society and they abuse that power”) is super fucking obtuse and betrays a serious lack of concern for what the Fairest undergo. It ignores the way a Fairest’s ordeals will force her to confront her relationship to her own gender and alter her willingness and ability to be consumed, disconnect her from her former society while also isolating her from her new one, and these questions are important for you if you’re looking to play a ‘classic’ Fairest.
But that leaves some hanging questions. Male Fairest face the almost inescapable fate of “failing” maleness on patriarchal terms; even the most strapping, broad-chested, athletic Adonis of a Fairest has become a man of layered words and reflexive empathy, whose Manly Stoicism(tm) is a cracking facade at best and entirely abandoned in a more typical circumstance. Men who become Fairest thus face a second journey after their escape from Arcadia; confronting what being men means to them and building their gender identity back up from the rubble it’s become. The temptation to accept success on society’s terms is always going to be present, and it’s always going to be offered like it’s possible, but it’s a losing game for these Fairest; they simply cannot be the men that other men demand they become.
Now, the discerning and loyal reader is surely about to ask, hey Vox, where’s the butch Fairest I was promised back in the Ogre article, to which I respond WE’RE GETTING THERE but I gotta use this as a bridge to talk about something that cuts across Fairest of all genders, be they cis or trans. Lost 1e makes a lot of hay out of the idea that Fairest “are rarely conventionally attractive”, and core even provides some interesting written concepts for that...which make it into exactly none of the art. Every published Fairest is conventionally attractive for various definitions of conventional, be it as a supermodel or a waif, but that leaves the question of Fairest who genuinely are not - and, tragically, Fairest who were not, and were then made into someone more easily consumed by their Durance. You know what I’m about to say, and I know you know I’m about to say it, but I’m gonna say it anyway: all bodies are beautiful, but Fairest know well that beauty and attraction aren’t the same, and neither are beauty and happiness. All Fairest, from the roundest bear to the most wide-eyed waif, are the products of Keepers who valued their bodies in that state, and that idea is going to haunt them day in and day out for the rest of their extended lives. There is no such thing as a Fairest with an uncomplicated relationship to their body, and that White Wolf seems to think that an uncomplicated relationship is their default state is...disgusting, frankly.
Which brings us, at long last, to butch Fairest (also bear Fairest but I’m gonna stick with the one set of terms or I’m going to go mad and this will never be published), who have a complicated journey ahead of them. On the one hand, the assertion of control and ownership over their own bodies, their own identities, cannot be overstated. On the other hand, elements of those bodies are going to be completely out of their control; a nascent butch Fairest may well hit the gym to get swole only to discover that she literally, physically cannot, that she has been Assigned Dex Build At Durance. Hauling your corpse out of Arcadia with an extremely feminine appearance shaped by your Keeper might complicate attempts to present in a more masculine manner or even just to appear androgynous, and those complications can be discouraging. For those that stick to it, this journey will take them two places; one is the bared-teeth, bloody-knuckled assertion that this life is theirs and you can have it if you can fucking take it, and the other is into the ranks of the Freehold’s retained warriors, usually in Summer or Autumn, though a vibrant representation of Spring knights will make it seem as if Spring has more butch Fairest than it actually does. These Fairest are aware, or will become aware, of how much of their job involves de-escalating or pre-empting violence; a focus on Physical stats or skills is not necessarily common, but hyper-specialization therein likely is. A butch Fairest is a lot more likely to have, say, Brawl 4 (Multiple Opponents) and no other Physical skills than she is to have Brawl, Weaponry, Athletics, and Stealth, in part or in whole because her first weapon of choice is going to be an Intimidate roll.
At every turn you’re able to, challenge White Wolf’s narrative about Fairest by asking yourself what your Fairest wants, why they’re this way, what they’re frightened of, and how the way they behave relates back to these. They’re not products; they’re people, just as hurt and Lost as the rest of their peers.
Princesses And Pastries - Fairest In The Courts
Fairest have a complex relationship to the society of their fellow Lost. On the one hand, they have the same need for community, support, companionship, understanding, honesty, and material aid as all Lost; a Fairest is not magically proof against being homeless, against starving, against the dangers of existing in the modern world without things like a photo ID or car insurance, and Freeholds provide all of these things. On the other hand, the thing most Fairest fear most, even if they can’t articulate that fear, is their own power - social influence, emotional trust and betrayal, status, political power, and authority. Fairest are all too aware that being good at this game does not make them immune to it - after all, that’s the lesson they learned at the hands of their Keepers.
What follows from this is a complex dance of interactions that each Fairest in some ways has to feel like she’s managing on her own, even if she’s not (and she rarely is; those support groups exist for a reason). If you give a Fairest a doughnut in a social setting, she will lick that doughnut even if she doesn’t intend to eat it right away, solely to hear someone else say something along the lines of “well it’s yours now”. As Fairest filter into Freehold society and take up social roles at all levels of power - officers, messengers, ‘ambassadors’ to mortal society, secretaries, pledge-smiths, teachers, monarchs - their responsibilities and rewards become their doughnut. That Fairest make a big deal out of both their job and the benefits that come with it is rarely, as other Lost sometimes think, about aggrandizement or reveling in power for its own sake; it’s about the sheer relief and assurance of hearing someone say, to the Fairest’s face, that this is her doughnut and no one is going to take it from her.
Younger Fairest tend to flit between two or three Courts; their initial selection may be based entirely on friendships, Vibes, or a gut-check decision based on an initial pitch by that Court, and Fairest can go quite far even in a Court that doesn’t quite actually fit their needs. Eventually, though, those Fairest who survive their youth will gravitate towards a Court whose ideals speak to them, even if its current social order isn’t living up to those ideals. If they’re going to be condemned to live as exiles in the world of their birth, the Fairest can at least be the person she wants to be, god damn it. Fairest aren’t any more or less vulnerable to a toxic Court environment than other Lost, but they’re good at detecting it beforehand. Unfortunately they’re also good at telling themselves they can change it.
Spring - Though early Spring joiners are of course rare in general, Fairest are among those Lost who more commonly choose Spring as a first Court. Spring’s highly social focus and chaotic internal organization is almost tailor-made for the skill set of your average Fairest, but therein too lies a sense of threat; for many Fairest, Spring can remind them of their Durance, and their joining of the Court is as much motivated by fear of a powerful cultural body as it is by any genuine Desire, maybe even more so. Many such Fairest end up caught in Spring’s middle-road trap, spinning their wheels without recovering or worsening more or less until they finally die, but when Autumn can sniff out the fearful ones it puts a lot of work into cooperating with Spring to get them out and where they can be helped.
Summer - More Fairest dabble with Summer for dreams of glory, or because they want to believe in Summer’s apolitical sales pitch, than ultimately stick with Summer. Those that do stay often serve as officers, as the Sun’s Tongue or the Arrayer of Distant Thunder, and as Court sorcerers. Fairest skilled in Contracts of Separation can make for surprising Jaegers, hounding their prey down more like a private investigator or a serial killer than a traditional hunter, but while striking this is fairly rare. Fairest who stick with Summer are those who are looking for its high ideals and are often among those rare Summer Courtiers who can competently articulate both those ideals and their pitfalls without falling prey to cynicism and bitterness.
Autumn - For those Fairest who hurt others to feel safe, Autumn is waiting. The Leaden Mirror can be attractive to young Fairest because it’s easy to perceive Autumn as atomized, defined by personal relationships rather than webs of political influence, but when the Fairest discovers those webs the existence of Option Two: Resort To Violence as an acceptable tool to the Ashen Court is perversely reassuring rather than threatening. The image of the Fairest as a witch, tempting and threatening, clings to them in Autumn but it’s honestly not their most common role; Autumn employs its Fairest as rumor-mongers, the Other Woman who seems a little too familiar with your husband, therapists & counselors, oneiromancers, and ambassadors to Hedge communities. The work Autumn does is harsh on Clarity, and Fairest are especially vulnerable to that harshness, but if the Court invests the time in helping its Fairest members, the self-awareness and self-confidence it offers can be a godsend that no other Court can give them.
Winter - As the Court which is actually selling what Fairest think Autumn has - to wit, the ability to simply say “no” to all social interactions with no justification required - Winter has a strong undercurrent of Fairest membership at all tiers of its power. Fairest often end up directly involved in Winter’s money-making enterprises, and flourish as Squires and Armigers with their fingers on the pulse of the Court’s morale. Winter’s hands-off approach displays a tremendous amount of trust in its Fairest from their perspective, and the demeanor of the Coldest Court - Winter’s indifferent equality - has a potent, merciless appeal. The trap of drowning in Sorrow sucks more than a few Fairest under, but if their peers can be there for them there’s always a way back out.
This Is Not A Pipe - Fairest And Lost’s Themes
My many thanks to Izzie M for her extensive help on this section. I’m not sure I’d have been able to grapple it down, emotionally or intellectually, otherwise.
Fairest go through some intense shit, and the shit they go through can never fully be addressed, never fully be recovered from. It’s no mistake that Fairest, like Wizened, are among those Lost likely to never fully gain resolution with or from their Keeper, and this is because they embody the dark truth that no matter how much progress you make, how much you heal, your trauma has changed who you are as a person and you will be dealing with it until you die. But, as alluded to extensively above in the discussion of Fairest and gender, Fairest also embody the way in which society will attempt to stamp you, mold you, turn you into a product to be consumed or an archetype to be placed into its churning machine, and its attempts to reshape who and what you are and can be are, in themselves, a form of trauma and abuse.
Fairest deal a lot in expectations. They’re expected to be perfect victims, they’re expected to be happy (because they’re beautiful and attractive, because they can front as Doing Okay, because they have a form of access to ‘normal’ society), they’re expected to want romance and sex (since everyone else wants those things out of them), to perform emotional labor, to be available, intimate, understanding, to keep up appearances. Fairest escape the chains of their Keeper only to be clapped in the chains that extend into the eyes and minds of their peers, and they cannot move without hearing the clink of them.
Fairest are primed to represent victims of ongoing emotional abuse and neglect; sex slaves and victims of child abuse might find themselves in Fairest, as might husbands or wives of abusive partners (and boy, re-living my bullshit there was a bonus prize I didn’t want to receive for writing this article), children pushed to over-achieve (here overlapping with Elemental) until they break, pastor’s daughters and cult kids (here overlapping with Beast), and others. However, Fairest also hit their thematic stride when talking about trauma from a society that will not give you an exit. A trans person is first punished by society for “failing” to perform their assigned gender, then made to perform their new one to expectations that they cannot set, do not control, and do not consent to; such a person might easily be Fairest, as might a man breaking under the expectations of Maleness, a college student losing their mind in finals week with no one to help, or even more ‘ordinary’ sex workers expected to perform emotional and physical labor for a society that rewards their work with violence and dehumanization.
Fairest are people with complex internal worlds and they damn well know it, but the temptations to let others define them are numerous; society promises all manner of rewards for being who and what it wants you to be, for wanting the things it tells you to want, for being the kind of person who wants and does those things. To be Fairest is to know at any time you can start faking it and receive those rewards insofar as they’re actually on the table, but it is also to know, every second of every day that you’re performing that role, that it is fake. If you can’t find a community with which you can be genuine...well. You can always get more hurt, and in this way Fairest also bring another theme of Lost into focus: that the Lost owe compassion and understanding to their fellow victims, because failure to care can only hurt both them and everyone in their blast zone.
Feet Pics For Legos - Coping As A Fairest
Fairest are among those Lost who are most concerned with their day-to-day social interactions and safety rather than their immediate, very physical environmental safety. They are perhaps the Seeming most likely to live in a group setting (in an apartment with roommates or romantic partners, in a house shared between multiple households, splitting the bills in a condo, with their parents), and are definitely the Seeming most comfortable with the idea of living with mortals who aren’t ensorcelled. Indeed, Fairest don’t tend to do well living alone; even a Fairest who wants or needs a private place to be, choosing to keep a home in which others cannot lay a claim, will likely crash at friends’ places, sleep over at the Freehold commons on some pretext or another, stay the night with a lover, or otherwise have a place to flop down while surrounded by other people. Having other people - their greatest reality check - around the place helps keep the Fairest centered in the real reality, better able to pick apart the mortal from the Wyrd from their own unrelated hallucinations, and a Fairest who is isolated - or who is permitted to isolate herself - quickly begins to dissociate and may soon be incapable of caring for herself until someone can get her back into the present.
Those invited over as guests to a Fairest’s home may note a lot of concern for those she lives with. She likely schedules the event well in advance, is clear about the boundaries of those she lives with (”That’s Brenda’s room, the door stays shut.”) and in general treats her communal home with a lot of respect and love. Respecting these boundaries and in turn having her own respected is very validating for the Fairest and is vital to be able to feel safe and at ease in her own home, and impressing their importance on guests further reinforces that this is, as it were, her doughnut. While not dismissive of their own literal physical safety per se, a Fairest’s anxieties rarely center around her body being violently attacked by strangers. For those that do have such anxieties, they may choose to solve that problem by simple expedient of rooming or living with someone large and scary.
Another detail of note which is touched on in Winter Masques is that Fairest tend to seek out life’s little pleasures. Though they are not necessarily wealthier than other Lost, how a Fairest chooses to spend her money tends to follow particular patterns. Rare is the Fairest who doesn’t have clothing they like, a phone that works, a wallet or purse that can actually hold all of their stuff, and in this regard most Fairest without a special interest in fashion as a hobby in and of itself will have an aesthetic that is self-expressive but serviceable and hard-wearing, but any place the Fairest haunts, frequents, or lives in will get little touches everywhere. Fairest spend the little bits of extra money for good toilet paper, soft soaps that won’t hurt the skin, good shower supplies, high-quality razors, boots that won’t wear through - and they spend their serious money on their hobbies and preferences. A Fairest with a passion for cooking scrimps and saves to get a fully-stocked kitchen; a Fairest who likes building and connecting invests in Legos or Hot Wheels and creates elaborate environments for them. A gamer Fairest has headphones that can vibrate your constipation away and a fiber optic connection to ensure that lag will not stand between her and your doom. The reasons for this are manifold, and Lost’s canon writing suggests that Fairest seek pleasure to alleviate a desire to return to Arcadia. This is, to put it mildly, a stupid assertion; rather, the Fairest provides her own pleasures in part because it is one of the most emotionally clear ways to lick the doughnut, and in part because it reminds her that she can be happy under her own power, can seek pleasure, stimulation, engagement, without placing herself at another’s mercy - ironically making it easier to go out every day and do exactly that as a member of her various societies.
As a Fairest settles in she tends to look for “her” people, and quite often they’re good at compartmentalizing this, wearing different hats and having different feelings about those hats without feeling fake or distressed about the bare fact of that. She’ll have her personal friends and family, like her housemates, her girlfriend, maybe her mortal family, her neighbors, and then folks like her Motley (which are like her personal friends and family, but In The Know), her fellow Fairest and the Freehold broadly, her work friends and fellow hobbyists. A Fairest who does, say, sex work, thinks of herself as a Sex Worker and understands herself in the context of that broader social group. It can be a lot! Many Lost barely have a handle on being a member of both the Freehold and a Court, and the way Fairest flit to and fro between many communities, slipping seamlessly from one role to another, can be exhausting to watch - but by doing so the Fairest also builds bonds between those communities, highlights their common needs and interests, draws them together over their similarities and strengths. Darklings and Wizened get a lot of the work on the ground done, but it’s often a Fairest in the role of whistleblower, figurehead, and champion all at once.
After all, this, too, is her doughnut.
Example Fairest - Clara Belltower, Spring Playmate
Clara Belltower is a mime.
Well, no, not exactly. Clara Belltower is a self-employed porn actress, erotic script writer, and director, whose primary thing is mimes, clowns, and more broadly circuses and performance venues. She came back from Arcadia eight years back fleeing life as her Keeper’s Stepford Wife, and ran face-first into the money issues that haunt the Lost in general. What started out as a practical choice in new career - and an attempt to find and express an identity not created for her by her abuser - became a creative passion that has stayed strong with Clara and propelled her to status in the Spring Court, which retains her keen eye for decoration, direction, and theatricality in service to its high rituals and revels. Clara’s livestreams and online presence are also a convenient avenue for the Freehold to launder its less legal revenue streams, which has endeared Spring’s “silent siren” to the Winter Court and cemented her as a mover and shaker.
Clara’s ambitions reach beyond erotic miming, as talented as she is at both creating and purveying such. She has her eyes on four different strip clubs in Freehold territory alone whose owners and operators need to fucking go, and she wants Winter’s help making it happen; further, she wants the Freehold to take over operation of those establishments for the benefit of the workers. Clara’s vision is popular in Spring and has its supporters in Summer too, but the Declining Seasons have been cool on the concept, citing a need to maintain subtlety and avoid entanglements with the mortal world that might invite the eye of, say, the IRS - or mire the Freehold in a protracted war with local police departments. Clara’s passion burns with a righteous simplicity, envisioning a Freehold that is active in improving the city around it - if the cops want to throw down, bring it on! Her influence over Winter means the Coldest Court cannot simply dismiss her desires, but neither is it willing to go to war. Something is going to have to give, soon.
This concludes the Fairest portion of the article. Some additional thoughts on Seeming follow.
Bombing Your Own Position - Choosing Your Seeming
So it’s been six articles and I’ve talked about the ways various Seemings can represent responses to the things which traumatize us; neurodivergences for which society abuses us, the machinery of capitalism, violence, prison, and more. But how do you go about choosing your character’s Seeming? The obvious choice is to make a character that puts a lot of yourself at the table; to seek out a Seeming that reflects your own traumas, your own issues, your own anxieties and struggles, and then grapple with them in this fictional context. But RPGs can be an emotionally challenging medium, and you may well not want to deal with your own bullshit during your magic trauma fairy game. That’s valid!
Now, the second obvious piece of advice is to think about your proposed character’s themes and traumas and then select a Seeming from there, but this can get complicated. Many Lost players feel as if they need two Seemings, and to those players I say: no the fuck you do not. But it is true that people are messy and do not fully resolve, that the broad spectrum of the world of sorrow and loss is not easy to fit into 6 discrete categories whose creation was often managed by, not to keep repeating this point, fucking Nazis. I have found in my experience that it can be helpful, when you’re torn between two Seemings or you have a character you’re sure is this Seeming even though they look like or could be that one, to ask yourself why the character is not the other option. Why is this alluring and sensual Darkling not a Fairest, what makes this brutal and violent Wizened not an Ogre? This question naturally leads to others about their abuse and their reaction to it, and can start your momentum for writing your concept out.
As an addition, while I’ve spoken of various Seemings as being well-equipped to represent specific traumas, they don’t own those traumas. Elementals are metaphorically autistic, but there’s nothing stopping you from running an autistic Fairest or an autistic Beast instead. Rather, those Seemings outlined as being “for” or “about” certain traumas are those whose selection will make those traumas thematically central, cause you to return to them as a topic over and over by virtue of being who and what they are. Real people have complicated problems which intersect with one another, spawning new problems that are more strange than the sum of their parts, and it’s both valid and interesting to write your Lost that way - just keep in mind that it’ll still be complicated at the table too.
Van Helsing Hate Crimes - Seeming Politics
White Wolf spent a lot of time waffling back and forth on whether or not Seemings represent distinct cultural and political identities in a given Freehold, drifting towards ‘yes’ when the writers thought about the way Blessings and Curses create consistent, measurable differences between Lost of various Seemings, and towards ‘no’ generally whenever they were asked to actually outline a Lost society such as a sample Freehold or Entitlement. Some Entitlements are locked to specific Seemings, often times with little thought as to why, while other times Seeming-based power blocs are alluded to as worldbuilding elements (such as in Lords of Summer) without much in the way of supporting detail. Why should these things happen, when, how, what does the buildup of this violent fracture in a Freehold society look like?
On the whole, I have taken the stance in these articles and in my own worldbuilding that some amount of fantastical prejudice exists amongst the Lost, but that the systems of oppression have not taken root. Maybe it’s idealistic of me to view the Lost as unwilling or unable to produce internally racist power structures that create an underclass for the benefit of an appointed elite, but in general I feel as if Freeholds are too small, each individual member too precious by simple dint of being a living being in a physical body, for this kind of evil to flourish. That said, you may have also noticed that I identified two Seemings - Darklings and Fairest - as explicitly self-uniting and in some senses self-governing on the basis of common traumas that they often cannot fully explain to outsiders, and indeed community with people that understand your bullshit without you having to say it aloud - that is, those who share a Seeming with you - can be invaluable to all Lost. Ultimately, however, I want to advise against looking at Seemings the way that, say, Vampire: the Requiem looks at Clans, and instead to treat them as reactions to trauma rather than a kind of alternate racial identity.
Next up: So You Need To Write A Fetch
47 notes · View notes
rosecorcoranwrites · 4 years
Text
Common Misconceptions About Character
Characters are the heart and soul of any story, so it makes sense that those of us who write or analyze stories focus much of our time on the ins and outs of character and characterization. Yet a lot of this analysis ignores certain types of storytelling, unfairly idealizing some story and character types over others. Worse than that, even, is that which misunderstands the relationship between an author and their characters. I've noticed three particular misconceptions which crop up the most, and I have a theory as to where they come from (Hint: it's moralism!).
Misconception 1: Character Driven Stories are Better than Plot Driven Stories
Character driven stories are those where the characters have some goal or desire and work to achieve it; the plot is generated by the characters’ choices. Plot driven stories are those where events happen and the characters have to react to them; the plot is also generated by characters’ choices. If the characters didn't make decisions, they wouldn't be characters! So what's the difference?
In character driven stories, there’s a sense of urgency that can be appealing. What is that character willing to do to get what they want? Why do they want it? Will they get it, or learn that perhaps there are things more important than their goals?
For plot driven stories, it’s interesting to see what the characters do when things are thrown at them. How will they get out of this scrape? Why do they react this way vs that way? Can they really beat such insurmountable odds?
I think the root of the misconception that character driven stories are superior is based largely on bias against certain genres. Literary fiction tends to be heavily character driven, in that not a lot happens other than the characters making choices. Genre fiction like fantasy and sci-fi are mixed, where inciting incidents kick off the plots and random encounters along with choices made by the characters keep it going. Comedy, adventure, and horror are at the far extreme, usually totally driven by plot and circumstance rather than character goals. Much of the derision of plot driven stories is genre bigotry in disguise.
Both types of stories have something to offer us, and it’s rare to find a work of fiction that is only driven by characters or only driven by plot. Most stories mix them, to great success. People need to get off their high horses and focus on writing the best characters they can, whether they drive or react to the plot.
Misconception 2: Dynamic Characters are Better than Static Characters
Speaking of writing the best character, clearly that means writing a dynamic character who learns and grows over the course of the story, right? Wrong! Static characters have their place, just as plot driven stories have theirs.
First of all, a story is not the same thing as a life. While we all do grow and change over time, a story is a window into a particular time, through a particular point of view. Some characters have gotten their changing out of the way in the backstory. Others serve as constants for the other characters to rely on. It would be weird if every character, including the side characters and villains, all changed by the end of the story, because this isn’t necessarily their story, not the beginning of it, not the end of it, not the time when they happened to do their changing.
But what about protagonists? Surely they must undergo some sort of transformation, right? It depends on the character, and the story, and—you guessed it—the genre. Take cozy mysteries, or slice-of-life, or comedy. We don’t want Sherlock Holmes or Yotsuba or Bertie Wooster to change and grow; that’s not the point of their stories or their characters. We want to come back to those books, again and again, and know exactly who's waiting for us.
Even genres that generally have dynamic protagonists don’t require them. Take Lina Inverse, of the fantasy series Slayers, who is just as gluttonous, greedy, and wild in Season One, Episode One as she is in the finale of the fifth season, made fourteen years later. What about Scout from To Kill a Mockingbird? Though she slightly changes over the course of the story, mostly in how she perceives her father and Boo Radley, it’s more important for her to be the static viewpoint character through whose innocent eyes we see what’s happening in Maycomb County.
Again, there is a place for both static and dynamic characters. As long as they are each well-developed and serve their stories, it doesn’t matter if they change or not.
Misconception 3: Nothing You Make a Character Do is Out-of-Character
I don't even know where to start with this one. No, wait, I do: reductio-ad absurdum. If Javert, from Les Miserables, decided to join the Thenardiers in their skullduggery rather than either accepting Valjean's mercy or jumping to his death, that would be out-of-character. If Uncle Vernon, apropos of nothing, warmly embraced Harry and said that he had come to truly accept him as his son, and that he had been misguided all these years and seen the light, that would be out-of-character. If Luke Skywalker were to not see and seek the good in some relative of his and instead decided to kill that relative off before they could go full Dark Side, that would be out-of-character (ahem... AHEM!!!).
Just because you are the writer does not mean you can do whatever you want with the characters. If that were true, they wouldn't be characters, but rather cardboard cut-outs that you cause to do random actions and say random things. Characters are supposed to represent real people, and real people act a certain way from situation to situation and over the course of time. Past behavior predicts future behavior.
That's not to say people can't change, for weal or woe, but that usually happens in one of three ways. First, they change over time, as dynamic characters are wont to do. Second, they have a "road to Damascus" moment; much like miracles, these tend to be considered deus-ex-machina and are thus rarely employed in fiction. I would say these usually happen when character A does some act of kindness or sacrifice for character B, and B is struck by this and realizes they must change their ways (again, for weal or for woe; Javert gets such an act of kindness from Valjean, but instead of accepting it he chooses to kill himself rather than live in Valjean's world of mercy. What a guy!).
Finally, there are stressors. These might be the character losing their job, or getting betrayed, or having someone close to them die, or breaking up with a long-time love. If you’ve heard the term before, it’s likely from the context of criminology; stressors are often what precipitate a violent crime. If a kind, sweet character suddenly goes bad, maybe it's due to a string of stressors. Notice I said a string; you have to have some sort of build up for a character to really go off their rocker or it will feel like it came out of nowhere. For a crash course in this sort of in-character change, I recommend Tangled: The Series, which artfully depicts not one, but two characters' roads to perdition in unexpected but understandable ways. These kinds of stressors should feel like the final straw in the bale that broke the camel's back.
For all of these changes—gradual, road-to-Damascus, or stressors—the change itself still needs to be in-character, which means that the writers need to know who their characters are and what makes them tick. If this villain is shown an unprecedented act of kindness, will they immediately forsake their plans, start going easier on their own minions, or withdraw for a while to think? It might be that only one of those courses of action would be in-character for that particular person. If this character's loved one is murdered, is that enough to make them go on a revenge spree? And are the particulars of who is caught in that revenge spree in-character?
I submit that Hawkeye killing criminals in Avengers: Endgame is in-character—he's already a hero, so he's still technically protecting innocent people, even if that means mowing down bad guys who "should" have been killed in the Snap. It makes sense, given who he is and where he's coming from. I also submit that Katniss agreeing to a final Hunger Games for the Capital's children in Catching Fire was out-of-character. She had seen what those death games were like first hand, especially for little kids like Rue, and it doesn't make sense—even if her sister was murdered—for her to do a 180 and throw away everything she stood for. Had she been shown, earlier on, to not care about the lives of Capital citizens, or to have a dehumanizing or vengeful streak, I could see it. But she didn't, so her sudden bloodlust came out of left field. I also can't accept the murder of her sister as the last in a line of stressors because—despite the horrors Katniss had seen inflicted on the people of the Districts—the Capital also did that to their own citizens. It is made abundantly clear that the Capital is willing to murder their own people (Katniss witnesses this first hand as she makes her way through the Capital streets), so it doesn't fit for Katniss to choose further violence towards the people she has seen being slaughtered by the very people she is fighting. Her action (and, by the by, Haymitch's going along with it) felt startlingly out-of-character.
The Moral of the Story
Going back to the above example, if Katniss's actions were so out of the blue, why did Suzanne Collins write them that way, rather than choosing another route? I think it's fair to say her intention was to underline the horrors of war and what it does to people, which... is a bit patronizing. The entire Hunger Games Trilogy was about the horrors of war. We saw children forced to kill each other. We saw an entire district reduced to rubble. We saw people melting in the Capital A-bomb-style. To then feel the need to have Katniss—who by this point is already so hardened by what's happened to her that she barely blinks at the violence around her—give up everything she has fought for and become like the very evil she has been fighting seems to be hitting us over the head. But that story needed a moral, and Collins really, really, really wanted to make sure we got it.
And that is perhaps the greatest misconception of all, and the root of the other three: the ardent insistence that stories need to teach a moral. Some of you might balk at this, saying, perhaps, that modernism and post modernism have gotten rid of the whole idea of "the moral of the story", but they didn't. They just changed what the morals were. True, early novels is England and America had a puritanical streak, and some people, back in the day, insisted that stories teach lessons about religion, and virtue, and the dangers of a life of debauchery. Truly, fewer and fewer stories, as the years went on, dealt with these particular topics, but those morals were subsequently replaced with lessons about feminism, and representation, and the dangers of war and racism. Before any one flips their lid, they should know that I support all of those morals: I love religion and virtue and feminism, and am really not keen on war, racism, debauchery and such. But I'm really not keen on being preached at in books
Obviously, not all, or even most, books are preachy. They weren't way back in the day and they aren't now. And yet, there seems to be a sneering favoritism for books that offer some sort of moral over those that are, frankly, just fun and entertaining. Books where characters make choices—moral choices, though they aren't always explicitly called that—are seen as superior to books where people respond to the plot by going on adventures or getting into scrapes. Dynamic characters who change—by either learning lessons and growing as people or, contrarily, losing themselves to a life of vice and sin (even if we no longer describe it as such)—are so much better than those silly characters who simple exist, neither rising to the heights of heaven nor descending to the depths of hell, with nothing to teach their audience about where life might take you. Nothing you make your characters do is out-of-character, because they don't represent people but instead archetypes and Vice and Virtue and whatever else you need to preach—Uh, I mean tell—your story.
Again, I'm not against stories having morals; heck, I'm one of those last few weirdos who can't stand books that have an immoral message. What many people don't understand, though, is that there is a vast and cavernous difference between an immoral story and an amoral story, and that amoral stories, be they wacky comedies, cute slice-of-lifes, puzzling mysteries, or tales of derring-do, are not bad, nor even inferior to other stories. They are not inferior for offering fun, plot driven stories, nor for having constant, static characters. They are not inferior for not having a moral. In fact, I submit that any random amoral story with well-developed characters is superior to a "moral" story—be they old morals or new—where the author forces the cast to act painfully out-of-character in order to beat us over the head with a message.
Basically, the point of a story isn't to teach something, at least, not necessarily. The point of a story is to be true to itself. That might mean having some deep message, or it might mean being thoroughly entertaining, or maybe both. Characters, similarly, should be true to whatever story they find themselves in. As I said at the beginning of this post, characters are the heart and soul of any story, and I mean any story: plot- or character-driven, dynamic or static, moral or amoral.
And those, dear readers, are my thoughts on character.
12 notes · View notes