EILUNEDAR
By Alexander Marzec (Marzec@bc.edu) (28 April 1996)
Nickname
Description
This ghoul family, for reasons that will be detailed below, consists totally of changelings; primarily Sidhe of House Eiluned. This offshoot of the house consisted of researchers and scholars with a noble purpose, namely, discovering a way to combat Banality, a serious problem to the Sidhe in the mundane world which they discovered themselves in upon the Resurgence in 1969. Eventually it was discovered the drinking the blood of the Undead -- the Kindred -- would put the fae into a sort of temporal suspension. Their age would remain fixed, as would their Glamour and Banality.The Eilunedar (as the Sidhe involved in this work had come to be called) wasted no time. Capturing a Ventrue through cunning and treachery (they ensorcelled his ghoul retainers to learn his weaknesses) all members of the Eilunedar partook deeply of his blood, sucking the vampire dry. The Ventrue did not take too kindly to this act, and diverted some of their resources into wiping out the Eilunedar. By this time, the Eilunedar had already allied with the Brujah, who were unaware of their crimes and were appalled by this "heinous act of aggression" (as the Eilunedar put it). A major war broke out in the city, with the Eilunedar hunting down and destroying the Ventrue by day, and the Brujah fighting to defend the fae ghouls by night. When the end of the campaign came, the Eilunedar were swift and ruthless in their bid for power. Almost all vampires in the city were staked during the daytime and brought before the Eilunedar High Council to be judged. The Brujah who had aided the Eilunedar had done so partially from a desire to spite the Ventrue by bringing down the Ventrue Prince of that city, as well as their natural penchant for anarchy. They would not fit well in the new order by which the city was to be governed, the High Council proclaimed, and all their erstwhile Brujah Allies were decapitated. A more heinous punishment was reserved for the captured Ventrue who had dared to challenge the Eilunedar; they were taken as captives and Ravaged regularly for cheap glamour until their minds were quite gone. The remaining vampires of the city, who had remained neutral, were offered a choice, submit to the Eilunedar or be subjected to sunlight and Final Death. Most submitted. For those who refused, the Eilunedar held true to their word.
Nowadays, all vampires in Eilunedar controlled cities tolerate their Eilunedar overlords occasionally feeding off them; after all, there are worse things than being drained of half one's blood... and some whisper that the Ventrue are still being subjected to them. If the rumors hold true, these prisoners must be no more than mindless automatons by now.
Eilunedar establish formal rules for Kindred in the cities which they control. These rules are bizarre and contradictory, to say the least. Apart from "common sense" rules like "Do not slay an Eilunedar or Changeling," these rules have a strange logic born from the minds of creatures who have never been human, and it shows. For example, Vampires are encouraged to create progeny; more Kindred in the city mean more food for the Eilunedar. However, these offspring must be completely subservient to the Eilunedar; if a Cainite rebels, both she and her sire are destroyed. Some limited infractions of the Masquerade are allowed; after all, muse the Eilunedar, this encourages the mortals to dream. But no violations are tolerated which break the Masquerade so flagrantly that it would bring the wrath of the Camarilla upon the Eilunedar. Garou are not tolerated near Eilunedar cities, as they have been known to attack Eilunedar, claiming that they "smell strongly of the Wyrm". Because of this, Eilunedar frequently manipulate Pentex into attacking Garou near their cities, thus diverting two opponents against each other.
The primary law for Kindred who live in Eilunedar-controlled cities is this one: create no ghouls. The Eilunedar know that their only advantage over the Cainites (apart from their cantrips, which are not very effective against the banal vampires) is their ability to walk about in daylight. They are intensely frightened of the consequences should more typical blood-bound ghouls become prevalent in their cities. For this reason, human and animal ghouls are not tolerated in Eilunedar domains, even if they are not blood-bound already -- after all they always can be...
The Eilunedar are also intensely paranoid about attacks by the Camarilla. They keep extensive files upon the names and havens of all vampires in their cities, and if a vampire is unregistered, the Eilunedar try to kill him as soon as possible (preferably in daylight, as it is far safer). Changelings are allowed to dwell in Eilunedar cities as long as they show a certain degree of respect to the Eilunedar and do not attempt to change the status quo.
Appearance
In their true fae forms, Eilunedar resemble humans of unearthly beauty. Tall and lean, they are fierce and regal, with pointed ears, angular features, and a commanding gaze. Their eyes are of odd yet striking colors: violet, silver, etc. In their mortal seemings they look more human but are still breathtakingly beautiful.
Family Estates
Various cities in the United States, typically in the Northwest.
Backgrounds
Eilunedar often have high Resources and Retinue ratings (they control cities, after all). Their Gremayre scores are usually low as these fae have virtually severed their connections to the Dreaming. Eilunedar often look hurried and nervous; their Dominions are inherently unstable, and the Eilunedar know it. Many attempt to compensate for this failing by demonstrating uncanny efficiency, discipline, which is unusual in changelings that are so decidedly Unseelie. Excessive cruelty is also an Eilunedar hallmark. No Eilunedar may take the Freehold background as no freeholds exist within Eilunedar cities, and no changeling would tolerate an Eilunedar running a freehold outside of the realm of Eilunedar control. The Eilunedar do make frequent use of Trods, however (described in the Nobles: the Shining Ones WW supplement).
Character Creation
All Eilunedar, by virtue of their fae spirits, are unable to be blood bound to Cainites. Mental attributes must be either primary or secondary for Eilunedar. Unlike normal ghouls, which use human character sheets, Eilunedar use Changeling character sheets, and thus have more attributes and abilities than typical ghouls. To create an Eilunedar player character, make an Eiluned Sidhe Changeling character, and then add a blood pool and the ghoul abilities. Eilunedar retain their Sidhe birthrights and frailties, as well has the bonuses and penalties for affiliation with House Eiluned. Only Sidhe of House Eiluned may become Eilunedar, as the other kiths and houses do not know the extensive rituals which allow them to become ghouls without being infused with Banality and becoming Dauntain.Eilunedar continue to accumulate Banality as do ordinary sidhe, but are completely unaffected by its ill effects as long as they have at least a point of vampire blood in their systems. While they are ghouls, Eilunedar may not use experience points to increase their permanent glamour ratings. It should also be emphasized than while all vampires have been human for at least some degree of time, Eilunedar are definitely not human, nor have they ever been. Rather than using Nature and Demeanor, Eilunedar follow their Seelie or Unseelie legacies. All Eilunedar (except perhaps players) are Unseelie; most of these have the Beast or Riddler legacies.
Disciplines
Thaumaturgy, Chimerstry, Presence (the Eilunedar can use presence to bolster their natural sidhe regality; this makes it even more difficult for opponents to attack them).
Weaknesses
The same fae spirit which prevents Eilunedar from being blood bound also makes it difficult for them to manipulate their ghoul abilities properly. Because of this, Eilunedar may only use blood points for healing and using disciplines that require blood point expenditure. Also, Eilunedar are persecuted by many groups. Anarchs and elders alike fume at being controlled and regularly drained of blood by mere ghouls. Many changelings believe Eilunedar to be Dauntain and may go to great lengths to kill them if made aware of their nature, outside of Eilunedar territory. Even within their boundaries, Eilunedar must be careful, as there are always a few vampires willing to risk Eilunedar vengeance by slaying a mind leech. Ultimately, the only individual an Eilunedar can trust is another Eilunedar.
Special Eilunedar Abilities
The blend of vampire disciplines and sidhe birthrights has given Eilunedar some unique powers.
Awe and Beauty
By using the first level of the presence discipline, Eilunedar can augment their Sidhe birthright, making it even harder for opponents to attack them. Normally, an opponent must score at least one success on a Willpower roll (difficulty 6) in order to attack an Eilunedar. For every success with Presence, this difficulty increases by one.
Unbondable
One of the reasons that vampires do not create many changeling ghouls is that all changelings are unbondable by virtue of their fae nature.
Glamour pool
The Eilunedar are unique in that they are the only changelings who have managed to drink vampire blood without becoming Dauntain. Thus they have a normal glamour pool and may gain glamour in the usual ways for changelings.
Family Organization
Eilunedar-ruled cities are governed by a High Council of nine Unseelie sidhe, which decide policy for each city. Eight of these sidhe are Eilunedar, each representing a various Eilunedar faction within the city. The ninth is a representative from the Unseelie Shadow Court, which has close ties with the Eilunedar. Typically, a problem is discussed until a solution is arrived at by eventual consensus, but if this proves impossible, the matter is decided upon by a vote. All factions are expected to abide by the decisions of the High Council, with slow death being the punishment for any that disobey. The Eilunedar maintain their precarious positions as rulers among the deadly Kindred only by utmost cooperation. For this reason, any sign of rebellion or discontent among the Eilunedar is dealt with even most harshly than rebellion among the Kindred.
Gaining Family Recognition
Eilunedar gain prestige among their kind by subjugating and manipulating vampires and humans alike, extending Eilunedar control. To a lesser degree, prestige may be gained by increasing the amount of glamour within the city, and lessening the mortals disbelief in magic (thus lowering their banality).
Duties
Eilunedar are not controlled by vampires (or so they think...). They are all charged with loyalty to the High Council, and a painful death is the punishment for disobeying.
Quote
"Why worry about trivial issues such as banality or glamour? Our House will survive the coming Winter, and lead the squabbling masses into the Eternal Spring."
Stereotypes
Camarilla: This organization is very dangerous. Once they gain a foothold in our cities, it takes much effort and blood to root them out. Destroy their spies whenever you can.The Sabbat: It is said that the Nockers of Goblin Town have made alliances with some of these vampires. How foolish -- you don't ally with your food, you eat it!
Brujah: They served their purpose, helping the Eilunedar survive their troubled past and rise to power. But now they hinder progress, and must be dealt with.
Ventrue: We ripped open their havens and scattered their ashes in the sun. It shall be a long time before these nobles trouble us again.
Tremere: They hope to manipulate us. Let them think that they do so, and it shall be we who manipulate them.
Malkavians: These prodigals are the easiest vampires to get along with, once they learn their places.
Boggans: They claim that they wish to help us survive, but all these troublemakers do is investigate things that they have no business knowing.
Eshu: Some of them can be negotiated with, but the damn things have a knack of turning up at just the wrong times in just the wrong places.
Nockers: Ignore their whinings; exploit their talents.
Pooka: Is there anything more annoying than a pooka trying to 'liven things up' in one of our cities? We fight a never-ending battle to maintain control over the prodigals, and this insane kith plays games in the midst of our wars.
Redcaps: They heal far too slowly for kithain that seem to have trouble showing respect where it is due.
Satyrs: I don't care about satyrs one way or the other.
Sidhe: Can it be that we are descended from these weak rulers? They know nothing of true power. Banality claims their spirits every day, and yet the cure is right in front of their faces! Why don't they just follow our example?
Sluagh: Good informants. When some prodigals rebel in one of our cities, it's best to know about the attack beforehand.
Trolls: They call us oathbreakers and betrayers. Kill the arrogant giants on sight.
Final Details
So why, you may ask, with the hatred of so many powerful supernatural groups, has the Eiluned family not fallen yet? The answer lies in their ruthless exploitation of these other races weaknesses, as well as skillful manipulation of enemy groups. Like the Ravnos, they set two enemies at each others throats, then kill the weakened victor. Eilunedar also use their cantrips to great effect. Werewolves can be immobilized or controlled through the Legerdemain or Sovereign Arts due to their low banality, and are kept busy dealing with Black Spiral Dancers. Although vampires typically have high banality ratings, they are helpless in the daytime, since all non-Eilunedar ghouls in the cities are purged on a daily basis. Furthermore, the Eilunedar are masters of deception, typically specializing in the Art of Chicanery, and vampires in these cities never know whom to trust. Could your oldest friend actually be an Eilunedar masquerading as a vampire through their mystical cantrips? In such circumstances, it is very difficult to organize a rebellion.Despite this, the opposition to the Eilunedar's sovereignity is too great. Barring exceptional circumstances, the Eilunedar tyranny is sure to ultimately topple. Deep down, these twisted fae are aware of this fact. However, with typical Sidhe determination, they will drag as many opponents as they can down to oblivion with them. It is rumored that the High Council of the most turbulent Eilunedar city has a nuclear bomb in the city, which will be used if defeat seems inevitable.