By David Gallo (gallo@connectnet.com)
"Oh, what a tangled web we weave, when first we practice to deceive."
The Sluagh used to be known by another name: The Unshriven Host, The Army of Guilt. They were the fae born of guilty or dark and secret thoughts. Mortals would torment themselves with these thoughts, and new Sluaghan would be born. And for this, they had power.
It is said they were born long before the others. The legend goes that the first Sluaghan taunted Eve with the Apple -- because she had been thinking of it already, and felt guilty about it. A Sluaghan was there when Caine slew Abel (some say it was the same that had caused Eden to fall), and witnessed the birth of the Kindred. Darker histories say that a Sluaghan actually gave the vampires their dark powers.
Since these first acts, the Host would go off in the night and take those mortals whose thoughts would utterly consume them. And eventually, they too would become Sluaghan. Some say that the Sluaghan and the Banshees are related in some way, in that they are both created by lamenting over darkness. The Sidhe, both Seelie and Unseelie, would fear them. The Sluaghan had power over the Sidhe, because even the Sidhe could succumb to guilt. After all, everyone is guilty of something. So the Sidhe decided to do something about it.
The Shining Host met the Unshriven Host in the War of Souls, and it was a fearsome sight indeed. The arts of Sovereign and Chronos were none to compare with Culpuum -- the Art of Guilt. Culpuum could find the Sidhe's hidden fears, secrets and plans. It could also hide the Sluaghan, dishearten the Sidhe forces, make the Sluaghan look like the Sidhe's nightmares. There was even rumor that Culpuum could drain glamour from other fae and feed it to the Sluaghan through dark thoughts. For some reason, Sovereign could not overcome this dark art.
Eventually, the Sidhe emerged victorious. No one knows exactly how, but there are rumors amongst the commoners of help from the dragons; others speak of a dark alliance made that the Sidhe still regret -- the tithe to Hell. But none know for sure what the deciding factor was.
In the great hall of High King Aegrus in Arcadia, the Sluaghan were subjected to a powerful geasa which reduced their power a great deal. They were cursed with their current frailty of Whisper. And many say that they had far more powers than those of Squirm and Sharpened Senses. What they were are lost to all but the highest of sages in Arcadia... and they aren't talking.
As for the art of Culpuum, it is now forever lost. The Unseelie gladly picked up the task of reigning over the dominion of guilt and dark thoughts. Some say that not all the Sluaghan were subjected to the geasa imposed on that day. There are rumors of a few hiding in the Mortal realm, already taking up the forms of mortals for their own dark designs. Still others were thought to be in other areas of the Dreaming where they were heavily protected. Some of the more powerful ones are rumored to be in Hell as the first to be tithed because they were not able to be controlled to the satisfaction of the Sidhe.
Why the Sluaghan did not come to the aid of the commoners during the Interregnum and the Accordance wars is unknown, for surely their own the kind (those known now merely as the Sluagh) suffered as greatly as any. Perhaps they are waiting for the right time, when the remorse of the Sidhe for that terrible injustice grows to a head, and they are able to return to their former glory. For now, if they still exist, they watch.... and wait.
Wilders are dark, plotting fae who take great delight in causing people to suffer for their crimes. No matter what, they seem to always loom -- even when they're talking to a Troll. They take everything as a personal affront and deliver retribution at any chance (and for any action).
Grumps are the most fearsome of these kith. It is said that revenge is a dish best served cold, and these fae prove it. A grump will seem far greater and more powerful than any around him, and delivers looks darker than a room full of nightmares. Vampire elders have nothing on these Machiavellian fae.
Spook Speech: The Sluaghan were known to be grotesque and vengeful. They are able to terrorize victims by inducing a neurotic parnoia. They can cause small sounds to set people on edge, and can also cause disturbing silences. The balance of the two of these are used with horrible efficiency -- all more by the fact that a Sluaghan makes the sounds all himself, and with his voice. The Sluaghan rolls Manipulation + Performance versus the victim's Willpower and spends a Glamour. Every success allows the Sluaghan to invoke temporary paranoia and fear upon his victim. If under such an effect, the victim's dice pools suffer a -2 penalty because of being spooked. However, the victim is also hyper-aware. It was because of this Birthright that the Sluaghan were forced to suffer a constant state of Heightened Senses (although a Birthright in and of itself, it is a great hinderance.)
Skeleton Key: The Sluaghan is able to slip into any area as long as there is an opening. Whereas Squirm allows the Sluagh to alter their figure in grotesque ways, Skeleton Key allows them access to any space as long as there is an opening. The Sluaghan must spend one Glamour to ooze through openings. The Sidhe modified this Birthright so that it became the present Birthright of Squirm. Squirm still allows them access to a certain degree, but really makes them more freakish and outcasts in fae society.
Vengeful Fury: The Sluaghan were known to fly into a Bacchanalian rage when an injustice was left unpunished. If they discovered a wrong that had not been righted, they would lose all ability to reason and attack the source of injustice. When in this state, Sluaghan resemble a Garou or Vampire in frenzy. They ignore all wound penalties, gain an extra Health level and an extra dot in all Physical attributes, but all of their Mental and Social attributes drop to 0. The Sluaghan will not rest until the source of injustice has been torn to shreds. To avoid suffering this frailty, the Sluaghan must make a Willpower roll versus difficulty 8. When there are other Sluaghan around, the fury is even more difficult to resist. After a fury, the Sluaghan are prone to blackouts concerning what happened and are often horribly confused for days or weeks afterward. The Sluaghan will usually return after a fury and sleep for several days or gorge themselves in some way as well.
Who? The old Sluagh? Nah... sounds like an Eshu's been pulling your leg. By the way, how's that pair of pants fit? I believe you still owe me for those...
Eshu: They are... useful. They often deliver tales of great injustice to us so that we may right them. Just remember to ask them where they were at the time.
Ah yes. Fearsome legends indeed. I have few stories of them, but the ones I know I try desperately to forget... let us talk of more pleasant things. Perhaps a pleasant tale of the Redcap torturers during the Inquisition?
Nockers: A pestilence that should be done away with. Their creations are flawed and they are merely proponents of Banality. We would have shown our justice to them long ago for their betrayal of the Dreaming to the cold grip of iron. After all, who really bears more guilt -- the murderer or the one who made the gun for the murderer to use?
I was spooked so bad once that the contraption I was working on nearly killed me. I had adjusted the torque too high after being distracted by looking over my shoulder every five seconds, and the thing nearly took off all the skin on my left side. My friends told me I was just being paranoid, but I coulda sworn I heard a deep, hollow laughter.... aww hell, it was probably just the wind.
Pooka: Their simple tricks often cause more pain than they may know. They are even more guilty in their innocence.
Ah yes. Pleasant people really. They never fail to help you out when you least need it. I've seen them all over the place lately.
Redcaps: If the Sidhe think us abominable, it is unforgiveable that these wretches should be allowed to exist. They are guilty of the most barbaric crimes, yet we grudgingly respect them, for they serve as a warning to the others.
I've never seen one, and I hope I never to have to. I heard they can get downright nasty once they've discovered that's their friend that you've been eating.
Satyrs: Lust. Pure lust. If there was ever a person guilty of the pains of love it is these. They can't help themselves, but that is not a suitable excuse.
Oooh.... I've never had one, but if they're your friend, then you never have to worry. None back you up more fiercely when you need it. Of course, you'd have to be as pure as they think themselves. They're only legends anyway. Oh well, pass the pipe.
Sidhe: They shall suffer like none other. We will never forgive them what they suffered unto us. But we will wait, for their blood shall taste sweeter as we lick it off of their still-beating hearts.
I don't know what you're talking about.
Sluagh: Poor cousins. They are proof of our own guilt. The few of us that remain were unable to help them. But they know of us and they gather the tools for our imminent revenge.
Ssh. One must not speak of such things. It isn't polite.
Trolls: A stout folk with a sense of duty akin to our own. However they protect those who often should be punished. For that, they are equally guilty. Do not toy with them, and do not let them stand in your way.
Hmph. They're just tales told by the Sidhe as a warning to childlings -- to teach the importance of following rules. I've never seen nor heard one, but I've heard the stories. Children should be protected from ideas like those.
The Shadow Court: They were most likely the ones who condemned us. They shall pay, but we must be careful because they most likely have kept all of our old knowledge.
Nunnehi: They have been greatly wronged and shall be avenged.
Inanimae: Elusive creatures. We do not know what or who they are, but they do not appear to have committed any crimes.
The Autumn People: Guilty in their innocence. There is nothing we can do for them, save let their own Banality destroy them.
Dauntain: Betrayers of the worst kind. Show them the error of their ways...
Vampires: Gah. Disgusting creatures. They must pay for their centuries of vile debauchery.
Werewolves: They culled the humans for the protection of their sacred Gaia. While they may not have been completely wrong, they must answer for the countless innocents slaughtered.
Mages: Ascension. Hah. The one thing they are truly guilty of is their own ignorance. They have chosen their own form of suffering, and we will leave them to it.
Mummies: We have not had the pleasure to deal with these respectful creatures. They appreciate far better than any other the power of patience.
Gypsies: Strange, enigmatic people. They do cheat others out of a perverse racism, but they are an unknown factor and should be treated with caution.
Wraiths: Once, they were our allies. We would help them finish their business on earth. We have heard that they turned on us to fulfill their own needs in their own world. This may be true; who can understand the dead? They are beyond our reach.
Risen: These creatures are truly commendable. The wraiths that are able to come back for vengeance do as good of a job as we could, though perhaps not quite as subtly. We stay out of their way, and they should stay out of ours.
The Crow | For obvious reasons |
Sweeney Todd | A great musical about vengeance |
Twin Peaks | Just has a great feel for the Sluagh in general |
The Sandman: The Kindly Ones | A great view of vengeance in action. |
The Faerie Dictionary | Can't remember who wrote it, but that's where I first read about the Sluagh being the Unshriven Host. Once I had looked up Unshriven, it started all fitting into place. |