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Gee ([personal profile] labyrinthinedark) wrote2020-02-28 01:27 am

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Courtier of Autumn
...once upon a time...


BASIC

NAME: Gee
CANON: Changeling: The Lost
AGE: Unknown
DOB: Forgotten
GENDER: Male
SEXUALITY: Pan
ACTIVE: memes, PSLs

PLAYER: K
CONTACT: PM or [plurk.com profile] givemedragons
APPEARANCE

VISUAL: Link, Link, Link
HEIGHT: 5'10"
BUILD: hard to tell
HAIR: black-brown, curly
EYES: brown or blue
FEATURES: pale, intense, always seems shorter than he is
DRESS: big sweaters, loose clothes
VOICE: here
PB: Aneurin Barnard
PERMISSIONS

BACKTAGGING:
THREADHOPPING:
FOURTHWALLING:
ROMANCE:
MINDREADING:
MANIPULATION:
INJURY:
FIGHTING:
KILLING:
red check = check in
feel free to contact for details






BACKGROUND

Gee doesn't remember a lot of things. His full name, for a start. He barely remembers where he was when one of the Gentry took him. And he doesn't remember why. He doesn't think there was a reason at all: no rule he broke, no misstep into some forbidden place, no extraordinary beauty or talent or strength. But They took him all the same and brought him back to Arcadia.

He drew Them labyrinths. Some simple, like mazes for children. Others became incredibly complex, used for hunts and safety alike. Gee could envision twists and turns, could see the whole pattern and each path, and so this become his one and only purpose: create, create, create. And in between every labyrinth, it was back into the dark hole they kept him in until his Keeper needed him again.

Unlike some changelings, Gee's transformation was slow. He doesn't remember when his eyes got bigger, his hands more clever, his skin paler. They kept him in the dark for so long, the light felt like an enemy and like a long lost lover. Every time he left, he learned more of his surroundings. Even if the entire landscape could change at his Keeper's will, Gee had a will, too. He had been shaping and reshaping parts of his Keeper's world for time unending.

If he wanted a door, he would simply make one. And he would take as many other changelings through it as he could before sealing it again.

The curse is a gift. Not one member of the Autumn Court is glad of their abduction and enslavement, but since they were taken and changed, and they can't go back, they can damn well go forward with all their new knowledge. They know that the gramarye of the Fae doesn't have to be terrifyingly beautiful and gloriously torturous: it can be wondrous, too. Though all changelings use magic, the Ashen Court walks on the cutting edge of the Wyrd.

Once out of Arcadia, Gee had to find himself again. He settled into a freehold outside of New York City, a place both maze-like and yet easy to navigate and learn. He still makes labyrinths, though now they are mostly on paper: stacks of them in his room, drawn on the floor or walls.

He's usually quiet. For the first year outside of Arcadia, it was easy to forget that Gee was around. He disappeared in shadows, watched and went unseen. He didn't know what stepping into the light would do: would the exposure be worth it? Would he be hurt again? But he found himself drawn to the Autumn Court, the court of Fear. He didn't want to be afraid anymore, and more than anything, he wanted to rediscover the wonder he sometimes felt in Arcadia.

He is unrelenting in his pursuit of knowledge, of contracts and pledges and all the magic the Gentry have at their disposal that They used to turn his world upside down. He won't be like Them, though. He'll use it to keep himself and others safe. To root out enemies and confound them or end them. He's a little in love with magic, and, like a moth with a flame, that love could be the end of him. But he can't stop. He won't. There's something just beyond his fingertips and he knows if he could just touch it, everything will make sense again.



PERSONALITY

Gee was clever before he went into Arcadia. It served him well in his durance: his intelligence and attention to detail allowed to see both the big picture and the small - the overall pattern of his mazes and each turn and dead end. This also meant identifying patterns in a place that defied rhyme or reason. It helped him to see the long game, to hold on to enough of himself to eventually escape. Though terrified out of his mind half the time, Gee played the game of good servant well enough that his Keeper suspected little before the escape - not from the quiet little labyrinth maker. While in Arcadia, he learned to manipulate his Keeper's realm and realized he could use this to escape: to make doors where there were none. Bending even a small part of Arcadia to his will takes considerable effort and force of knowing what he wanted - exactly what he wanted.

After time unknown in Arcadia, Gee is keen to never, ever go back. Though it isn't as bad as when he first got out of the Hedge, Gee's paranoia leads him to hide things of importance, to have multiple fail-safes in his own designs (ones that only he knows), and it makes him generally suspicious of things that seem too good. He doesn't trust most gifts and will usually put them somewhere safe to observe them for a while. This has led to rotten or stale food more than once. He's still haunted by what happened to him there, though he only remembers it in dreams. When he has the nightmares, he might spend the next few days awake, as long as he can manage, rather than risk going back there, even in his dreams. With this paranoia also comes a willingness to be ruthless if it means protecting his freedom.

Though most people might think hiding in shadows and using fear to fight is cowardly, Gee is willing to risk his life for those he cares about. Usually it's a calculated risk, but in the case of Delaney, there was no way to predict what might happen when Sam found out Gee was protecting his heart. When Sam yanked him into the Hedge, intent on doing something unspeakable, Gee fought back: not for his own sake, but for Delaney's and the rest of the freehold. If he could keep Sam distracted, he knew the others would find them. So he did, calling on every trick and contract, dodging the changeling-turned-Fae's malice and violence.

Gee isn't a warrior, by no means a knight in armor of any variety, but he has his own brand of bravery. He rescues and protects other changelings whenever he can: more than once he has risked the Hedge to help others out, or he's gotten in the way of the Gentry on their hunts outside of Arcadia. Gee wouldn't say he's brave, but he can't not help, either. And helping is always dangerous in his world. Gee's moral map is full of gray areas: he understands right and wrong, but he also feels the ends can absolutely justify the means. He's helped to interrogate and torture freehold captives and he's been known to risk the safety of others in pursuit of new knowledge. As long as they get what they need in the end, does it really matter? Especially if no one dies. Does it really count as bad if no one dies?

Beneath it all is a lost soul looking for love, and Gee has it to give in spades; he wants only to belong somewhere, to find a home that he will never see again. He can be very generous with his affection and it is always genuine: while Gee is willing to manipulate people with fear, he will never manipulate them with real desire. It means too much to him. When he fell for Delaney, Gee went out of his way to make his room comfortable for the darkling (mostly with candlelight) and he found little ways to try to make Delaney smile, even before he had his heart. Gee is willing to dip into the Hedge to find flowers or fruit that can't be found anywhere else. He likes learning about those he's close to so he can find things that give them comfort, whether it's an artifact from home that he's helped retrieve from a dream or revenge, Gee is unwavering in his dedication to the people that earn it.



ABILITIES

Fleeting Autumn - Provide power over fear
Witches' Intuition: The changeling dredges knowledge of one fear from the subject's mind or subconscious. The contract's subject cannot know the changeling's name.

Tale of the Baba Yaga: Through the course of conversation or storytelling, the changeling makes a concept as supernaturally frightening as he can, instilling individuals or entire crowds with an unnatural fear of that thing. This fear must be based on a myth, urban legend, or actual threat with which all subjects of the Contract are familiar.

Heart of the Antlion: This Contract can be used by members of the Autumn Court to steel themselves against all manner of fear, natural or supernatural.

Mein of the Baba Yaga: The changeling takes on the aspect of one of their subject's greatest fears.

Eternal Autumn - Ability to affect harvests, autumnal natures, and weather
Withering Glare: Members of the Autumn Court can wither any plant to any degree with a simple glance. His gaze can also sicken animals that cross his glare.

Brother to the Ague: All things must wane with the advent of Autumn. This clause inflicts the same fate on a changeling's enemy. The catch is that the changeling must be able to name two diseases that the subject has suffered (or is suffering) and one that the subject fears.

Riding the Falling Leaves: The changeling becomes a temporary avatar of Autumn, transforming into a colorful spray of dry autumn leaves. This ability can be invoked to move inconspicuously or to evade harm. The changeling wishing to invoke it must catch a naturally falling leaf.

Dream - entering and shaping dreams of others
Forging the Dream: The changeling invoking this clause becomes the director, cinematographer, and editor of a subject's dreams. The changeling may literally change the subject's dreams to depict whatever they wish. They must be sitting or standing next to their subject, touching them in some way, for this to work.

Cobblethought: the changeling can reach into a subject's dreams and extract an item or image from them that exists or plays out in the real world. The subject need not be asleep for the changeling to attempt this, they must simply have had a dream at some point in recent events. Items pulled from dreams in this way have a hazy, imprecise sensory quality to them. The limitation is a single object or idea--the changeling could not withdraw a full castle (made up of walls, hallways, doors, stairs, towers) or a functional car (with its own distinct parts and pieces). The changeling must have a single fiber of their subject's bedclothes, whether a thread from a pillow case or a shirt they like to sleep in, etc.

Hearth - traditional fae blessings of fortune
Fickle Fate: Sometimes fortune is just not in your favor. The subject affected by fickle fate seems to perform poorly in whatever task they set themselves to.

Favored Fate: This clause alters the flow of fortune when a subject attempts an action and makes for favorable outcomes.

Beneficent Fate: by altering the attentions of fortune, the changeling guarantees success on the subject's next endeavor. It's got one chance, though: if you're in a fight, you might land a knock out hit, but if you're opponent gets back up, your fate is in your own hands.

Mirror - changing appearance
Skinmask: The changeling alters their flesh to appear as another individual, but the change only affects a single part or aspect of their body. The clause is often used to enhance disguises. The changeling must appropriate an object belonging to the individual whose features they wish to reproduce.

Oddbody: The changeling re-aligns their body's makeup so that one particular feature becomes something other than human: bestial claws, glowing eyes, skin like bark, etc. The changeling must consume the threads of a caterpillar's cocoon.

Smoke - stealth, invisibility, and soundlessness
Nevertread: When a changeling invokes this clause, all traces of their passing vanish. No footprints, no marks, no scent. Even grass trampled underfoot leaves no evidence of their movement. The changeling must have spent at least an hour barefoot in the past day for this contract to work.

Shadowpatch: Light seems to avoid the changeling when they invoke this contract and darkness congeals around them.



SMUT GUIDE

★stars mark favorites★

YES MAYBE NO
✓ age/size differences★

✓ anal sex★

✓ bdsm

✓ biting★

✓ blowjobs★

✓ bondage

✓ breath play★

✓ comfort sex★

✓ cross-dressing

✓ dirty talk★

✓ double penetration

✓ dub-con

✓ edging

✓ exhibitionism

✓ face-fucking★

✓ fingering

✓ frottage★

✓ handjobs

✓ intercrural sex

✓ magic/superpowered sex★

✓ masturbation

✓ monsters★

✓ multiple orgasms

✓ multiple partners

✓ orgasm denial

✓ prostitution

✓ possessive★

✓ power games

✓ rough sex

✓ somnophilia★

✓ tentacle sex

✓ toys

✓ wet dreams

◌ blood play

◌ body modification

◌ branding

◌ conditioning

◌ cuckolding

◌ humiliation

◌ intoxication★

◌ phone sex★

◌ rimming

◌ slavery

◌ vaginal intercourse

◌ violence

◌ voyeurism★

✗ animals

✗ bathroom fetishes

✗ children (under 16)

✗ emetophilia

✗ infantilism

✗ pet play

✗ vore

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