Player Name: Guil / Banquo Other Characters (if any): Mulcahy, Phil, Link
Character
Character Name: King Oberon Character Age: ageless (adult) Canon: Folklore Canon Point: /shrug, but A Midsummer Night's Dream has already been written • ────────── • Overview: The mighty and capricious King of the Faeries, everlasting and ancient as the former jungles of Ireland, thing of dreams and promises, a veritable force of nature, keeper of hawthorn. His form has changed over the eons as belief about him and his people has shifted, but always they have been tricky and strange things that reside beyond the veil. He is disdainful towards the mortal realm and extremely rarely consorts with it; his vassal and errand-boy, Puck, is far more "real" than he is, and so does his bidding there in his stead. He's had occasional marital spats with his wife, Titania the Queen of the Faeries, which has caused not a small amount of environmental havoc on the world. Wiki page is here
Modus Operandi:The Wild Hunt. However, Oberon is something of a stationary hunter; he works in tandem with Puck [to be played by Ros] from afar, who drags their prey back to him, so it will be a dual hunt. Him and Puck and their weirdo fey hunting dogs will work together to pull any number of tricks to disable or ensnare their prey; for example, the closer their hunting horn sounds, the further away they are, and the further away it sounds, the closer they are. He has a multitude of abilities, but generally he has incredible manipulative power over all things close to the natural world, including and especially weather. As an essentially "unreal" entity with immense power, he has sway over the fabric of reality as it bends in towards him, affecting things such as the material makeup of the world around him for quite a long distance. But there are limits. Think octopi; they can change color and even texture, and their tentacles can bend and flex and ensnare, but they have no more to work with than what is already there. With this he can aid Puck from a far distance, able to sense prey via the mycelium that binds every living and dead thing in the forest. He can also bind people to promises and contracts, even if they're not aware they've made them; never say thank you to a fey. He has a habit of snatching people's souls out of their bodies. Ordinarily to abduct them, but here he might just eat it.
Weaknesses: Many folkloric tricks will work against them, such as cold iron, salt, holly, yarrow, and being unable to cross running water. However, they will be far more effective against Puck than Oberon. Thankfully Oberon is mostly stationary. Oberon and Puck are also prone to bickering, which can absolutely be used against them, especially to slow them down. Preferred Victim: Someone who has some folkloric know-how to use against them, preferably, but not a deal-breaker! Bonus points if they're annoying. See Ros' for more detail.
no subject
Player
Player Name: Guil / Banquo
Other Characters (if any): Mulcahy, Phil, Link
Character
Character Name: King Oberon
Character Age: ageless (adult)
Canon: Folklore
Canon Point: /shrug, but A Midsummer Night's Dream has already been written
• ────────── •
Overview: The mighty and capricious King of the Faeries, everlasting and ancient as the former jungles of Ireland, thing of dreams and promises, a veritable force of nature, keeper of hawthorn. His form has changed over the eons as belief about him and his people has shifted, but always they have been tricky and strange things that reside beyond the veil. He is disdainful towards the mortal realm and extremely rarely consorts with it; his vassal and errand-boy, Puck, is far more "real" than he is, and so does his bidding there in his stead. He's had occasional marital spats with his wife, Titania the Queen of the Faeries, which has caused not a small amount of environmental havoc on the world. Wiki page is here
Modus Operandi: The Wild Hunt. However, Oberon is something of a stationary hunter; he works in tandem with Puck [to be played by Ros] from afar, who drags their prey back to him, so it will be a dual hunt. Him and Puck and their weirdo fey hunting dogs will work together to pull any number of tricks to disable or ensnare their prey; for example, the closer their hunting horn sounds, the further away they are, and the further away it sounds, the closer they are. He has a multitude of abilities, but generally he has incredible manipulative power over all things close to the natural world, including and especially weather. As an essentially "unreal" entity with immense power, he has sway over the fabric of reality as it bends in towards him, affecting things such as the material makeup of the world around him for quite a long distance. But there are limits. Think octopi; they can change color and even texture, and their tentacles can bend and flex and ensnare, but they have no more to work with than what is already there. With this he can aid Puck from a far distance, able to sense prey via the mycelium that binds every living and dead thing in the forest. He can also bind people to promises and contracts, even if they're not aware they've made them; never say thank you to a fey. He has a habit of snatching people's souls out of their bodies. Ordinarily to abduct them, but here he might just eat it.
Weaknesses: Many folkloric tricks will work against them, such as cold iron, salt, holly, yarrow, and being unable to cross running water. However, they will be far more effective against Puck than Oberon. Thankfully Oberon is mostly stationary. Oberon and Puck are also prone to bickering, which can absolutely be used against them, especially to slow them down.
Preferred Victim: Someone who has some folkloric know-how to use against them, preferably, but not a deal-breaker! Bonus points if they're annoying. See Ros' for more detail.