I am Names. You can call me that if you want. To friends… how about Friend? To strangers, Stranger. To those who dislike me, how about Odious? To those I dislike, I can be Vile. If you're unsure, how about Ilk? Or, if you like… you can give me your name, and I'll give you a new one. We could even share. But what are names, exactly? They are titles, they are windows. They are promises and self-fulfilling prophecies. They are identities and they are masks. They are opportunities and chains. Names have power, more power than you might think. So, think carefully… what shall your Name be?
Names (mirrored/any), Edeia of Names. My little indulgence for a fae-inspired Edeia! Definitely just inspiration though. Folklore was not referenced for accuracy.
(They definitely play the "may I have your name" / "may I have your pronouns" game.)
More about them below the cut! And even more about them on TH.
Edeia Site | Edeia Discord | Personal Website
About Names
The Edeia generally known as Names has many names, and many facets of their self to go along with them. Some might think of the countless names as false identities, but for Names, each name they use is one real to them, one in which they'd found themself. They enjoy testing the limits of who they are, who they could be, and who they want to be.
Names also enjoys playing "games"… where they are always at an advantage in one way or another, and/or at no risk of loss. These include deals, gambles, and other arrangements they find interesting. For instance, even if another offers their Name, Names will never offer theirs—if they even have any risk of loss, besides their magic power. One example of a gamble they might play with a human is that if the human wins, they'll give them a name sure to bring them great financial success and stability; if the human loses, they'll give them a name of a pariah. They don't care too much about the outcomes for these humans; they're just as happy to laugh at someone as they are to laugh with someone, generally speaking.
Names does like to give a fair chance, however—or fair enough, however you look at it. They've crafted their abilities so that others' Names aren't immediately revealed to them, for one. They'll avoid finding out others' names and other forms of address outside of interacting with them directly, as it's part of their "game" of getting to know others.
They also enjoy all sorts of music and dance; they collect every kind of instrument and try to learn it, and like to learn all sorts of dances (with a preference for folk dances). They also create their own instruments, compose their own songs, and choreograph their own dances. In their games, a human might find themself relieved that their loss penalty or price for a deal is simply to teach Names a dance, a song, how to use a certain instrument, or an instrument itself. Names might invite others, including humans and Edeia, into their Abstraction for a festival of song and dance.
Names is unrepentantly themself in all their names. They have made themself into exactly who they want to be, after all. They can enjoy good company and friendship, though they don't particularly care if others dislike or grow to dislike them; they are just as happy in solitude, in their music and dance, and in their "games."
History
Names was once an Identity—rather, they were a human that would have become one. Let's call them Ming (名, Míng, meaning 'name'). They were born among the Chinese landed gentry during the Tang Dynasty with the Idea of Identity, and they grew up highly aware of the kinds of identities others had around them. They were particularly drawn to others' names, however: how the names affected them, how those names affected others. Many they knew had two, three, or more—their given name, courtesy name, art name (pseudonyms, or hào), nicknames, and perhaps other titles.
As they grew older and made their own name for themself—or perhaps names for themself—they indulged in the experience of giving and receiving names. Names exchanged with Ming had some magic power imbued in them at that time, though not too much.
It was when Ming met another Actualized Identity, who revealed Ming's state, that Ming realized their magical potential and began experimenting with the extent of their abilities. Through their experimentation, they felt that they did not simply want to be another Identity. They had their own names. They were more than just an "Identity." They sought a deeper understanding of themself, considering each of their names and what they meant; eventually, Ming was, through their magic, able to define their Name. Then, by knowing their Name, they became able to change the essence of themself. Without hesitation, they altered their state of being an Identity to being their own self, and named their Idea as Names.
At the moment of their changes settling in, they felt themself at a threshold, and Actualized.
Names traveled often after that, making their way across various parts of the globe. They stayed for quite a while in Europe, delighted and fascinated by the cultures, and having their fun with humans in certain areas. Names and the activity of some other Edeia around this time led to more and more tales of fae, and Names enjoyed taking on the name of Fae to play around with the people, playing up to that name while still being no less true to themself.
When the time for the Age of Secrecy hit, Names played along with Order's game as well. It was fun to see what they could do within the bounds of secrecy—how for they could go without receiving a warning. As it turns out, quite a bit—so long as humans didn't know there was magic, they could be as superstitious as they wanted, and Names's games worked well in the realm of secrets and uncertainties. They traveled often, sometimes blending their Abstraction with a real forest and inviting in guests to come and get lost in music and dance. After a night of revelry, the human visitors would find themselves asleep in their homes, thinking the experience a fun dream.
After Reunion began, Names continued their games—and was much more open about their existence. They registered with Data and occasionally visited reunited society (often to learn music and dance), but preferred to travel, spend time in their Abstraction, and draw people in to play their "games."
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Welcome to the multiverse of stairwells in Carol's apartment complex! Well, not really, but one of our goals after I was promoted to art director was revisiting and polishing up some stuff from earlier episodes - especially episode 1, since it would be viewers' first impression of our world. One of these things was this stairwell Carol walks through to exit her apartment. The original background (not pictured) looked great and was completely serviceable, but we really wanted to push the world-building and disconnect between Carol and this communal space where people seemed to perpetually be partying. My job was to help figure out how we could SHOW that thorough colour - not just tell it, and as you can see, there was a LOT of discussion and potential solutions. Personally, I think part of an art director's job is being a liaison between their team of artists and everyone else: translating other stakeholders' words/abstract ideas into concrete, visual direction. Sometimes all this means is handing off a brief to an artist, but other times it requires more: actively listening to stakeholders, creating multiple (sometimes many!) solutions that meet their goals/vision, helping guide them to the solution they feel best meets that goal (not just telling them), and then whatever direction results from that dialogue can be handed off to the artist(s). Anyways, thanks for looking, and watch Carol and the End of the World on Netflix! Showrunner: Dan Guterman
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