Okay. This is the Canonical version. It's true to the story (The Name of the Wind! Read it ! REEAAAD IIIITTTT) so far, but I had to make some assumptions because the Chandrian have only "appeared" three times over the course of two thousand page books. The version I made for use in the Dresdenverse is basically this with some backstory and evocation from Green Sun Magic taped on. The explanation for why the Chandrian exist in the DV is in the spoiler, which contains Cold Days spoilers.
*I can't decide on whether to run the Signs as a variation on Myrk or using the Aura of Influence custom power. One applies the aspect to the zone, the other to the scene. It makes more sense as a scene aspect, but I don't like that you don't get a tag on it.
Curse of the Seven [-4]Description: You’re one of the Chandrian, the Seven chosen of darkness. Your power is blood and shadow and rot and madness. And hate. Hate like iron and bitter rue.
Sponsor: None are certain. Not even the Seven themselves. Possibly some dark god, possibly the primal chaos and darkness that came before Man, in his arrogance, lit a candle. Possibly the ancient Wyldfae known as the Cthaeh, a flawlessly malevolent, perfectly accurate oracle.
Agenda: The acceleration of entropy. Destruction of evidence of themselves, remaining secret. The death of good creatures like angels. Because of the fact that the Chandrian make a point of slaughtering anyone who knows they exist beyond half-remembered tales, not much is known about what they want. It’s suspected they guard the world from far more terrible beings than themselves, but nobody’s ever lived to corroborate that. Speaking with one of the Seven is taking your life into your hands.
Evocation: Your power is in the things that man fears, and the Signs. Blood, shadows, silence, smoke, the weather, entropy, chill, madness, decay, and the void all answer your call. The Curse grants knowledge of the Names of all things, granting you the ability to manipulate raw elemental energy.
Thaumaturgy: The Curse of Seven’s rituals are nightmare things meant only to bend, break, or destroy. Preservation and protection are anathema to your power. It grants the ability to curse people, accelerate entropy, raise the dead, erase knowledge, bend or break the minds of men, and prophecy.
Evothaum: You may use entropomancy, necromancy, psychomancy, and divination at Evocation’s speed and methods.
Extra “Benefits”: You begin to display the Signs- with your presence, flames turn blue, wood rots, liquids freeze, iron rusts, animals go mad, and silence falls. Any zone you are in gains the SIGNS OF THE SEVEN sticky aspect. Because this power is a curse, it is not without detriment. You will be hunted by any good or righteous creature, and some of the evil ones. You take a -2 penalty on
all social rolls except Intimidation with beings who know who and what you are, and there is almost no potential for friendly interaction. People gain a +2 to any check to successfully identify you as one of the Seven if the Signs are obvious or visible. Your power is fueled by the hunger that lurks at the end of
everything, and it is a dark hunger. If you possess Emotional Vampire, Blood Drinker, or any type of Feeding Dependency, you may now only satisfy it with souls.
THE DEAD STAR
"Go to sleep, young one, or the Boogeyman will come and take you away..."
Since man was young, he has told stories of the Fae to his children. Of jealous trow who steal children from their beds, leaving homunculi or changelings in their place. Of the piksies who guard hearth and home. And of the Sidhe, Faen folk of razor-sharp beauty. This Man has done to protect himself from jealous Fae, and it has worked well. Philosophers have asked, "If we tell ourselves stories of Faerie, do the Fair Folk tell stories of us?". And they do. They tell tales of rebellion, of hope where there should be only despair, and of cruel iron-workers tricked by clever fae. If the philosopher had been wiser, he would have asked, "If we tell ourselves stories of the Fair Ones to warn us of them, what stories do they tell as warnings?". The answer is this- they tell stories of the Seven. The Seven chosen of shadow and blood and bitter hate. the Seven betrayers of seven once-shining cities. In Summer, they say "Do not speak false, or Night-Eye will come and take you.". In Winter, they say, "If you cheat a mortal, Blueflame will come and burn you." Wiser men have speculated on how, exactly, the Sidhe can do either of these. These are known truths- the Sidhe cannot lie or break their given word.
Usually.
The truth of the Seven is this- They have been drafted into a cold war between Winter (And by extension, reality)and the Outside. Winter is the military force- they hold back the void tide at the Outer Gates, keeping the Old Ones and their forces contained. The Seven are the spies, the counter-agents. They seek to slay those taken by the adversary, Nemesis. It is for this reason they are hated by all- they appear, like lightning out of a clear blue sky, kill seemingly indiscriminately, and vanish just as quickly. The Seven draw their power from the Dead Star. As it's name suggests, it is a star located in the deep, deep Nevernever. It's real world counterpart is the Great Attractor, a cluster of dead galaxies thousands strong, with a supermassive black hole in the center. It's metaphysical power is almost beyond belief, for it draws power from all alternate timelines in which universes have undergone heat death. It's the paracosmic equivalent of a massive plughole down which the expended life of a billion stars runs down.
If you look closely, you can see it from the Outer Gates. It's a blue supergiant.