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ACTAEON
By Nathan Graham
Description
The Actaeons, named after the unfortunate hunter who defiled Artemis' privacy in myth and legend, are the little-known "nobility"
of the Satyrs. They are an odd kith, having similarities to the Sidhe; they are definitely satyr-kind, however, make no mistake.
This kith is very rare, and some fae speculate that they are the result of a Sidhe reborn as a commoner. They are not reallynobility, as acknowledged by the Sidhe, but it is said that they were once a Noble House unto themselves. Most Actaeons havegained at least knighthood, if at all possible; they have little interest in holding land or territory, except on a very practical level.
Like Satyrs, these Kith are passionate and wild. Unlike their commoner cousins, however, the Actaeons' passions are regal andnoble, their wildness not that of drunken reveling but rather of a nature unrestrained by society. They are likely to go on drunkenbouts of depression, or violent flashes of rage, but have a powerful sense of dignity and pride, and will not compromise thoseaspects. To a Seelie Actaeon, honor is everything. They will die for the lands they protect, or the vows they have sworn. AnUnseelie (sometimes called a Periton) violates codes of honor for sheer perverse pleasure, but will still act with dignity andpride.
The curse of the Satyrs is a twofold curse for the Actaeons. They strive always for balance, for harmony, but their wild natures
ever deny them this peace. They often are found among their Satyr brethren, where they are acepted, if not understood. There,they play the role of the somber elder brother, advising and protecting. Their arrogance has won them little love from theSatyrfolk, but they are, after all, of a Kith. The loyalty that binds all Satyrs binds them as well, and even the worst Unseelie willnever betray that bond.
Appearance
Actaeons are taller than the average Satyr, and are almost always slender and of a wild beauty that nearly matches that of theSidhe, with strong features and beautiful, liquid eyes. Their eyes are usually green or brown, and they usually dress well, if simply. All Actaeons are male; it is theorized that there is a female race of Satyr nobles, but this has no known basis.
Seemings
Childlings: Also called fauns, these Actaeons are much the same as their Satyr counterparts. They are beautiful, cherubicchildren, with glorious voices and two little nubby horns on each crown; the only difference is that the Actaeon childling's hornsare covered with a soft fuzz, instead of being hard and bony. Actaeon childlings are shy and skittish, but love to roam thewoodlands. They are adept at hiding in underbrush
Wilders: Wilders are more easily distinguished from the Satyrs, with the budding horns of a stag rising from the crowns of their brows, usually with only about two or three points. They have the innocent nobili ty of a prince -- as though they know no other lifethan one of command and freedom.
Grumps: Actaeon grumps are rarely seen, as they often become recluses and hermits. The few Actaeons that make it to
grumpdom have usually attained some measure of balance between banality and glamour -- and thus some measure of peace.They are loathe to endanger any peace they have attained by subjecting themselves to the mortal world. They will sometimesgive aid to those who truly need it, in the form of shelter or sustenance. They have the air of the noble savage, and the hornscrowning their heads are magnificent and broad.
Lifestyles
Most Actaeons live in or near the woods. Many are hunters or survivalists.
Affinity
Nature
Birthrights
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Physical Prowess: As per Satyr Birthright.
Noble Beauty: Actaeons gain +1 to Appearance, even if this takes the Trait above 5.
Frailties
Passion's Curse: As per Satyr Frailty.
Quote
"My heart beats with the wildness of the woods, the very heart of the Dreaming. Can you feel its pulse, in the breeze, in the earthitself? Or has your own heart fallen to the banal armies of sleep and surcease?"
Outlook
Boggans: Busy little gnomes that tend well to the earth when they remember the wild -- but otherwise, they have forgotten much.
Eshu: They have the wisdom of travel, but the shrewdness of thieves.
Nockers: Twisted hearts, twisted faces.
Pooka: They know well the heart of the wilderness. But they take nothing seriously...
Redcaps: Enemies. They think they will always be the predators, but in the wild, tables often turn.
Satyrs: Our beloved cousins, our merry-making kin who try to bear our burdens.
Sidhe: Old nobility, to be sure, but where are their kingdoms now? We have warned them against forsaking the wild heart. It istheir choice to listen, or not to.
Sluagh: Vile, slinking, honorless goblins. We will guard our lands against them always.
Trolls: They have honor; thus they will be treated honorably. They are loyal; thus they shall be trusted no further than those theyserve.
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ADH-SIDHE
By Colin Chapman ([email protected]) (27 June 1996)
Description
In the darkened nights of ages past the Adh-Sidhe prowled, haunting the realm of Ireland, bringing wrathful destruction to those
of evil heart. The Adh-Sidhe represent vicious and terrible justice, hunting the scum of both Kithain and Human societies.
Grimly determined, the Adh-Sidhe are justly feared by wrong-doers, but theirs is not to punish the petty crimes: only crimes of
violence, bloodshed and sexual force attract their ire and they can be very creative in making the punishment fit the crime...Many have ventured opinions as to why the Adh-Sidhe walk this dark path but none truly know, not even the Adh-Sidhethemselves. Perhaps dreams of righteous vengeance have shaped this kith.
Direct and aggressive, these kithain find friendship hard, even with the most decent of companions, and relations are oftenstrained. Indeed, even many honest kith and humans find the Adh-Sidhe's drive and grim attitude strongly unsettling.
Never a numerous kith, the Adh-sidhe have found the modern world in dire need of vengeance. Daily the number of atrocitiesand victims grow, and the Adh-Sidhe fight to weaken the tide. It is a futile struggle perhaps, but the Adh-Sidhe are nothing if notrelentless.
With the spread of Irish blood around the globe the Adh-Sidhe have reached foreign lands, carrying out their task regardless, butthey are spread terribly thin.
Despite their savage and terrifying countenance the Adh-Sidhe have good hearts, with a deep and profound love and respectfor all things good and beautiful. Indeed, this only fuels their desire to destroy the cancer of injustice before it destroys evenmore. Surprisingly the Adh-Sidhe are not tortured by feelings of angst, bitterness or loneliness. They are content with their chosen path and it's consequences and have no desire to be any different.
They have open scorn and contempt for the nobility of both Courts, especially those of Sidhe heritage, and will never swear allegiance to, or join, a noble family or Court. In the eyes of the Adh-Sidhe the nobility betrayed the Commoners by closing theGates of Arcadia on them, trapping them in the Endless Night. Even today the Adh-Sidhe pursue those directly responsible for this betrayal, and many Sidhe nobles are uncomfortable under their scrutiny. Rebirth does not remove the stain of guilt...
Only rarely have the darker 'Unseelie' natures of these dark kith emerged but when they do many tremble, and if such an Adh-
Sidhe were to commit a foul deed their fellows would make their suffering legendary...
As previously noted, the Adh-Sidhe hold the noble houses in utter contempt for their treachery in barring the commoners from Arcadia during the Shattering. House Scathach was not party to this foul deed but aided the returning noble houses during theResurgence, and in some cases, the Accordance War. As it stands, relations between the Adh-Sidhe and House Scathach arestrained, and the Adh-Sidhe refuse to join Scathach, or any other noble household. As a matter of calling, many Adh-Sidhewould avoid swearing allegiance to a household, even if relations were good. They are fully aware that noble allegiance couldput them at odds with their lifes task of justice and vengeance.
Appearance
The Adh-Sidhe can be terrifying and nightmarish, bearing an aura of menace, even when near those of clear conscience.
Typically tall and lean, they have pointed ears and angular features. Their hair is black as pitch and their chilling gaze is theflaming red of burning embers. They resemble dark Sidhe, save for when they open their mouths revealing a mouthful of dagger-like teeth...
Clothing is of li ttle concern for this kith and they favour tough, functional, clothing that enables them to blend in with normalpeople. Jeans, sturdy boots, t-shirts and shirts, denim and leather are prefered. The pointless affections of 'youth culture' don'tsway them, and 'all black' wouldn't allow them to fit in. Likewise, trenchcoats are often impractical, and jewelry is a pointlessaffection that distracts from their cause. They can admire the beauty of jewelry, but they refuse to wear it. They typically wear their hair long, braided into a single tight plait (so it won't impede them) or cut savagely short.
Note: Their bite does Str + 1 damage.
Seemings
Childling Adh-Sidhe are rare, weighed heavily by their life-task and are unsurprisingly serious. They often punish the childish or thoughtless antics of other children, but avoid using violence for this end. They use very inventive trickery instead. They areusually mature beyond their years.
Wilder Adh-Sidhe are the scour e of bullies, becomin increasin l brutal in their unishment. Few remain in education for an
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real period of time, usually being expelled for violent behaviour to other pupils (the bullies). Many take to the streets formingmilitant Guardian Gangs or fighting criminals using cunning and fae power.
Grump Adh-Sidhe are little different than their wilders, but are even more driven and brutal. They age like other Changelings butthe signs that accompany age in an Adh-Sidhe are never 'kindly'. The wrinkles they gain are angular, shadowy and demonic, andtheir flesh becomes gaunter. Ancient Adh-Sidhe look like hellish, skeletal, witchkin.
Lifestyles
Adh-Sidhe are vigilantes, naturally drawn to where the need is greatest, most obviously the cities of Man. Any work they performis for basic survival only and they favour security and enforcement work, giving them an increased opportunity to target those inneed of cleansing. It's a common ploy of this kith to set themselves up as victims.
Affinity
Actor
Birthrights
NightMare: By spending one Glamour point the Adh-Sidhe can transform into their NightMare form: a black horse with flaming
eyes, daggerlike teeth and razorsharp hooves. For that scene they gain +2 dots in Str (even above 5), + 1 dot in Sta (evenabove 5), and 2 extra Bruised Health Levels. In addition they can double all their movement rates. A hoof attack in this form doesStr + 2 damage. The Adh-Sidhe cannot perform actions requiring manual dexterity in this form.
Stain on the Soul: The Adh-Sidhe can sense the taint of atrocity in those they meet. It requires a Perception + Kenning roll (diff.6). 1-2 successes will note the taint, 3 or more will reveal the exact crime. The difficulty to detect the taint of an unrememberedlifetime (not uncommon among Changelings since the Shattering) is 9. This ability is an unconcious one and requires noGlamour to activate. It operates every single time the Adh-Sidhe meets someone, even if they have met before, so even if theydon't notive the taint at first they inevitably will at a later meeting. It is best if the Storyteller makes these rolls.
Frailties
Aura of Menace: Adh-Sidhe are unsettling to say the least; they suffer a +2 difficulty penalty in any social situation except
intimidation.
No Lord Commands Me: Adh-Sidhe may never join or serve a Court or Noble Household, nor will they serve a Sidhe. As aresult they will never gain a title or noble holding. In addition many nobles forbid them entry into freeholds in their domain, or fearing their wrath, arrange for them to meet 'unfortunate accidents'.
Wrathful Calling: The Adh-Sidhe are driven to punish the guilty. Any time they fail to do so by choice they suffer growing pain.Each time they do so they suffer -1 Impairment (accumulative). Adh-Sidhe that fall prey to their darker nature and commitatrocious tasks suffer this penalty as well. Unless of course, they punish themselves...
Quote
Don't cry. Not yet anyway...Hell awaits you. Time to start suffering...
Outlook
Boggan: They seem decent enough, and gossip doesn't warrant our attention.
Boy, am I glad I have a clear conscience!
Eshu: They wander the world, never amounting to anything. We are neutral.
So you want to hear a story about the Adh-Sidhe do you? Well...
Nocker : Tinkering keeps their minds from darker pursuits. They leave us alone.
Pooka: Tricksters are to be watched, for their tricks can all too easily turn nasty.
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Humour? Hello?
Redcap: The Redcap are bloodthirsty scum. They often need our guidance in learning the error of their ways.
Just fuck-off about the Adh-Sidhe! Bastards!
Satyr : Lustful, empty fools. Some have tasted our wrath, for sexual violence is but a step away from lust.
Real party-poopers!
Sidhe: Betrayers! They left the Commoners to suffer. Seek the guilty and punish them.
Adh-Sidhe?! Where?! Guards! Guards!
Sluagh: The dark whisperers are to be pitied, but seldom they attract our attention.
A wild card indeed.
Troll: Decent, honest, honourable and forthright. An inspiration for all. Were they to oust the Sidhe we may return to the Courtsand Households.
The path of righteous vengeance is honourable but methinks they are too driven
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AETHERIANS
By DeGorian Smith ([email protected]) for Changeling: Beyond Arcadia and Mage: The Void
Description
The Sons of Ether and the Nockers have been friends since the beginning of the Ascension War. Before the "destruction" of
Earth, the Nockers help the Sons of Ether escape. Well, to cut to the chase, the Aetherians, or Aetherlites as their parents callthem, are the children of the Nockers and the Sons of Ether.
Appearance
They appear relatively human with a reddish face. In their fae meins, they have more reddish faces and pointed ears.
Seemings
Childlings: They crawl around their parents' devices like gremlins, fixing one thing while breaking another.
Wilders: This is the main age group of the Aetherians. Their inventions are the stuff stories are made from, comedies and
tragedies.
Grump: As of now, there are no grumps.
Lifestyles
Tinkering and Inventing. They have labs with their parents or workshop somewhere else.
Affinity
Prop
Birthrights
Chimera Creation: (See Changeling: The Dreaming p141)
Fix-it-All: (See Changeling: The Dreaming p141)
Magicks: Aetherians have access to true magicks. All Aetherians must begin with an Avatar background of two and an Arcane
of two.
Frailties
Anachronistic: The technology they use is either too far in the past or too futuristic. Any coincidental effect from anarchaic/futuristic device will be ignored. This is because Reality will pass it off as luck that the device worked.
Technomagics: The only way an Aetherian can do magic is with a technofocus.
Quirks: Instead of having the nocker's Flaws, the Aetherians get quirks. Their inventions work great, too well at times. Their
inventions sometimes will have a unique effect, undesirable or not. Example: A robot who follows orders too literally.
Foci
Technofocus: All
http://localhost/var/www/apps/conversion/tmp/scratch_8/magevoid/mtv1.htmlhttp://localhost/var/www/apps/conversion/tmp/scratch_8/beyond.html
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Quote
"This is the best device for this job"
Outlook
Boggans: You got to like the little buggers. Such simplistic devices
Clurichaun: Sell them weapons. They'll love you for life.
Eshu: They don't use our devices, but they can tell us stories about folks who have.
Ghille Dhu: They're into organics. How Verbena-Progenitor like.
Nockers: That part goes there, Dad. That part goes there. Got it?
Pooka: They love rocket-powered pogo sticks.
Redcaps: Always feed them a homemade bomb.
Satyr : Okay, so my last invention sent one to the medic. He seemed happy.
Selkies: Watersuits, they want watersuits.
Sidhe: Fancy ships, no functionality.
Sluagh: The things they want. (Shutter)
Trolls: Advance weapons they like. Old-fashion weapons they like. They are easy to please.
Celestial Crusaders: Did God tell you to leave my folks behind?
Nephandi: They like annihilation. So we'll annihilate them.
Teknolords: They hate our pets.
Wu Lung: Nice dragon. Good dragon.
Cybermancers: The Virtual Adepts have finally got it right.
Euthanatos: Embrace death and get it over with.
Freetrader : If it works and its really fancy, they'll by it.
The Order : I'll have a cheese steak, you pompous twit.
Progenitors: You know the doppelgangers are still looking for ya, Dr. Frankestein.
Dreamspeakers: The more things change, the more they stay the same.
Marauders: Perfect test subject for inventions you know will explode.
Verbena: Now that's the biggest freaking tree I ever seen.
Sons of Ether : I heard mother-knows-best, but sheesh.
The Hollow Ones: The others think they're dead. Idiots.
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All Alven must take the Flaw: Vengeful.
Outlook
Boggans: What use are they? They cannot craft as fine weapons as we can. They are fair cooks and it is a pity they are contentwith their homely lives. They might be so much more.
Eshu: A wise folk. They know the value of danger and know the Dance well. Should they ever stop wandering and find a causeworth backing, they might proove to be a bit more worthy of our attention.
Nockers: In their dreams, they create as we do. Pretenders all.
Pooka: Even fools have uses sometimes.
Redcaps: Like us, they are borne of nightmares. Like us, they work fear. We are the delicate needle. They are the blunt stick. If you need truly inspiring fear, turn to us. if you seek to have your enemy's fingers eaten you would try the Caps of Red.
Satyrs: Goats.
Sidhe: Noble and bright. Even their unseelie brethren are weak and ineffectual. They cannot fight like us; they cannot live like us;
they cannot love like us. They are cowards that hide behind their radiance. Some day we will have a way to surpass their granduer. Then we will see who sneers. Fools.
Sluagh: Over the centuries of our slumber, or brothers have lost their path. Weak they now are and forced to skulk where weonce dwelt. They performed a great service to us. For that we owe them respect. If they would see the Dark again as we do, theywould be stronger.
Trolls: Sniveling oafs. They kowtow to the sidhe nobility as a dog courts a bitch in heat. You may find one with honor; observe
him. Show him the meaning of honor. Should he accept it, you have an ally.
Quote
My wings are the blackest of night. My skin burns like the cold sky. You will rape and kill no longer. I will show you the pain youcause. I will bring to you the terror you bring to your victims. I will show you death
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ANNIS
By Hastur7 ([email protected])
Description
The Annis are among the most feared changelings. In ancient times they were born of nightmares of evil witches who stole into
houses to eat children. Since their creation in the ancient times, this evil kith has captured humans and devoured them. Leavingonly bones in their wake they were one of the few kith to flourish in the 600 year absence of the sidhe. They were the first kith touse the now common practice of living inside human bodies. They are becoming more common (unfortunately) although highking David has ordered these changelings killed on sight. It is not surprising they are resilient, for they claim to be the oldest of kith. As one would guess, the majority of Annis are Unseelie. They often bunk with Black Spiral Dancers, Nephandi, andUnseelie Redcaps. They lure humans to their freeholds and devour them with little care. The few Seelie of the species live aslone wolves, eating only wicked and banal humans and helping lost children find good homes and loving families. Thechangelings even attribute the Annis to the disappearance of three certain college students three years ago....
Appearance
The Annis look like old, overweight humanoids with sharp claws and even sharper teeth. They have hard, rock-like skin and grayhair. For some reason, the female Annis outnumber the male 80 to one. Annis tend to prefer large cloaks and flowing robes for attire.
Lifestyles
Annis live in the Near Dreaming in deep forests. They often live in chimerical living houses (with wings or legs) in order to leavean area before their presence becomes widely known (and hunters attack).
They rarely show up in cities unless they're controlled by the Sabbat or other "evil" forces.
Seemings
Childlings: Annis often age very quickly; the average childling looks more like a teenager or maybe older. Their job is the familytempter, bringing home young boys for 'dinner.' The only time they leave their captives alive is for fattening or breeding.
Wilders: Wilders begin to show the first signs of old age. They have tiny wrinkles and some gray hairs as well. At this stage, the Annis begins to learn how to hunt more effectively, going out and stalking humans at night. It is not uncommon for the young Annis to join with a pack of Sabbat vampires or a Black Spiral hive to learn more effectively.
Grumps: Grumps make up the majori ty of this kith. These Annis are usually very fat (from all the people they have eaten) andcannot seduce mortals as they use to. This bothers them little, however, as they are now strong enough to hunt for their meals fulltime. They are also masters of fae magic. Few things are as scary as an angry Annis grump.
Affinity
Actor
Birthrights
Claws and Fangs: Annis have sharp claws and rock-like fangs. These claws do Str +1 chimerical damage and their savage
bites do Str+3 chimerical damage. It can not be used in the presence of the unenchanted unless the annis calls upon the Wyrd.
Tough Old Bird: Annis are very strong and resilient; all annis get a +2 to Str and Staminam, even if this brings them over 5. This
gift can only be used in the presence of the enchanted or if they have called upon the Wyrd.
Frailities
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Ugliness: Grumps have an appearance of 0.
Gluttony: Annis live to consume human flesh. When faced with an opportunity to eat it (or any other meat for that matter) theymust make a Willpower roll (diff 8) to avoid stopping and devour it.
Quote
"That's nice buddy. Why don't you come over...for dinner?"
Stereotypes
Boggans: Mmmm! Yummy! So plump and juicy! A yummy treat!
"A good idea to invite them to dinner, a bad idea to be invited to dinner by them."
Eshu: Come in my friend! There is always room at our table for another!
"Uhhhh, I wouldn't want to intrude."
Nockers: Cuss all you want buddy. No one will hear you.
"You bet I'll cuss you! $%@# @*&@ %=*%!"
Pooka: Yummy! So furry, tickles all the way down!
"That's not funny! Say, I don't think I've ever said that before!"
Redcaps: Our brothers in arms. Say, pass a drumstick would ya buddy?
"Sure! Haven't eaten this well in a while!"
Satyrs: Fools, so easy to lure into our clutches. Damn hard to catch though.
"Word of advice, meet an annis at a bar, make sure you go to your place, not theirs."
Sidhe: Cowardly fools. Sweet, but too difficult to catch.
"Annis!?! Here? Guards!."
Sluagh: Cold and slimy. Not worth the effort of finding.
"There are advantages to living in the sewer."
Trolls: It is call for great celebrating when we catch one of these blue titans. What a feast.
"The duke ordered your capture man eater. You're coming with me."
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THE PEOPLE OF THE TREES (ARDECH)
By Mitch Kelly ([email protected]) (31 October 1995)
History
The Green Knight, Jack in the Green, the Green Man. All common enough figures of legend: the great strong man in green, who
walks in from the forest to challenge the bravest knight, or whose wrath protects the forest from those that would exploit or destroy it. The People of the Trees, or Ardech, as they refer to themselves, may have been the originators of these tales. Theyare an old Kith, mentioned by the Sidhe as one of the oldest, but others, especially the Sluagh, say that they were not originallyKith at all, but something different. In essence, there are three separate stories of their origins. The first says that they were onceDryads, who took on a more active role, and joined the Kith. Another says that they were at one time a group of Sidhe and Trollswho combined to protect the forests and over time evolved into something different. The last tale, that whispered by the Sluagh,is that the Ardech were once related to the Sidhe, but they were the victims of a terrible magical experiment, where their bloodwas exchanged for tree sap. No one knows the truth, for the Ardech do not speak of their origins.
Regardless of their origins, everyone agrees that the Ardech have always fought for their forests with great pride and power. TheSeelie usually try to persuade people not to harm the forests, but one warning is all they give. The Unseelie in general simplyterrorize their victims, then kill them messily. The Ardech are honourable and honest, and always keep their word. As a group,they are more active now than they have been for centuries, as if they sense that the last days need a more forthright approachthan has been the case in the past. The Ardech are moving through the Kith, making alliances and serving others to build up astock of favours they will (it is thought) soon call in in some terrible act of power.
To those few who know of both, the similarity between the Ardech and the tiny reclusive Vampire bloodline called the Walden isstriking. The Ardech respond to inquiries about this either with silence (Seelie) or violence (Unseelie).
Appearance
The Ardech are usually tall, and can be of any race. Their eyes are always green, and as they get older, the rest of their bodygains the strange greenish hue. The blood of the Ardech is greenish and viscous, like tree sap.
Seemings
Childlings are guileless and easily distracted by things around them, often falling into deep trances while watching falling rain or the wind move the surface of a lake. When they move, it is very quickly, often in a blur.
Wildings are quick to act, and often are highly politically active, especially in the environmental movement. They are generallyopinionated, willful and argumentative.
Grumps are passionate but deliberate; they are master planners, often deviously snaring others in their plots. The Seelie arebad enough at this, but Unseelie Grumps are downright brutal in their dealings with others.
LifestylesPeople of the Trees are predominantly rural dwelling Kith, but some are now moving into the cities, attempting to protect the fewgreen spaces left. Many have careers are park rangers, gardeners and environmentalists.
Affinity
Nature
Birthrights
Strength of Form: All People of the Trees gain an extra die to their Stamina, even if this takes them over five dice. They alsoignore wound penalties: they are either active, or incapacitated. People of the Trees cannot botch any Survival roll.
Woodwarp: The People of the Trees can cause wood to reshape itself according to their commands. This requires a point of Glamour to be spent, and a Wits+Survival roll. The difficulty is 5 to reshape wood a bit, through to 9 to animate the woodcompletely. The difficulty rises by one if the wood is dead.
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Frailties
Fear of Fire: The People of the Trees fear fire, all fire except the Balefire of Changeling Freeholds. Their soak roll difficulties for
injuries caused by fire are one higher than normal, and they must make a Willpower roll, difficulty five, to avoid fleeing the sourceof any fire.
Quote
"What of your petty politics? Do you not realise that without the forests, without the wild, there will be no Dreaming?"
Outlook
Bean Sidhe: A good folk who have never forgotten their honour. They remember.
"We were close once, and might be again. Yet the wellspring of their anger may destroy them."
Boggan: Children. They abase themselves in the filth of humankind, looking for scraps from their tables. Can they not see they
have nothing?
"What do woodcutters know?"
Eshu: They wander and love, tell tales and laugh. Yet they make no effort to preserve. They should do more.
"Odd guys. We see 'em all over, but they need to lighten up."
Nockers: Do not despise the crafter, for what warrior needs no weapons? And who forges more skillfully than they?
"Good customers, but don't ever try cheating one of them. They don't forget" (rubs bump on head)
Pooka: Swine. They are unfit to bear the title of Kith. Their petty stupidity has cost all of us dear, but one day we will see themhumbled.
"Ooh it's nice when they're around, they are so uptight. It's a laugh a minute!"
Redcaps: We need them. They are our warriors, and one of our best hopes for allies. Yet their mindless savagery frightens even
me.
"Good killers, but stuck in the past. If they truly wanted to win their war, they'd ditch all the honour stuff."
Satyrs: Their hearts are with us. They know and love the wild places, and they help as they can.
"Good folk. Give them hospitality, comfort and cheer, for they bear a burden which we cannot carry."
Sidhe: Once, they made us welcome. In return for that, we will follow them, but they know that our path and theirs are different.
"They respect us, but only as far as they must. Their hearts are hidden from us. Do not rely on them."
Sluagh: They were not always as they are now. We saw them fall. Have pi ty on them, for if you know what we know, you wouldsee that where they have gone, others of us might follow.
"They were friends to us when no others would look in our direction. We do not forget that kindness."
'Taur : They are close to our hearts, and where they protect the beasts and birds, we give our thoughts to the plants. Thus isbalance maintained.
"Our allies. We stand shoulder to shoulder with them."
Trolls: We are much alike, for both of us would rather die than fail in our duty. We will have need of their strength.
"They have never stood against us,and often have been our allies Like us they know the value of honour -- and its price."
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AUTUMN DWELLERS
By Fionacat ([email protected])
Description
The Autumn Dwellers are creatures of eternal depression for they know that they will fade away into Banality incredibly quickly,
more so then even the Sidhe. The Autumn Dwellers are really cursed in that every month they become more Banal untileventually they vanish into nothingness.
All Autumn Dwellers feel the weight of Banality pushing down on them, so much so that they are often mistake for Dauntain. Allthe time they know that no matter how hard they fight they will fall.
Most Autumn Dwellers avoid contact with other changelings as soon as they realise the truth of what they are (and this sadlyhappens very quickly with their birthright Bedlam's Demise) but until that time most are mistaken for Sidhe.
Autumn Dwellers, despite knowing the answers, will rarely share them freely or if they do give a free answer it will always be in ariddle. In fact most Autumn Dwellers speak constantly in riddles to all except their closest friend.
It's rare to find more then one Autumn Dweller around so it is unknown how exactly they would interact with others of their ownkind.
Appearance
Unlike many fae the Autumn Dwellers have a mainly unchanged fae mien. The most notable change in an Autumn Dweller is notthe physical change but the mental mind set. Most Autumn Dwellers appear like sidhe but are often a much "darker" color. The
Autumn Dweller's hair may appear to be made of leaves, but this is not a common trait.
Seemings
Childling: A curious mix of Sidhe beauty and Sluagh depression, most childlings stick around with other fae until they realise
what will happen to them.
Wilder : If they make it to this stage an Autumn Dweller is among the wisest creatures alive. Few Autumn Dwellers make it thisfar, fading out before they reach this age.
Grump: As far as anyone knows, no Autumn Dweller has reached the grump stage of life. All those have succumb to Banality bynow. If there was to be a grump Autumn Dweller they would possibly know everything that there is to know....
Lifestyle
To begin with Autumn Dwellers will have a fairly "sidhe" like lifestyle, taking part in politics and such but when they discover thetruth they normally hide themselves away with their closest friends.
Affinity
Autumn Dwellers can choose their affinity from the Actor Realm or the Prop Realm.
Birthrights
Arcadia Vision: The Arcadia Vision allows the Autumn Dweller to ask the storyteller for one (short) piece of information threetimes per a story. This information should normally be given in the form of a riddle to the player representing the Autumn
Dweller's mysterious nature. Nothing is required to use this birthright but if the player starts to abuse this birthright then thestoryteller should make the answers more and more obscure.
Bedlam's Demise: For every month that the Autumn Dweller lives she gains one point of intelligence and wits. This can raisethese attributes to above 5.
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Frailties
Hatred: The Autumn Dwellers are hated by most of creatures of Glamour. Chimera will avoid them and childling fae will normally
try to avoid them. In addition Autumn Dwellers can not have any sort of title due to their bad reputation.
Winter's Kiss: Every month the Autumn Dweller gains one permanent Banality. This is unavoidable and probably cannot be
undone.
Quote
We are fading. The abyss calls to us and we know that there is no way out. Our time here is to serve the others and learn all wecan...."
Outlook from other Fae
Boggans: These poor souls are the most desperate case you'll ever find. They are beyond help as there is nothing that can bedone.
Sidhe: These ancient and banal fae are best avoided. They spend too much time with us already. They risk taking us withthem....
Sidhe: Much like ourselves in outlook, they know the futility of it all. They appear to have some minor argument with the Sidhe,
but getting any information out of them is harder than believing a Pooka.
Others: Who?
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BAGA-DJIMBIRI
By Daniel Mitchell ([email protected]) for Dreamsingers
Description
The Baga-Djimbiri are a very unusual kith. They were the closest fae kin to the lost Bunyip tribe of shapeshifters. For centuries,
both the Bunyip and the Baga-Djimbiri worked to take care of the Australian landscape, sharing their stories and natures withthe Aborigines. Even so, there were many things about the Baga-Djimbiri that were opposite to their brothers, the Bunyip. Far from being peaceful, they were the ones who taught the Aborigines many of their combat skills. Combative and powerful, theywere a force to be reckoned with, especially when they called upon the powers of their brothers through their own Art, Rage-Call.
When the Europeans arrived and the Garou commenced the War of Tears, the Baga-Djimbiri aided their brothers as best theycould, but even they could not stop the eventual extinction of the Bunyip.
In modern times, the Baga-Djimbiri are vengeful fae, and are highly aggressive toward anyone who encroaches upon their territories, especially Garou. They would make a powerful force against many threats, if someone could gain their trust.However, few are inclined to do so because of their fearsome reputation. Baga-Djimbiri have been known to wipe out wholeWerewolf caerns in a single night -- many people believe that they call the aid of the spirits of the Bunyip....
Appearance
The Baga-Djimbiri are powerfully built, muscular and dark. Their most noticeable trait is their eyes, which are sharp, piercing andhateful. Their skin is dark, almost black, and they rarely wear clothing.
Lifestyle
The life of a Baga-Djimbiri is very rough. Combat is taught early on in life, and only the strong survive, for the Baga-Djimbiri arehighly combative. If a Baga-Djimbiri ever lives long enough to reach Elder status, he or she is accorded much respect in thetribe.
Affinity
Nature
Special Art
Rage-Call
Birthrights
Shapeshifting: The Baga-Djimbiri shared many things with the Bunyip, including the ability to change forms. By spending aSong point, the Baga-Djimbiri can take on a form equivalent to Hispo (Str 6, Dex 6, Stam 6, +1 Perception, bite attack of Str+2,claw attack of Str+2). Reverting to human form is free.
Combat Prowess: The Baga-Djimbiri gain one extra dot in Strength and Stamina, even if it takes it over 5. Their Physical Traitmaximum is increased to 6. Baga-Djimbiri cannot botch Brawl or Survival rolls.
Frailties
Animal Mind: The Baga-Djimbiri are highly instinctive fae, being closer to animals than normal. As a result, they can never havean Intelligence over 2 and all tasks involving human-level thought processes are at +2 di fficulty.
Opinions of the Other Kiths
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Djangwull: Tainted. Smell of the invaders. Some stay true, but others must die with invaders.
Kunapipi: They helpful. Do not hurt. Do not defile Sacred Places. Help where you can.
Wandjina: Strange. They come, go as they want. They find you if you need.
European Kiths: They not to be trusted. Kill as soon as you can. They must pay for stopping Dreamtime.
Garou: All killed our brothers Bunyip. All must die.
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BAKHNA RAKHNA
By Colin Chapman ([email protected])
Description
Kithain of Senegal in West Africa, the Bakhna Rakhna are embodiments of hospitality, being generous, relaxed, gracious and
friendly. Fond of revel and festivity, they hold many great and glorious feasts, punctuated with graceful and exuberant moonlitdances.
Living in magnificent subterranean dwellings, lavishly decorated with ornate furniture and décor, they are tended by invisibleservitors, but are far from lazy. By far their largest communal freehold is 'The Open Heart', amounting to a small town in size, andriddling Goree Island, south of the Cape Peninsula, with interconnecting tunnels and dwellings. Over time it has acquired ahaunting reputation among the local tribesfolk, who give the island a wide berth, but tell many tales of gracious spiritfolk whoaided those in need.
On the best of terms with the wandering Eshu, the Bakhna Rakhna always welcome their cousins with open arms, fine food anda warm hearth, eager to hear tales of the wild and wondrous world into which they themselves rarely venture. For their part theEshu always remember their cousins with fondness, and know that should they travel through Africa they will want for nothing.
Even foreign kithain and mortals are well received, though the Bakhna Rakhna take pains to ensure that mortals remember little.
It should be remembered though that while the Bakhna Rakhna are patient and gracious, they will not suffer the overly abusive,violent or exploitive. While they cannot resort to physical violence without going contrary to their nature, they can use more subtlemeans to incapacitate or drive away any troublemakers.
Appearance
Attractive, if somewhat short African folk with slightly lighter complexions in their mortal seemings, the Bakhna Rakhna are trulystunning to the vision of the fae. They lose several inches in height, their skin becomes pearlescent white, their eyes gain thedepth, colour and richness of sapphire blue, and their wavy hair becomes shining silver, while they maintain the exotic looks of beautiful African people.
Favouring rich, loose and flowing garments in a variety of bright but tasteful hues, they often bedeck their clothing with rainbow-
coloured chimerical feathers.
Needless to say, many of the western kithain who have met these gracious and beautiful hosts have been struck with wonder and passion.
Seemings
Childling: Bakhna Rakhna romp around under the watchful 'eyes' of their servitor chimera, and are the most selfless childrenanyone will ever meet. They actually prefer to share their toys.
Wilder : Bakhna Rakhna throw many extravagant parties, and are warm and passionate, giving their love and friendship as freelyas they offer food and gifts.
Grump: Bakhna Rakhna live sedate and happy lives, taking pleasure in a life of hospitality.
Lifestyles
Living lives based along tribal lines until very recent years, the Bakhna Rakhna are still relatively isolated from all save the Eshuand Tokolosh. However, many have now moved into the growing cities of Africa, entering professions where they can cater for others and some have even made some small fortune in doing so.
AffinityFae
Birthrights
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Helpful Hands: When a Bakhna Rakhna undergoes their Chrysalis, they receive a chimerical servitor that appears as nothingmore than a floating pair of hands. While this may seem somewhat eerie to some, the Bakhna Rakhna dote on their servitors,often buying them such beautiful apparel as embroidered silk gloves, and maybe an elegant ring. Even if their current servitor isdestroyed, the Bakhna Rakhna may recreate them by expending 1 permanent Glamour point. Needless to say, the BakhnaRakhna avoid abusing their servitors, preferring to treat them as friends, albeit friends who serve to make their life easier.
Helpful Hands
Str 3 Dex 3 Sta 2 Cha - Man - App - Per 2 Int 2 Wits 2
Brawl 1, Dodge 3, Cooking/Baking 4, Medicine 2
Glamour: 4
Willpower: 4
Health Levels: -5, Incapacitated
Attacks: Punch, 4 dice
Redes: Wyrd
Notes: The hands cannot talk, but communicate either through charades, or in some cases (where the Bakhna Rakhna and thehelpful hands have learnt it) sign language. They float in the air where normal hands would appear, but are difficult to hit due totheir size.
The Bakhna Rakhna may spend additional points during character generation to give their helpful hands additional abilities,although the hands can obviously learn things themselves over time.
Allure: The Bakhna Rakhna add 1 dot to each of their Appearance and Charisma attributes, although their Charisma may notexceed 5.
Frailties
Embodiment of Grace: The Bakhna Rakhna must avoid physical conflict at all costs, remaining polite, generous and giving,even to mortal enemies. While they can use other tricks to rid themselves of 'problems', they must avoid hurting them. Actingcontrary to this can inflict Banality depending on the severity of the infraction (ST's discretion).
Quote
"I bid you all welcome. Please, partake of my hospitality, freely given".
Outlook
Eshu: Welcome, my wayfaring cousin, my home is your home.
"Thank you, cousin. As always you are gracious, and I hope to entertain you with tales of glory and wonder.
Tokolosh: My friend, I must say you look stunning with that dead animal dangling from your tongue.
"Blagh! Hahahahahah! Burp!"
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BARBEGAZI
Description
Barbegazi are the gnomes of the Alpine mountians running from France to Switzerland. In past times, they lived in vast tunnel-complexes deep within the snow-covered peaks, rarely interacting with man, or venturing lower than the tree-line. Happy withtheir solitary existence, things were to change drastically when the tide of Banality grew in power. In desperation they merged
with the few mountain dwellers to protect themselves, and this became their bloodline.
As time has passed, they lived as changelings well enough, and as mountain resorts have sprung up, they've found their influence and lifestyle changing. Many have found an easy niche within the resorts, unparalleled at snow-sports as they are. Thus,their society has become much more enlivened, and it's become easier to resist Banality.
Many of their original tunnel-freeholds have been forgotten, but they are slowly uncovering these long-lost homes, and areopening them as a refuge for all. Of course, their hospitality is marred slightly by the frigid aspect of their mountian homes. Still,the Barbegazi are a kind, happy and helpful kith, full of good cheer, and any Changeling who braves their homeland will findherself welcomed with open arms.
Appearance
Barbegazi stand slightly shorter than Men, and vary from average to stocky build. Their ears are pointed, and their body hair isprofuse. Hair colour is the purest white, and their skin is pale. These kithain have eyes of the purest icy-blue, and the males growfacial hair. All the head and facial hair of this kith seems to shimmer in the light, but closer inspection reveals tiny chimericalicicles in the hair. All their hair is soft, thick and warm. Bargegazi feet are large and broad acting as natural snowshoes and skis.
According to legend their traditional dress is a white-fur jumpsuit style garment, very unisex in design, but many wilders haveeschewed this in favour of the latest snowboarding fashions. Of course, white is still prefered for it's camouflaging qualities.
Seemings
Childling Barbegazi are boisterous and fun loving, frolicking in the snow, playing with snowballs, riding down the mountain on
avalanches and generally having fun.
Wilder Barbegazi like to wander the mountains, exploring new areas. They still love the snow (a love that never really leavesthem) and have recently been thrilled with snowboarding, entering many resort contests and winning hands down.
Grump Barbegazi become the caretakers of the Mountains, protecting them from harm, and covertly aiding climbers in distress(providing they haven't shown disrespect to the environment). Barbegazi have been credited in myth with leading St. Bernards totrapped climbers, and this is actually true. They talk with the dog using cantrips, and lead them to the trapped climbers. Grumpstend to prefer skiing as a sport, regarding it as more traditional.
Lifestyles
Barbegazi obviously favour jobs and pastimes that exist within their Mountain home and use their special talents. Some joinmountain rescue units, or become skiing instructors. Others just travel from resort to resort, enjoying life and entering contests.
Affinity
Nature
Birthrights
Spirit of the Mountain: The Barbegazi are tough and hardy, adding +1 dot of Sta (even if above 5), and are immune to the
cold.
Tunnel: Barbegazi can tunnel into, under, out of, and through snow with incredible ease. They can tunnel at half their movementrate for Sta x 2 minutes before becoming exhausted. The tunnel collapses behind them as they go, unless they spend 1 Glamour point to stabilize it.
White-Satin Walker : The Barbegazi's large feet allow them to run across snow, no matter how powdery, at their full movement.
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BEAN-SIDHE (Ban-Shee) (version 1)
By "The Weaver" ([email protected])
Description
The Bean-Sidhe were the past guardians of the Trods, the roads that link our mundane world to the world of Arcadia, in the
Dreaming. With their powerful voices of both lyric harmony and brooding pain, they were beacons in the Dreaming, defendingagainst the coming of Banality, weaving together songs of power formed directly from the Founts of Glamour.
But, their resistence was not nearly enough once the Shattering occurred, and they were exiled from the Noble Courts andHouses by the Sidhe to the mundane realm of Earth, where their recycled faerie blood respawned itself into forgottenChangelings. It was a curse that they have to live with in all of their memories; a curse put upon them because they themselvescould not hold the faerie roads in defense of the Dream.
The Bean-sidhe today are often reclusive loners in the mundane world, afraid to deal too strongly with the mortal Banality theytried to keep out. They are often defensive and spiteful towards the mortal community. However, once they are part of anOathcircle, they are some of the most devoted to the cause of their Kith companions. Strong bonds can be formed with a Bean-sidhe, if enough determination and resilience is applied to the relationship. Once the seed is sewn, great benefits will bereaped.
Another unfortunate factor the Bean-sidhe carry with them is, to some degree, a form of self-loathing. The ancient "failure" (froma job given to them that they could never have expected to succeed) stays with them in their subconscious, guiding their liveswith a forced hand. In its mild forms, this can lead to mild depression, but in its stronger forms, to masochism or even suicide.
But, never will one find a voice as strong as a Bean-sidhe. Their speaking voice is always commanding and powerful, and their singing voice seeming as if something from the Divine Dreaming itself. Their vocal qualities are renown throughout mythologyand the Kith cultures, and all know to fear the wrathful voice of an avenging Bean-sidhe.
Appearance
A Bean-sidhe in her Kith-seeming is usually tall, with long hair of a vivid color. Her skin is ebon, composed of the darkest black.Often long, flowing dresses accommodates any other fashion she deems important to wear.
Seemings
Childling: Childe Bean-sidhe are often brooding children, who sit alone to play with their toys, often singing quietly to
themselves while dreaming of the lustrous Glamour that may await them.
Wilder : Teen-aged Bean-sidhe are the utmost of rebels, so as to try to forget what they are; they adorn strange fashions, hair-
styles, even elaborate (although not disgusting, like the Redcaps) body piercing. They are wild and shun their mortal seemings ,often getting in trouble with mundane authorities.
Grumps: The elder Bean-sidhe are usually more reserved, learning more of their past "mistakes," and becoming more wise
because of it. A certain sadness is carried with this knowledge, but usually the self-hatred has all but disappeared, by now. It is at this time that a Bean-sidhe's hair falls often below the small of her back, sometimes nearly to her feet.
Lifestyles
The Bean-sidhe fashion themselves from all walks. In one way, or another, however, they will incorporate two things into their lives: Helping others (usually Kith) to help make up for past failures, and finding a passion to accommodate their glorious voices;be it singing, or speaking.
Affinity
Fae
Birthrights
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The Vengeful Voice: One of the times you will feel a Bean-sidhe's angst and hatred is through the use of her voice, which,
when employed with this power, can be quite a dangerous foe. By making a Willpower roll (diff 7), the Bean-sidhe may do oneHealth level of damage per success upon anyone within a twenty-foot radius. This damage is distinctly unsoakable.
Chords of Comand: The Bean-sidhe may utter a one-word command to a subject, and the strength of her voice will empower
the subject to do it, forcing him to her immediate bidding. The command must be one possible to complete by the subject, or hewill try it and simply fail (such as the command "Die!"). The only way a victim may negate this effect is by spending a Willpower point. A Bean-sidhe can not use this power more than once a day (or between restful sleeping periods).
Frailties
The Death Sight: As portrayed in legend, the Bean-sidhe can see a person or animal, or even another Kith, and know that hewill soon die. Although it may seem immediately like a gift, it can end only in pain for the Bean-sidhe. She will believe that thedeath is somehow, perhaps, her own fault, and it will push her into a period of darkened depression lasting several hours, inwhich the Bean-sidhe will suffer a -2 dice penalty to all rolls within that period of depression.
Quote
"I see you, watching me like that. I know you know what my kind has done. You know I can feel your hatred. Now leave me alone."
Outlook
Boggans: Helpful if they're your friend. Otherwise they're prattling little gossip-hounds
Eshu: Hopeless drifters without any guidance. But their stories of the Dreaming border on the magical.
Goblins: I shudder to think what is on the minds of these feral little creatures.
Nockers: Bitter little souls, they are. If they'd straighten up, maybe they'd make something without any problems.
Pooka: Untruthful, annoying, and always in the way.
Redcaps: I've used the Voice on more than one of these little demons.
Satyrs: Hedonistic lustmongers, but I will say that their voices can nearly match our own. In that respect, there is a certain bond.
Sidhe: They hate us, and we don't give them much love, either.
Sluagh: Simply disturbing. Are they even fae at all? They seem something conjured from one of our nightmares.
Trolls: Not always the brightest, and a little too steadfast, but I would trust a troll sooner than any other; besides another Bean-sidhe, of course.
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BENDITH Y MAMAU
(Ben-dith uh Momay)
By Colin Chapman ([email protected])
It's a Welsh kith!
Description
Fae of Carmarthenshire (Wales), the Bendith y Mamau are reviled in folklore. Possibly related to hobgoblins, they werenotorious child and baby snatchers, secreting them from their homes and taking them back to their freeholds. They would raisethe child, teaching it of music and song in an extended Reverie, only returning the child much later, with only faint memories of sweet music. Indeed, a young child or baby is an exceptional font of the sweetest Glamour, which is why so many kithain hadreputations for stealing children.
It's not that the Bendith y Mamau are evil, but they are generally very selfish, caring little for the distress they cause the family. TheSeelie Court has made efforts to curb this activity, citing that it could attract unwelcome attention, and the Bendith that wish to
join the Seelie Court (and there are a few) must swear an Oath never to partake in any such activities.
Unfortunately the Unseelie are not so accountable, and fully realise that in this modern era where children go missing all the time,a few more are hardly noticed.
The Bendith envy beauty, and are sometimes consumed by jealousy, but they generally treat their captives well. Thankfully, only arare few enjoy the taste of twisted, nightmarish Glamour, and their methods of inducing such are best left unspoken...
This kith is few in number, exceptionally uncommon beyond the boundaries of Wales. The Welsh never dispersed to the extentthat the Irish, Scots or English did.
Of great surprise to all who know of them, the Bendith are astounding brilliant musicians and singers. It's a sad twist of fate thatthey can never reach Rapture, and perhaps this is the reason behind their envy of beauty, and their subsequent kidnappingactivities?
Appearance
The Bendith y Mamau are a stunted and ugly kith; short, with twisted limbs and greyish skin. Their eyes are puckered andinscrutable and their noses large and bulbous. Their mouths are usually grim with their lower lip protruding over their upper, muchlike the mouths gurners are so fond of pulling. Their hair is thick and wirey, usually ginger in colour, with the male grumpsinvariably going bald. Their ears are large and round, sticking out, and their eyebrows resemble large thick tufts of ginger hair.Their redeeming feature is their voice which is rich and resonant (the males) of sweet and lilting (the females).
Seemings
Childling Bendith (called Crimbils) are, if anything, even uglier than the adults. They quickly show an aptitude for music and song,reveling in the attention it garners. When not practicing their arts they tend to live lonely childhoods, shunned by other childrenand becoming jealous of their attractive classmates. Despite this, Crimbils are surprisingly calm of temperament.
Wilder Bendith are passionate musicians, constantly frustrated by their inability to reach the heights they know are just beyondtheir reach. They use their musical gifts to compensate for their homely mien, only meeting with very limited success. Thus, theyare often frustrated and angry, driving themselves harder into their music. Their tastes have become very eclectic in this modernera, and many have joined modern bands, but despite this they still have a very downhome demeanor.
Grump Bendith really fit the name and image of Grump. They are moody and glum, only finding brief respite in their music. It isthe Grumps that are most likely to practice their ancient traditions of kidnap, as their envy and lust for beauty and Glamour gnawsat them in the twilight of their years.
Lifestyles
The Bendith y Mamau are musicians and singers of the highest order, traditionally joining Men's Chorals, or performing localWelsh folk music. More recent years have seen an increasing number turning to comtemporary music, or giving a modern twistto older elements.
Affinity
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Trolls: Stop watching me!
As soon as you have sworn the Oath I will cease watching you...less intently.
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The pixie travel in high speed fighters.
The rest of the European kiths use whatever they can get their hands on.
Asia
The hsien of the orient travel with celestial dragons, space junks or in ships patterned after vehicles in Anime. They also have abase of operations on the moon, Tycho Prefecture.
The pari travel space either star clad or by strange four arm ships.
The genie travel by their magic.
Africa
The African changelings either travel with the eshu or use ships patterned after ancient Egyptian ships.
Australia
The djidjigargaly only travel to space to deliver messages to the Dreamspeakers. They go to space through the Dreamtime or by spaceship. Their ships look like the famed boomerangs.
The Houses
As said before the sidhe house have personalized ships beside those ships that are standard to them.
House Ailil
The ships of Ailil are dark and foreboding. Their base of operations is the moon of Callisto in orbit of Jupiter.
House Balor
The ships of Balor, like Gwydion, are big and somewhat ancient. They also use lithe two-man fighters called starfighters. Their base of operations is one of the moons of Uranus, Oberon.
House Dougal
The ships of Dougal are large winged dreadnaught ships called Katanas. They also have heavily armed fighters called Excaliber Katanas. Their base of operations is Federation Station, right outside of the solar system.
House Eiluned
The ships of Eiluned are strange ships made of chimerical materials. Their base of operations is the theorized tenth planet of the solar system, Nemesis.
House Fiona (The Fionawarriors)
The ships of Fiona are modified dreadnaughts and artistic couriers. Their base of operations is the planet Venus.
House Gwydion
The ships of Gwydion are big and somewhat ancient. They also use large two-man fighters called gunstars. Their base of operations is one of the moons of Uranus, Titania.
House Leanhaun
The ships of Leanhaun are beautiful crystal ships. Their base of operations is Crystal Heart Station in the Near Dreaming.
House Liam
The ships of Liam are strange indeed. Their bases of operation are Alpha Beta City and the planet Nemesis.
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House Scathach
The ships of Scathach are built for adventure. Their bases of operations is Alpha Beta City and Great Britain.
The Changelings of the New World
"A whole new world. . ." -- Aladdin
With the return of Spring new fae and new changelings have come to Earth.
Androids
Nocker genetic androids.
Spaceships: As of now, Nocker-made ships.
Base of Operations: Earth
Anamori
A race of shapeshifting centaurians.
Spaceships: As of now, Nocker-made ships.
Base of Operations: Earth
CHiMeRa
A strange band of Inanimae-like creatures who ally themselves with the changelings.
Spaceships: A ship of their design called an Omniform.
Base of Operations: The Planet Procylon
Doppelgangers
The ultimate in shapeshifters.
Spaceships: The doppelgangers ships look different each time because even their ships change form.
Base of Operations: Anywhere and nowhere.
Gizmos
The gizmos are the busybodies of space.
Spaceships: Some of the gizmos are their spaceships.
Base of Operations: Wherever they want it.
Project GeeKeR
An experimental type of changeling robot.
Spaceships: They can go through space star clad.
Base of Operations: Earth
The Greys
These fae have been to Earth before. They return to Earth now to see what was left. They were not pleased.
Spaceships: The ships they have been know for all this time, UFO's.
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House Goodfellow
A house of extremely technical fae.
Spaceships: Advance ships of their design.
Base of Operations: Goodfellow Manor in what's left of Upstate New York and Ariel, moon of Uranus.
Iron Nation
A house of Nockers.
Spaceships: Special types of Nocker designed vehicles
Base of Operations: The Russia Cosmodome.
House Mariner
A house of space rogues and corsairs.
Spaceships: Modified solar sailers.
Base of Operations: The moons of the planet Neptune.
The Ringdancers (The Faeris Army)
A school of changeling elemental rogue mages.
Spaceships: Their spaceships are based of the elements they use.
Base of Operations: The moon of Titan, and a space station in orbit of Saturn.
The Star League
The house of the shapeshifters.
Spaceships: Morphological spaceships. Base of Operations: Anywhere and nowhere.
House Vulcan
Enlightened house of scholars and scientists.
Spaceships: Faster than light shuttles.
Base of Operations: A planet in orbit of 40 Eridani A.
The Sons of Kahless
A noble house of honorable trolls.
Spaceships: Ships befitting a race of warriors.
Base of Operations: The moon of Titan.
The Curiosities of Spring
They are other factions that are taking notice of the changelings activities, or getting involved in the changelings politics. Theyare described below.
Vampires
Most of the vampires died in the Great Winter. A few escaped only to be hunted and killed by mages. Some of the vampires hadchangeling help to survive.
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Mercury: The Neutrinos have establish a colony there. It's the quickest route to their Dimension X from there.
Venus: It's one of the planets the Kachinas use to refuel and repair their ships. This is also the base for House Fiona.
Earth: The Earth is the center of the new changeling civilization. It is the jumping point of most of the changeling space force.
The Moon: The Moon is the sidhe capital of the Terran system. This is where they can monitor the comings and goings of Earth.
Mars: Home to the Redcap Assault Fleet. This is also the location Beastie marauders, on the moon of Phobos.
The Asteroid Belt: Nunnehi asteroid mining. Command base is on the asteroid Ceres.
Jupiter : House Ailil has their base on the moon of Callisto. The boggarts have a trading station on Io. Is one of the planets theKachinas use to refuel and repair their ships.
Saturn: The Ringdancers have a station in orbit of Saturn. Is one of the planets the Kachinas use to refuel and repair their ships.
Titan: The biggest moon in the Terran system is the home for the Troll Provisional Guardian Fleet. It is also the capital for theSons of Kahless. The Ringdancers have a training dome there also.
Uranus: House Balor, House Gwydion and House Goodfellow have bases on some of the moons of Uranus. It is one of theplanets the Kachinas use to refuel and repair their ships.
Neptune: The moons of Neptune are launching points for House Mariner. It is one of the planets the Kachinas use to refuel andrepair their ships. The Malkavians have been seen in orbit.
Pluto: The Sluagh and the Bogies have bases here.
Nemesis: This is the neutral planet of the outer Terran system. A planet only the changelings can reach. House Eiluned andHouse Liam have bases here.
Spaceships
A short description of the standards ships to be seen and who uses them.
Omnibees
Users: Boggans, Yunwi Tsundsi
Range: Short to Medium
Usage: Hard labor
Description: The Omnibees are small hardworking ships used for multiple tasks. It can be upgraded for defense duty.
Clurichaun Hawk Fighter
Users: Clurichaun
Range: Medium to Long
Usage: Joy riding and assault
Description: Quick attack fighters used by the Clurichaun.
Flying Carpet
Users: Eshu
Range: Long
Usage: Travel
Description: A beautiful tapestry for travel.
Ghille Dhu Treant Treeships
Users: Ghille Dhu
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Users: Sluagh
Range: Long
Usage: Spying
Description: Dark menacing ships.
Troll Pinnacle Battlestar
Users: Trolls
Range: Long
Usage: Defense and Protection
Description: The mainstay of the Troll Provisional Guardian Fleet. Large and noble, just like the trolls.
Pirate Y-wing
Users: Beasties
Range: Medium to Long
Usage: Assault
Description: A modified Y-wing used for annoyance.
Boggart Marauder
Users: Boggarts
Range: Long
Usage: Business
Description: A boggart's transport for profit.
Bogie Shadow Raider
Users: Bogies
Range: Long
Usage: Assault, Pirating
Description: Another dark ship.
Chaos Fighter
Users: Goblins
Range: Medium to Long
Usage: Annoyance and mayhem
Description: The goblins' transport of trouble.
Ogre Basher
Users: Ogres
Range: Medium to Long
Usage: Attack
Description: The ogres big attack cruiser.
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HyperFox Arwing
Users: Pixie, Folletti
Range: Long
Usage: Travel and Defense
Description: High speed fighter.
Hyper Fury
Users: Folletti, Pixie
Range: Long
Usage: Travel and Defense
Description: High speed fighter.
Hsien Macross Cruiser
Users: Hsien
Range: Long
Usage: Battle
Description: One of the many Anime style ships the Hsien have.
Shivaship
Users: Pari
Range: Long
Usage: Travel
Description: A strange four-armed ship.
Oracle Cruiser
Users: Genie
Range: Long
Usage: Travel
Description: When genies don't travel star clad they use these stylish cruisers.
Djidjigargaly Boomerang Courier
Users: Djidjigargaly
Range: Long
Usage: Courier
Description: The ships the djidjigargaly use to transport info to an fro the universe.
Ailil Python Fighter
Users: House Ailil
Range: Long
Usage: Attack
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Description: Dark attack fighter of House Ailil.
Balor Formorian Battleship
Users: House Balor
Range: Long
Usage: Attack, Transport
Description: Mainstay of the House Balor Conquest Fleet.
House Dougal Katana Dreadnaught
Users: House Dougal
Range: Long
Usage: Attack and Defense
Description: Standard ship of the Dougal fleet.
House Eiluned Chimera Cruiser
Users: House Eiluned
Range: Long
Usage: Transport and Espionage
Description: Beautiful, elegant spaceship.
Arcadia Courier
Users: House Fiona
Range: Long
Usage: Transport
Description: Common Transport for House Fiona.
Gwydion Danaan Cruiser
Users: House Gwydion
Range: Long
Usage: Transport
Description: The mainstay of the Gwydion fleet.
Leanhaun Glamour Ship (Cryoship)
Users: House Leanhaun
Range: Long
Usage: Transport
Description: A ship with cryogenic technology.
Omni Cruiser
Users: House Liam
Range: Unknown
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G-tech Fighter
Users: House Goodfellow
Range: Long
Usage: Multi-task
Description: Strange fighter made with strange technology.
G-Mek Alpha Fighter
Users: Iron Nation, Hsien
Range: Medium to Long
Usage: Attack and Defense
Description: Standard Iron Nation fighter.
Gossamer Sailer
Users: House Mariner
Range: Medium to Long
Usage: Travel
Description: An elegant sailing vessel.
Ringdancer Fighter
Users: The Ringdancers
Range: Medium to Long
Usage: Defense and Training
Description: A small fighter.
Manasu Warp Shuttle
Users: House Vulcan
Range: Medium to Long
Usage: Transport
Description: Standard type Vulcan shuttle.
Falcons of Kahless
Users: The Sons of Kahless
Range: Medium to Long
Usage: Defense, Patrol and Attack
Description: Standard ship of the Sons of Kahless.
Event Horizon
Users: Clan Malkavian
Range: Unknown
Usage: Experimental Exploration
Description: Mysterious ship of experimental technology.
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BOOGEYMEN
By [email protected] (19 September 1995)
Description
This Kith is said to have come from the darkest of nightmares. Though not evil, the boogeymen love to scare things. They are the
most feared kith that ever walked the earth, but no one knows why. As a matter of fact no one has really ever seen one. They livewith in the shadows and darkness of the night.
The Boogeymen are probably the most antisocial of all kith. They don't want any one to know what they're really like. This, theyfear would reveal weakness about themselves and the other kith would hunt them down.
They love sneaking into house and scaring its occupants. They are the guardians of the night. For centuries they have kepteveryone in fear of the coming of the darkness.
Appearance
They are the classic description of the nameless horrors of the night. They are sguat creatures that are rarely over five feet six
inches. Their skin's natural color is a dark green. They have wide faces with large noses and eyes. Their teeth are jagged andpointed and their eyes are green.
Seemings
Childlings spend their time delighting in scaring others, especially children. The Boogey Childlings are much like Pookas; they'rehighly social and tend to play cruel practical jokes on their friends.
Wilders tend to be disgusting and maniacal. They start to distance themselves by being annoying and doing things like eatingold roadkill and just being strange in general.
Grumps have almost completely distanced themselves from other Kith. They rarely speak and are seen even less. They are
highly anti-socal and will scare people away who try and talk to them.
Lifestyle
They are the guardians of the night. They tend to be wanderers and rarely take a job. When they do take jobs they tend to begraveyard watchpeople, grave diggers and other "spooky" jobs.
Affinity
Actor
Birthrights
Night Terror : By going up to someone and saying something (usually Boo) they can cause the victim to flee in terror and then
after they're a good distance away forget the whole encounter. This is almost like the dreams called night terrors where theperson wakes up screaming and doesn't remember why. To get this effect the Boogeyman must make amanipulation+intimidation versus the target's willpower.
Cloak of the Chameleon: This power allows them to slip into houses to keep people afraid of the dark. This is also why
children can never find the monster under the bed. By spending a point of glamour the Boogeyman can blend into their surroundings, no matter how colorful. In order to see them the person looking for them must make a Perception+Alertness roll
versus a difficulty of 9.
Frailties
Killing Kiss of the Sun: As every child knows, sunlight drives away all the monsters. All Boogeymen take damage from sunlight
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On Two Legs: Boto spend most of their time in water, but, by spending one Glamour point, they can turn into human form. This
form is extremely beautiful and attractive. Reversion to dolphin form is free. Doing so in the presence of mortals requires thatthey use their Wyrd.
Awe: Boto naturally attract attention wherever they are, or whatever form they take. They gain an extra dot in both Charisma and
Appearance, but not above 5. They will never botch any Seduction rolls and these bonuses are in effect at all times.
Frailties
Mark of the Dolphin: When in human form, Boto still have the dolphin's blow-hole on the top of their heads. Anyone who sees itcan make an Intelligence + Mythlore roll (Difficulty 6). If successful, the person understands the true nature of the Boto, and theBoto loses her ability to transform for a short period of time. To find out how long the Boto is affected, roll the viewer's Banality(Difficulty of the Boto's Glamour). Each success means the Boto is affected for 1 turn. Boto inevitably flee under such acircumstances. They typically wear a cap to cover this frailty.
Quote
"Please take my hand, and we'll dance with passion for life!"
Outlook
Curupira: They strive to protect the wilderness, but we know that it's a futile task. We should spend our final days with laughter and happiness.
"My heart aches with pain, as their demise looms ever closer. If only they would stop and fight back to save themselves."
Saci: They can be good fun, but all too often they bring anger and annoyance to others.
"They just don't appreciate a good prank, but they are fun at parties."
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Fetch-Form: Brags are best known for their ability to "fetch" the form of mortal and fae, becoming an exact physical duplicate.
The Brag gains her target's Strength, Dexterity, Stamina, and Appearance, as well as any intrinsic physical benefits andweaknesses (such as a Sluagh's Heightened Senses and Whisper but not a Nocker's ability to create chimera, for instance).The Brag's wound level is not affected, nor is her clothing. Brags may only fetch the forms of mortal and fae and cannot duplicatea non-fae supernatural (like garou and magi), a chimera, or an animal. A Brag may not take the form of an Autumn Person, or amortal "touched" by non-fey supernatural forces (such as vampric ghouls, mortals with numina, and kinfolk). Before changing her form, the Brag must meet certain conditions (often refered to as "The Rule of Three"):
1. The Brag must know the True Name of her target.2. The Brag's target must be in plain sight of the Brag (Television doesn't count, nor do scrying devices, but the Soothsay
cantrip "Tattletale" does)3. The Brag must not be seen by any non-enchanted mortal except her target.
If all the above conditions are met, the Brag may try to fetch her target's form. She must spend a point of Glamour and rollempathy + manipulation against a difficulty of 8 (or 6 if the Brag has either fetched the target's form before, or has somehowgained glamour from the target before). A net success of 1 or more means that the Brag successfully takes her target's form. Anormal failure means that the Brag keeps her old form (but still loses a point of Glamour), and the Brag may not attempt to takethat target's form for another 24 hours. A Botch means that the Brag also gains a temporary point of Banality, and may never attempt to take that target's form again.
When a brag fetches a fae's form, both her seeming and dreaming forms change to match. When a brag fetches a mortal's form,her seeming changes to match and her dreaming form becomes a pale, grey shadow of her new seeming.
It is important to note that, while theoretically, a Brag can keep her form for as long as she likes, Brags who keep their forms the
same for too long run the risk of gaining banality. For each week past the first without changing forms must roll willpower vs adifficulty of 8 to avoid gaining a temporary point of banality. A Brag who falls out of the dreaming this way will think she is whoshe pretends to be.
Inborn Manipulation: Brags have the natural ability to say exactly the right thing without even thinking about it. A Brag will never
botch an empathy roll, and the difficulty on all rolls involving persuasion and/or getting on people's "good side" are reduced by 2.
Frailties
Fluid Psyche: Brags have little in the way of a core personality and are therefore weak-willed and easily manipulated. No Bragmay have a willpower higher than 5. In addition, the difficulty for all rolls made to resist any sort of mind control (including anythingfrom vampiric presence and domination to normal post-hypnotic suggestion and brainwashing) are increased by 2. It is becauseof this that many Brags are controlled by Greater Powers (Sidhe politiques, various Magi, the occasional Tremere, etc.)
Pariah: Because of their long, dark history of Questionable Activites, Brags are generally treated as Pariahs in the feycommunity. Many kithain of any kith would kill a Brag to avoid future trouble, and few would mind.
Quote
"Turnabout's fair play, eh?"
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BROWNIES
By Dale Strombeck
Introduction
In Kithain society Boggans are known for their hard work at keeping their homes tidy and clean. The Brownies are also known
for such hard work but the difference lies in location. While a Boggan will maintain its own home a Brownie will take its pleasurein cleaning someone elses. Brownies are small furry humanoids that are known to do favors for others even when they aren'teven asked to. This strange habit includes everything from sweeping and house chores, to reaping entire harvest for farmers.
Any time a task is needed Brownies will be there to finish it. Some Brownies have even learned the trade of spying for greatFaerie lords.
To this extent almost no noble house is without its Brownie butler, maid, or personal spy. The main reason for this is due to thefact that a Brownie cares more about others than it does itself. A Brownie cannot accept any gift other than a dairy product for ameal. Any Brownie who does accept more finds itself being torn apart from its Faerie nature. Payment of money is a mortaltradition that separates them from their natural upbringing; favors are something that they would rather accomplish themselves,and the only food they can digest is dairy products.
While Seelie Brownies are only interested in cleanliness, their Unseelie cousins are fascinated by destruction. An UnseelieBrownie is known as a Boggart and they often have short tempers. Although they have good spying qualities, Boggarts will only
do favors twisted and backwards. A peacful Brownie will form into a Boggart if it is rubbed the wrong way. For this reason manyof the mortals and kith will be good to them and award them with kindly thanks.
Brownies all have different characteristics. The three most noted are the addition of a long furry tail, A large nose and no mouth,or only stubs for fingers and toes with two tiny slits for nostrils. The reason for these differences is unknown. Some believe that itdeals with the region that the Brownies ancestors once inhabited. Nevertheless they are always coverd with short brown fur, andhave giant round eyes.
In more recent times the younger Brownies have tried to rebel against their past with little effect. Instead of worrying about othersneeds they wish to concern themselves with their own needs. Many of these Brownies have become Boggarts, much to thedismay of many Grumps. These Brownies have become saddened by the fact that their habits may not be of choice but somenatural instinct that lies deep in their past. Many of their kind has suffered terribly from banality while trying to resist their heritage.
Appearance
Brownies are small, about three feet in height with large round eyes, and are covered with short brown fur from head to toe. AllBrownies have some trait that their past has given them. Some have tails with a small tuft of long fur at the end. Others havelarge noses attached to their face and no mouths (These Brownies have been known as Killimoulis in Kithain society). A vastmajority of Brownies have no noses, and instead of fingers or toes they have stubs. Brownies often wear dark clothes that revealvarious parts of their body.
Seemings
Childlings: Childing Brownies are not as concerned with helping others as much as Wilders or Grumps. They do help onoccasion, but they enjoy playing pranks and jabbering almost non stop. They enjoy nursery rhymes and will often reci te them for no reason at all. Unlike most children a Brownies room is always clean.
Wilder : Cleaning for Wilders is not a chore but a state of mind. Wilder Brownies have learned how to help others and findenjoyment from it. They also begin to care more about others than themselves.
Grumps: Grumps often attach themselves to one chore that they like particularily well and will work to make sure that their taskis not ever disturbed in any way, shape, or form.
Lifestyles
Brownies prefer to live in other peoples houses as servants and nursemaids. They are very social and their employers oftenenjoy their presence.
Affinity
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Damn! I was so sore I couldn't walk for weeks!
Redcaps: They don't savour their food.
I'm so hungry I could eat a horse...
Satyrs: Mmmmm...
Mmhmmmm...
Sidhe: Schwing! Hubba hubba!
My god...
Selkie: Wrap your flippers around this!
That's just sick!
Sluagh: They can get into some really unique positions...
They're led through their life by their genitals...
Trolls: Big, hard, and disciplined. Good for a brawl.
Weak-willed barbarians but able fighters.
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Actor
Birthrights
The Many Forms: A Campire has the a